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Check not deterministic chores (one using Random) #13
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Here are chores that use
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zuev93
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Dec 7, 2023
This PR is a part of enabling sync of dynamic chores.
zuev93
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Dec 9, 2023
… creation chore sync for one using global providers. Improve Unit tests.
zuev93
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Dec 9, 2023
… creation chore sync for one using global providers. Improve Unit tests.
zuev93
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Dec 9, 2023
It has lambda as one of arguments. However this lambda might be evaluated and sent to clients as result instead.
zuev93
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Dec 10, 2023
… creation chore sync for one using global providers. Improve Unit tests.
zuev93
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Dec 10, 2023
It has lambda as one of arguments. However this lambda might be evaluated and sent to clients as result instead.
zuev93
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Dec 10, 2023
… creation chore sync for one using global providers. Improve Unit tests.
zuev93
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Dec 10, 2023
It has lambda as one of arguments. However this lambda might be evaluated and sent to clients as result instead.
zuev93
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Dec 10, 2023
It has lambda as one of arguments. However this lambda might be evaluated and sent to clients as result instead.
zuev93
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Dec 12, 2023
…ly for chores whose creation are synced.
zuev93
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Dec 12, 2023
The event is part of chore stat sync. This sync will be used for dynamic chores to properly sync their argument changes upon state transition. It might be not enough to cover all cases of parameter changes but this will cover some of cases for sure. The event already enabled for some chores (3 of them) where this approach will work for sure.
zuev93
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Dec 16, 2023
…ly for chores whose creation are synced.
zuev93
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Dec 16, 2023
#13 Introduce ChoreStateEvents.cs The event is part of chore stat sync. This sync will be used for dynamic chores to properly sync their argument changes upon state transition. It might be not enough to cover all cases of parameter changes but this will cover some of cases for sure. The event already enabled for some chores (3 of them) where this approach will work for sure.
zuev93
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Dec 21, 2023
Actual state transition logic will be implemented separate in a follow up PR.
zuev93
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Dec 21, 2023
Actual state transition logic will be implemented separate in a follow up PR.
zuev93
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Dec 21, 2023
Actual state transition logic will be implemented separate in a follow up PR.
zuev93
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Dec 21, 2023
StatesManager will be implemented in a follow up PR.
zuev93
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Dec 22, 2023
Actual state transition logic will be implemented separate in a follow up PR.
zuev93
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Dec 22, 2023
zuev93
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Jan 21, 2024
Added SetStateArguments.cs command used by both transitions. Disable event handlers for Event transitions.
zuev93
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Jan 21, 2024
Added SetStateArguments.cs command used by both transitions. Disable event handlers for Event transitions.
zuev93
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Jan 25, 2024
zuev93
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Jan 26, 2024
polycone
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Jan 26, 2024
zuev93
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Jan 27, 2024
In order to avoid cycle loops (enter -> wait -> command -> enter -> wait -> ....) introduced new state `ContinuationState` which is a copy of original enter state. Now the flow looks like: enter -> wait -> command -> continuation
zuev93
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Jan 27, 2024
In order to avoid cycle loops (enter -> wait -> command -> enter -> wait -> ....) introduced new state `ContinuationState` which is a copy of original enter state. Now the flow looks like: enter -> wait -> command -> continuation
polycone
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Jan 27, 2024
In order to avoid cycle loops (enter -> wait -> command -> enter -> wait -> ....) introduced new state `ContinuationState` which is a copy of original enter state. Now the flow looks like: enter -> wait -> command -> continuation
zuev93
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Jan 28, 2024
Syncing sensors themself won't guarantee state machine consistencies. So sync transitions results from cell sensor (Exit, Move). Introduced new `transition` transition type. Basically it is similar to OnExit but will prevent undesired chore transition upon default conditions.
zuev93
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Jan 28, 2024
zuev93
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Jan 28, 2024
Also merge Patches tuning state machine state transitions in one.
zuev93
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Jan 28, 2024
zuev93
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Jan 28, 2024
Syncing sensors themself won't guarantee state machine consistencies. So sync transitions results from cell sensor (Exit, Move). Introduced new `transition` transition type. Basically it is similar to OnExit but will prevent undesired chore transition upon default conditions.
zuev93
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Jan 28, 2024
zuev93
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Jan 28, 2024
Also merge Patches tuning state machine state transitions in one.
zuev93
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Jan 28, 2024
Also merge Patches tuning state machine state transitions in one.
zuev93
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Jan 28, 2024
zuev93
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Jan 28, 2024
zuev93
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Jan 28, 2024
Removes EventTransition handlers. Removes Enter handlers. Removes update handlers.
zuev93
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Jan 28, 2024
Removes EventTransition handlers. Removes Enter handlers. Removes update handlers.
zuev93
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Jan 29, 2024
Move start and move update is quite different in comparision to regular state enter / update, because they does not change state machine they do manipulate with Navigator instead.
zuev93
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Jan 29, 2024
Move start and move update is quite different in comparision to regular state enter / update, because they does not change state machine they do manipulate with Navigator instead.
zuev93
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Jan 29, 2024
Also connect all move related events to corresponding commands.
zuev93
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Jan 29, 2024
…ansitToState.cs Old TransitChoreToState was based on assumption that stateMachine has WaitHostState, however it is not the case for move syncs and transition syncs. For those there is no waitHostState and therefore no waiting.
polycone
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Jan 30, 2024
Move start and move update is quite different in comparision to regular state enter / update, because they does not change state machine they do manipulate with Navigator instead.
polycone
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Jan 30, 2024
…ansitToState.cs Old TransitChoreToState was based on assumption that stateMachine has WaitHostState, however it is not the case for move syncs and transition syncs. For those there is no waitHostState and therefore no waiting.
polycone
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Jan 30, 2024
Also connect all move related events to corresponding commands.
zuev93
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Jan 31, 2024
Problem was undiscovered due to faulty tests which we successfully passing. Which has been resulted due to using exposed libraries while in game runtime libraries are not exposed. Fixed by copying original libraries to test output directory. As result 69 tests has failed. Applied fixes for those tests.
zuev93
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Jan 31, 2024
Problem was undiscovered due to faulty tests which we successfully passing. Which has been resulted due to using exposed libraries while in game runtime libraries are not exposed. Fixed by copying original libraries to test output directory. As result 69 tests has failed. Applied fixes for those tests.
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Example of such chores:
IdleChore, MoveToSafetyChore, etc...
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