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repackaged the door entries to reset timing issues on subsequent tests
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1 changed files with 4 additions and 1 deletions
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@ -43,7 +43,10 @@ class DoorCloseActor() extends Actor {
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true
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}
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})
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openDoors = (doorsLeftOpen1 ++ doorsLeftOpen2).sortBy(_.time)
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openDoors = (
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doorsLeftOpen1 ++
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doorsLeftOpen2.map(entry => DoorCloseActor.DoorEntry(entry.door, entry.zone, now))
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).sortBy(_.time)
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doorsToClose2.foreach(entry => {
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entry.door.Open = None //permissible break from synchronization
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context.parent ! DoorCloseActor.CloseTheDoor(entry.door.GUID, entry.zone.Id) //call up to the main event system
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