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Destruction (#330)
* perform no damage if the target is already destroyed; correct destruction timer override on sensor-type deployables * framing vehicle remover tasks differently; screening for valid objects at some places in WSA; fixed router's internal telepad utility * corrected issue with unique control agent Actor names for Players; propagated change to all dynamic objects (not those instantiated at server time) * test fix * another test fix; this time, Travis is having trouble with it
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18 changed files with 188 additions and 109 deletions
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@ -217,7 +217,7 @@ class UtilityInternalTelepadTest extends ActorTest {
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system.actorOf(Props(classOf[UtilityTest.SetupControl], obj), "test") ! ""
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receiveOne(Duration.create(100, "ms")) //consume and discard
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assert(obj().Actor == ActorRef.noSender)
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assert(obj().Actor != ActorRef.noSender)
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assert(obj().asInstanceOf[Utility.InternalTelepad].Router.contains(veh.GUID))
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}
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}
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@ -187,14 +187,14 @@ class UniqueNumberSystemTest5 extends ActorTest() {
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assert(src.CountUsed == 0)
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uns ! Register(testObj, "pool2")
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val msg1 = receiveOne(Duration.create(500, "ms"))
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val msg1 = receiveOne(Duration.create(2000, "ms"))
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assert(msg1.isInstanceOf[Success[_]])
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assert(testObj.HasGUID)
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assert(pool2.contains(testObj.GUID.guid))
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assert(src.CountUsed == 1)
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uns ! Unregister(testObj)
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val msg2 = receiveOne(Duration.create(500, "ms"))
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val msg2 = receiveOne(Duration.create(2000, "ms"))
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assert(msg2.isInstanceOf[Success[_]])
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assert(!testObj.HasGUID)
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assert(src.CountUsed == 0)
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