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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@@ -5,9 +5,7 @@ using Content.Shared.Spawning;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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namespace Content.IntegrationTests.Tests.Utility
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{
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@@ -45,18 +43,17 @@ namespace Content.IntegrationTests.Tests.Utility
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await server.WaitAssertion(() =>
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{
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var mapId = new MapId(1);
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var grid = sMapManager.GetGrid(new GridId(1));
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grid.SetTile(new Vector2i(0, 0), new Tile(1));
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var grid = GetMainGrid(sMapManager);
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var gridEnt = sEntityManager.GetEntity(grid.GridEntityId);
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var gridPos = gridEnt.Transform.WorldPosition;
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var entityCoordinates = new EntityCoordinates(grid.GridEntityId, 0, 0);
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var entityCoordinates = GetMainEntityCoordinates(sMapManager);
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// Nothing blocking it, only entity is the grid
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Assert.NotNull(sEntityManager.SpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.Impassable));
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Assert.True(sEntityManager.TrySpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.Impassable, out var entity));
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Assert.NotNull(entity);
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var mapId = GetMainMapId(sMapManager);
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var mapCoordinates = new MapCoordinates(gridPos.X, gridPos.Y, mapId);
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// Nothing blocking it, only entity is the grid
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