Change WaitUntil tickstep default to 1, fix going over the max, better async and fix rejuvenate test not being async (#2439)
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@@ -1,4 +1,5 @@
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using Content.Server.GlobalVerbs;
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using System.Threading.Tasks;
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using Content.Server.GlobalVerbs;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using NUnit.Framework;
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@@ -14,14 +15,11 @@ namespace Content.IntegrationTests.Tests.Commands
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public class RejuvenateTest : ContentIntegrationTest
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{
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[Test]
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public void RejuvenateDeadTest()
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public async Task RejuvenateDeadTest()
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{
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var server = StartServerDummyTicker();
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IEntity human = null;
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IDamageableComponent damageable = null;
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server.Assert(() =>
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await server.WaitAssertion(() =>
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{
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var mapManager = IoCManager.Resolve<IMapManager>();
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@@ -29,10 +27,10 @@ namespace Content.IntegrationTests.Tests.Commands
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var entityManager = IoCManager.Resolve<IEntityManager>();
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human = entityManager.SpawnEntity("HumanMob_Content", MapCoordinates.Nullspace);
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var human = entityManager.SpawnEntity("HumanMob_Content", MapCoordinates.Nullspace);
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// Sanity check
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Assert.True(human.TryGetComponent(out damageable));
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Assert.True(human.TryGetComponent(out IDamageableComponent damageable));
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Assert.That(damageable.CurrentState, Is.EqualTo(DamageState.Alive));
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// Kill the entity
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