userDaniel Pcancel
branchrust_reboot/main/Pool_Remove_FreeDynamiccancel

21 Commits over 31 Days - 0.03cph!

3 Months Ago
Bugfix: Close socket properly instead of aborting during test teardown This is slower, but avoids tripping up the companion server that's polling on data and suddenly gets unexpected remote closure, triggering an exception. Tests: ran the batch of tests 10 times, no failures
3 Months Ago
Merge: from main When testing on main, suddenly discovered that 3rd test batch run would produce an error. Tests: ran CompanionServerTests multiple times, 2 green batches, 1 red (on teardown) - will fix in next CL
3 Months Ago
merge from main
3 Months Ago
Merge: From Main Tests: Ran CompanionServerTests couple times, all green
4 Months Ago
Update: disabling ServerTests to not mislead that they are working Tests: none, trivial change
4 Months Ago
Merge: from main Tests: ran new unit tests - all green
4 Months Ago
Update: Refactoring code to not need Pool.FreeDynamic Since there's no more users of Pool.FreeDynamic, removing it as well. Tests: Ran CompanionServerTests - all green.
4 Months Ago
Clean: Makign tests available only in CLIENT+SERVER Also adding assert messages to CompanionServerTests for slightly more clarity Tests: built all targets in editor - pass. Ran all CompanionServer tests couple times - all green.
4 Months Ago
Bugfix: Tests now able to run after a play session - ServerMgr now cleans up players on shutdown in editor - Tests are able to temp overwrite TerrainTexturing - Tests disable gameplay analytics Tests: ran all tests multiple times - all green
4 Months Ago
Optim: Don't wait full timeout for CompanionServer if it's done Tests now run 2.5s instead of 12s. Tests: Ran all tests multiple times - all green
4 Months Ago
Update: Adding last tests to CompanionServerTests One of them, TestNexusAuth, doesn't do deep testing since it requires setup of NexusServer, which is incompatible because of DontDestroyOnLoad. Tests: Ran all unit tests multiple times - all green
4 Months Ago
Update: Avoiding multiple GameObject instatiation in CompanionServerTests There's now one testDummy that can be used as a component storage. This allows to have proper "alive" components. This revealed a couple issues (late database cleanup leading to locks, not fully configured clan participation) which I've fixed. Tests: reran all tests multiple times - all green
4 Months Ago
Update: Added Subscription-related tests to CompanionServerTests 2 more down, 2 to go. Tests: ran all tests multiple times - all green
4 Months Ago
Update: Adding EntityInfo related tests to CompanionServerTests.cs 2 down, 4 to go. Tests: ran all unit tests multiple times - all green
4 Months Ago
Update: Adding Camera-related tests to CompanionServerTests.cs This adds 3 more (total 13, 6 to go). These tests don't setup an environment to validate the full flow, but they do prove that request handling is correct. Tests: ran all tests multipel times - they pass.
4 Months Ago
Update: Adding Clat-related tests to CompanionServerTests This adds 4 mote tests. Added test-related funcitonality to ClanManager to init/deinit. Tests: ran new unit tests individually, together with rest, multiple times - all pass.
4 Months Ago
Update: Adding Team related tests to CompanionServerTests This adds 4 new tests. Expanded RelationshipManager access for testing, also allowing skipping of sending updates on team changes (as it makes tracking responses harder). Lastly, removed an extra update send for player joining a team as it was already sent in MarkDirty. Tests: ran new unit tests repeatedly, they pass
4 Months Ago
Bugfix: RelationshipManager.PlayerTeam implements IPooled My new batch of tests revealed that PlayerTeam wasn't properly cleaned up when returned to the pool, causing test failures on repeated runs(teams still had members in them after disbanding). Tests: ran new tests (submitted in next CL), they pass
4 Months Ago
Update: consolidating CompanionServerTests logic Now that patterns are relatively clear we can simplify logic. This'll make adding the remaining 19 tests faster/easier. Tests: ran new tests
4 Months Ago
New: Starting set of CompanionServerTests A set of functional tests that validate operation of CompanionServer (Rust+). This only covers 3 request types out of 19, but proves that this should work in principle. Next up is adding the remaining tests and making it safe in regards to server-client modes. Tests: Ran new unit tests - they pass.
4 Months Ago
New: Adding Server unit tests foundation Sadly, they're not fully functional now - the client and server connect to each other, but the full client handshake doesn't happen. Will chase this up after I setup companion server tests (what I originally intended to test). Tests: none, as I know it's borked