Disable loop checks during unit tests#11900
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Drulikar merged 3 commits intocmss13-devs:masterfrom Mar 9, 2026
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Drulikar
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Mar 9, 2026
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About the pull request
Hopefully fixes a bunch of flaky create-and-destroy failures. Tentatively I'm saying this should close all the flaky create-and-destroy issues open, because a lot of them are too old to still have the relevant logs.
Also fixes an issue with roundstart lazyloading atoms, where they could end up qdeleted and then be lateinitialized in an invalid state. We now skip qdeleted atoms in the
roundstart_loaderslist.The warning for enabling
loop_checksis now ignored during unit testing andCOMPILE_ALL_MAPS. However, it's still checked in the linting step, which ensures it won't accidentally get enabled on the live server.Explain why it's good for the game
Fixes flaky create-and-destroy failures. What I think was happening is that the background loop checks caused stuff to start running in parallel; a background proc will yield at loop points, meaning stuff will run before/after it should.
Also fixes an issue that could cause certain atoms to runtime in Destroy() and fail to clean up all the references they ought to.
Testing Photographs and Procedure
This will only really be testable by checking CI.
Changelog
🆑 MoondancerPony
code: unit tests should have fewer flaky failures now
/:cl: