Closed jsm174 closed 2 years ago
Merging #408 (dff8097) into master (b663871) will decrease coverage by
0.04%
. The diff coverage is0.00%
.
@@ Coverage Diff @@
## master #408 +/- ##
==========================================
- Coverage 83.34% 83.30% -0.05%
==========================================
Files 128 128
Lines 7081 7075 -6
==========================================
- Hits 5902 5894 -8
- Misses 1179 1181 +2
Impacted Files | Coverage Δ | |
---|---|---|
...Pinball.Engine/Game/Engines/GamelogicEngineCoil.cs | 71.42% <0.00%> (+2.67%) |
:arrow_up: |
...Pinball.Engine/Game/Engines/GamelogicEngineLamp.cs | 20.00% <0.00%> (-0.90%) |
:arrow_down: |
...nball.Engine/Game/Engines/GamelogicEngineSwitch.cs | 73.33% <0.00%> (-26.67%) |
:arrow_down: |
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Merging this soon. @jsm174 Could you update the MPF repo with these changes as well please?
sure. Will do tonight!
Switch, lamps, and coils in VisualPinball.Engine are identified with an
Id
variable that is a string.PinMAME internally uses integers to identify switches, lamps, and coils.
Because of this, an
InternalId
variable was added to VisualPinball.Engine to help mapping.When working on RGB lamps for TWD, we had issues and needed to pass
InternalId
to the lamp player.We then noticed missing lamps when auto
Populating
lamps in the lamp manager. Lamps that don't have an internal id default as 0. Autopopulating
overwrites existing entries by internal ids.Since
InternalId
is real only needed for PinMAME, (Visual Scripting and MPF only useId
), we could removeInternalId
all together, and make the PinMAME GLE deal with theId
.This PR does exactly that. There are additional PRs for PinMAME, Visual Scripting, and MPF.