Add test pooling (#4961)
* Add test pooling * WIP test pooling changes * Fix Destructible tests * Don't pool unpooled or dummy ticker instances * Change ServerPathfindingDebugSystem to replace existing entries * Fix SaveLoadSaveTest comment * Don't pool StartTest * Comment out global setup * Fix puddle tests * Move SolarPanelComponent initialize to PowerSolarSystem OnMapInit * Update RobustToolbox * Finish fixing tests, make test threads background threads * Bring back pooling * Fix nullable * Update RobustToolbox * Set cvars on server return * Un-pool tests with custom cvars * Update RobustToolbox * Update RobustToolbox * Change where the main tile coordinates are * Remove DisposalUnitTest grid check * Fix test pooling being a fickle bitch * Fix EntitySystemExtensionsTest * Update RobustToolbox * Update RobustToolbox * Make nullable pool settings true * Update RobustToolbox * Wait other way around * We are unitystation now * Update RobustToolbox * Create global setup * Pool some more tests * Fix not properly disconnecting clients before restarting the round * Give more info on ran tests * Standardize default test cvars * Update RobustToolbox * Update RobustToolbox * Pool clients * Fix test order issue * Fix cvars in character creation test not being set properly * Update RobustToolbox * Update RobustToolbox * Rider shut * Update RobustToolbox * Format tests ran better * Update RobustToolbox * Reset RobustToolbox * Reset RobustToolbox harder * Fix one instance of test order causing destructible tests to fail
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@@ -3,7 +3,6 @@ using System.Linq;
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using System.Threading.Tasks;
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using Content.Client.Actions;
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using Content.Client.Actions.UI;
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using Content.Client.UserInterface;
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using Content.Server.Actions;
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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@@ -13,11 +12,11 @@ using Content.Shared.Actions.Prototypes;
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using Content.Shared.Cooldown;
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using NUnit.Framework;
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using Robust.Client.UserInterface;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using IPlayerManager = Robust.Server.Player.IPlayerManager;
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namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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{
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@@ -244,7 +243,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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// spawn and give them an item that has actions
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serverFlashlight = serverEntManager.SpawnEntity("TestFlashlight",
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new EntityCoordinates(new EntityUid(1), (0, 0)));
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new EntityCoordinates(serverPlayerEnt.Uid, (0, 0)));
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Assert.That(serverFlashlight.TryGetComponent<ItemActionsComponent>(out var itemActions));
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// we expect this only to have a toggle light action initially
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var actionConfigs = itemActions.ActionConfigs.ToList();
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