work on test stability
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@ -27,10 +27,10 @@ public class ClientAttackTreeTests extends EntityTestTemplate {
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//warm up engine
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//warm up engine
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TestEngineUtils.simulateFrames(1);
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TestEngineUtils.simulateFrames(1);
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//spy on the client-side player's attack state
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//Get the client-side player's attack state
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ClientAttackTree clientAttackTree = ClientAttackTree.getClientAttackTree(Globals.playerEntity);
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ClientAttackTree clientAttackTree = ClientAttackTree.getClientAttackTree(Globals.playerEntity);
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//spy on the server-side player's attack tree
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//Get the server-side player's attack tree
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int serverIdForClientEntity = Globals.clientSceneWrapper.mapClientToServerId(Globals.playerEntity.getId());
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int serverIdForClientEntity = Globals.clientSceneWrapper.mapClientToServerId(Globals.playerEntity.getId());
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Entity serverPlayerEntity = EntityLookupUtils.getEntityById(serverIdForClientEntity);
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Entity serverPlayerEntity = EntityLookupUtils.getEntityById(serverIdForClientEntity);
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ServerAttackTree serverAttackTree = ServerAttackTree.getServerAttackTree(serverPlayerEntity);
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ServerAttackTree serverAttackTree = ServerAttackTree.getServerAttackTree(serverPlayerEntity);
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@ -109,6 +109,7 @@ public class ClientEquipStateTests extends EntityTestTemplate {
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//try equipping
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//try equipping
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UnrelationalInventoryState inventory = InventoryUtils.getNaturalInventory(Globals.playerEntity);
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UnrelationalInventoryState inventory = InventoryUtils.getNaturalInventory(Globals.playerEntity);
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assertEquals(1, inventory.getItems().size());
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Entity inInventoryItem = inventory.getItems().get(0);
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Entity inInventoryItem = inventory.getItems().get(0);
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ClientEquipState clientEquipState = ClientEquipState.getClientEquipState(Globals.playerEntity);
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ClientEquipState clientEquipState = ClientEquipState.getClientEquipState(Globals.playerEntity);
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clientEquipState.commandAttemptEquip(inInventoryItem, clientEquipState.getEquipPoint("handsCombined"));
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clientEquipState.commandAttemptEquip(inInventoryItem, clientEquipState.getEquipPoint("handsCombined"));
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@ -9,7 +9,7 @@ import electrosphere.engine.loadingthreads.LoadingThread.LoadingThreadType;
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public class EngineInit {
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public class EngineInit {
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//The maximum number of frames to wait before failing the startup routine
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//The maximum number of frames to wait before failing the startup routine
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public static final int MAX_FRAMES_TO_WAIT = 1000;
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public static final int MAX_FRAMES_TO_WAIT = 100;
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/**
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/**
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* Setups up a locally-connected client and server that have loaded a test scene
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* Setups up a locally-connected client and server that have loaded a test scene
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