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Closes #77631 ## About The Pull Request Hey there, Ticked File Enforcement simply wasn't catching files that were missed. That's a bit stupid, so I decided to look into what the issue might be, and whoopsie daisies I did double periods back in #76592 (020ac24053).  I also added some debug info and some more checks to prevent such a break from happening again on runtime of this script. I thought it was a weird string concatenation issue (and not the simple break I thought it was), so I rewrote how it adds `glob`s. I think it's cleaner so I'll keep it anyhow This PR also corrects the oversight of the missing unit test (introduced in #77218 (69827604c4)) by reticking it in the `_unit_tests.dm` file, and also makes it compile because it didn't do that. I also then had to do some more work to get the unit test to work. * Genericizes the Create-and-Destroy "ignore" list to be a static list on `/datum/unit_test` to allow it to be shared between these types of tests that we need to test. * Adds that list to C&D and the broken unit test regarding fantasy bonuses * Fixes some actually broken that the unit test was made to catch (beam rifles, butterdogs and other slippery items, random ingredient boxes). * Adds cases for things that the unit test and overall framework really shouldn't be altering anyways (mythril), and was likely causing inappropriate stack traces on master ## Why It's Good For The Game Unit Tests WORK. Tools WORK.  ## Changelog 🆑 fix: Beam rifles will no longer inappropriately retain any bonuses they may gain from wizardry. fix: Inappropriate stack traces over bonuses being applied to components that gain bonuses innately (like Mythril stacks) should cease. /🆑
120 lines
5.3 KiB
Plaintext
120 lines
5.3 KiB
Plaintext
///Delete one of every type, sleep a while, then check to see if anything has gone fucky
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/datum/unit_test/create_and_destroy
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//You absolutely must run after (almost) everything else
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priority = TEST_CREATE_AND_DESTROY
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GLOBAL_VAR_INIT(running_create_and_destroy, FALSE)
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/datum/unit_test/create_and_destroy/Run()
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//We'll spawn everything here
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var/turf/spawn_at = run_loc_floor_bottom_left
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var/list/cached_contents = spawn_at.contents.Copy()
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var/original_turf_type = spawn_at.type
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var/original_baseturfs = islist(spawn_at.baseturfs) ? spawn_at.baseturfs.Copy() : spawn_at.baseturfs
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var/original_baseturf_count = length(original_baseturfs)
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GLOB.running_create_and_destroy = TRUE
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for(var/type_path in typesof(/atom/movable, /turf) - uncreatables) //No areas please
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if(ispath(type_path, /turf))
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spawn_at.ChangeTurf(type_path)
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//We change it back to prevent baseturfs stacking and hitting the limit
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spawn_at.ChangeTurf(original_turf_type, original_baseturfs)
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if(original_baseturf_count != length(spawn_at.baseturfs))
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TEST_FAIL("[type_path] changed the amount of baseturfs from [original_baseturf_count] to [length(spawn_at.baseturfs)]; [english_list(original_baseturfs)] to [islist(spawn_at.baseturfs) ? english_list(spawn_at.baseturfs) : spawn_at.baseturfs]")
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//Warn if it changes again
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original_baseturfs = islist(spawn_at.baseturfs) ? spawn_at.baseturfs.Copy() : spawn_at.baseturfs
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original_baseturf_count = length(original_baseturfs)
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else
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var/atom/creation = new type_path(spawn_at)
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if(QDELETED(creation))
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continue
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//Go all in
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qdel(creation, force = TRUE)
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//This will hold a ref to the last thing we process unless we set it to null
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//Yes byond is fucking sinful
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creation = null
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//There's a lot of stuff that either spawns stuff in on create, or removes stuff on destroy. Let's cut it all out so things are easier to deal with
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var/list/to_del = spawn_at.contents - cached_contents
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if(length(to_del))
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for(var/atom/to_kill in to_del)
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qdel(to_kill)
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GLOB.running_create_and_destroy = FALSE
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// Drastically lower the amount of time it takes to GC, since we don't have clients that can hold it up.
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SSgarbage.collection_timeout[GC_QUEUE_CHECK] = 10 SECONDS
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//Clear it, just in case
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cached_contents.Cut()
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var/list/queues_we_care_about = list()
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// All of em, I want hard deletes too, since we rely on the debug info from them
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for(var/i in 1 to GC_QUEUE_HARDDELETE)
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queues_we_care_about += i
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//Now that we've qdel'd everything, let's sleep until the gc has processed all the shit we care about
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// + 2 seconds to ensure that everything gets in the queue.
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var/time_needed = 2 SECONDS
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for(var/index in queues_we_care_about)
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time_needed += SSgarbage.collection_timeout[index]
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var/start_time = world.time
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var/real_start_time = REALTIMEOFDAY
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var/garbage_queue_processed = FALSE
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sleep(time_needed)
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while(!garbage_queue_processed)
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var/oldest_packet_creation = INFINITY
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for(var/index in queues_we_care_about)
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var/list/queue_to_check = SSgarbage.queues[index]
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if(!length(queue_to_check))
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continue
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var/list/oldest_packet = queue_to_check[1]
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//Pull out the time we inserted at
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var/qdeld_at = oldest_packet[GC_QUEUE_ITEM_GCD_DESTROYED]
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oldest_packet_creation = min(qdeld_at, oldest_packet_creation)
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//If we've found a packet that got del'd later then we finished, then all our shit has been processed
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//That said, if there are any pending hard deletes you may NOT sleep, we gotta handle that shit
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if(oldest_packet_creation > start_time && !length(SSgarbage.queues[GC_QUEUE_HARDDELETE]))
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garbage_queue_processed = TRUE
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break
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if(REALTIMEOFDAY > real_start_time + time_needed + 50 MINUTES) //If this gets us gitbanned I'm going to laugh so hard
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TEST_FAIL("Something has gone horribly wrong, the garbage queue has been processing for well over 30 minutes. What the hell did you do")
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break
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//Immediately fire the gc right after
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SSgarbage.next_fire = 1
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//Unless you've seriously fucked up, queue processing shouldn't take "that" long. Let her run for a bit, see if anything's changed
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sleep(20 SECONDS)
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//Alright, time to see if anything messed up
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var/list/cache_for_sonic_speed = SSgarbage.items
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for(var/path in cache_for_sonic_speed)
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var/datum/qdel_item/item = cache_for_sonic_speed[path]
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if(item.failures)
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TEST_FAIL("[item.name] hard deleted [item.failures] times out of a total del count of [item.qdels]")
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if(item.no_respect_force)
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TEST_FAIL("[item.name] failed to respect force deletion [item.no_respect_force] times out of a total del count of [item.qdels]")
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if(item.no_hint)
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TEST_FAIL("[item.name] failed to return a qdel hint [item.no_hint] times out of a total del count of [item.qdels]")
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if(LAZYLEN(item.extra_details))
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var/details = item.extra_details.Join("\n")
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TEST_FAIL("[item.name] failed with extra info: \n[details]")
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cache_for_sonic_speed = SSatoms.BadInitializeCalls
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for(var/path in cache_for_sonic_speed)
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var/fails = cache_for_sonic_speed[path]
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if(fails & BAD_INIT_NO_HINT)
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TEST_FAIL("[path] didn't return an Initialize hint")
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if(fails & BAD_INIT_QDEL_BEFORE)
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TEST_FAIL("[path] qdel'd in New()")
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if(fails & BAD_INIT_SLEPT)
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TEST_FAIL("[path] slept during Initialize()")
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//This shouldn't be needed, but let's be polite
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SSgarbage.collection_timeout[GC_QUEUE_CHECK] = GC_CHECK_QUEUE
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