using Content.Shared.Clothing.Components;
using Content.Shared.Doors.Components;
using Content.Shared.Item;
-using Robust.Server.GameObjects;
using Robust.Shared;
using Robust.Shared.Analyzers;
+using Robust.Shared.EntitySerialization;
+using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.GameObjects;
-using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Random;
+using Robust.Shared.Utility;
namespace Content.Benchmarks;
private TestPair _pair = default!;
private IEntityManager _entMan = default!;
- private MapId _mapId = new(10);
private EntityQuery<ItemComponent> _itemQuery;
private EntityQuery<ClothingComponent> _clothingQuery;
private EntityQuery<MapComponent> _mapQuery;
_pair.Server.ResolveDependency<IRobustRandom>().SetSeed(42);
_pair.Server.WaitPost(() =>
{
- var success = _entMan.System<MapLoaderSystem>().TryLoad(_mapId, Map, out _);
- if (!success)
+ var map = new ResPath(Map);
+ var opts = DeserializationOptions.Default with {InitializeMaps = true};
+ if (!_entMan.System<MapLoaderSystem>().TryLoadMap(map, out _, out _, opts))
throw new Exception("Map load failed");
- _pair.Server.MapMan.DoMapInitialize(_mapId);
}).GetAwaiter().GetResult();
_items = new EntityUid[_entMan.Count<ItemComponent>()];
using Content.IntegrationTests.Pair;
using Content.Server.Mind;
using Content.Server.Warps;
-using Robust.Server.GameObjects;
using Robust.Shared;
using Robust.Shared.Analyzers;
+using Robust.Shared.EntitySerialization;
+using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Random;
+using Robust.Shared.Utility;
namespace Content.Benchmarks;
private TestPair _pair = default!;
private IEntityManager _entMan = default!;
- private MapId _mapId = new(10);
private ICommonSession[] _players = default!;
private EntityCoordinates[] _spawns = default!;
public int _cycleOffset = 0;
_pair.Server.ResolveDependency<IRobustRandom>().SetSeed(42);
await _pair.Server.WaitPost(() =>
{
- var success = _entMan.System<MapLoaderSystem>().TryLoad(_mapId, Map, out _);
- if (!success)
+ var path = new ResPath(Map);
+ var opts = DeserializationOptions.Default with {InitializeMaps = true};
+ if (!_entMan.System<MapLoaderSystem>().TryLoadMap(path, out _, out _, opts))
throw new Exception("Map load failed");
- _pair.Server.MapMan.DoMapInitialize(_mapId);
});
// Get list of ghost warp positions