Add interaction tests (#15251)
This commit is contained in:
@@ -0,0 +1,614 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Client.Construction;
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using Content.Server.Construction.Components;
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using Content.Server.Tools.Components;
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using Content.Shared.Construction.Prototypes;
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using Content.Shared.Item;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Maths;
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namespace Content.IntegrationTests.Tests.Interaction;
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// This partial class defines various methods that are useful for performing & validating interactions
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public abstract partial class InteractionTest
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{
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/// <summary>
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/// Begin constructing an entity.
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/// </summary>
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protected async Task StartConstruction(string prototype, bool shouldSucceed = true)
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{
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var proto = ProtoMan.Index<ConstructionPrototype>(prototype);
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Assert.That(proto.Type, Is.EqualTo(ConstructionType.Structure));
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await Client.WaitPost(() =>
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{
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Assert.That(CConSys.TrySpawnGhost(proto, TargetCoords, Direction.South, out Target),
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Is.EqualTo(shouldSucceed));
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if (!shouldSucceed)
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return;
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var comp = CEntMan.GetComponent<ConstructionGhostComponent>(Target!.Value);
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ConstructionGhostId = comp.GhostId;
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});
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await RunTicks(1);
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}
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/// <summary>
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/// Craft an item.
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/// </summary>
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protected async Task CraftItem(string prototype, bool shouldSucceed = true)
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{
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Assert.That(ProtoMan.Index<ConstructionPrototype>(prototype).Type, Is.EqualTo(ConstructionType.Item));
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// Please someone purge async construction code
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Task<bool> task =default!;
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await Server.WaitPost(() => task = SConstruction.TryStartItemConstruction(prototype, Player));
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Task? tickTask = null;
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while (!task.IsCompleted)
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{
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tickTask = PoolManager.RunTicksSync(PairTracker.Pair, 1);
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await Task.WhenAny(task, tickTask);
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}
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if (tickTask != null)
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await tickTask;
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#pragma warning disable RA0004
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Assert.That(task.Result, Is.EqualTo(shouldSucceed));
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#pragma warning restore RA0004
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await RunTicks(5);
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}
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/// <summary>
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/// Spawn an entity entity and set it as the target.
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/// </summary>
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protected async Task SpawnTarget(string prototype)
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{
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await Server.WaitPost(() =>
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{
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Target = SEntMan.SpawnEntity(prototype, TargetCoords);
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});
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await RunTicks(5);
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AssertPrototype(prototype);
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}
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/// <summary>
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/// Spawn an entity in preparation for deconstruction
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/// </summary>
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protected async Task StartDeconstruction(string prototype)
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{
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await SpawnTarget(prototype);
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Assert.That(SEntMan.TryGetComponent(Target, out ConstructionComponent? comp));
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await Server.WaitPost(() => SConstruction.SetPathfindingTarget(Target!.Value, comp!.DeconstructionNode, comp));
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await RunTicks(5);
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}
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/// <summary>
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/// Drops and deletes the currently held entity.
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/// </summary>
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protected async Task DeleteHeldEntity()
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{
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if (Hands.ActiveHandEntity is {} held)
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{
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await Server.WaitPost(() =>
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{
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Assert.That(HandSys.TryDrop(Player, null, false, true, Hands));
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SEntMan.DeleteEntity(held);
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Logger.Debug($"Deleting held entity");
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});
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}
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await RunTicks(1);
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Assert.That(Hands.ActiveHandEntity == null);
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}
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/// <summary>
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/// Place an entity prototype into the players hand. Deletes any currently held entity.
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/// </summary>
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/// <remarks>
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/// Automatically enables welders.
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/// </remarks>
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protected async Task<EntityUid?> PlaceInHands(string? id, int quantity = 1, bool enableWelder = true)
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=> await PlaceInHands(id == null ? null : (id, quantity), enableWelder);
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/// <summary>
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/// Place an entity prototype into the players hand. Deletes any currently held entity.
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/// </summary>
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/// <remarks>
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/// Automatically enables welders.
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/// </remarks>
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protected async Task<EntityUid?> PlaceInHands(EntitySpecifier? entity, bool enableWelder = true)
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{
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if (Hands.ActiveHand == null)
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{
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Assert.Fail("No active hand");
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return default;
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}
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await DeleteHeldEntity();
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if (entity == null)
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{
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await RunTicks(1);
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Assert.That(Hands.ActiveHandEntity == null);
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return null;
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}
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// spawn and pick up the new item
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EntityUid item = await SpawnEntity(entity, PlayerCoords);
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WelderComponent? welder = null;
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await Server.WaitPost(() =>
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{
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Assert.That(HandSys.TryPickup(Player, item, Hands.ActiveHand, false, false, false, Hands));
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// turn on welders
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if (enableWelder && SEntMan.TryGetComponent(item, out welder) && !welder.Lit)
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Assert.That(ToolSys.TryTurnWelderOn(item, Player, welder));
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});
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await RunTicks(1);
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Assert.That(Hands.ActiveHandEntity, Is.EqualTo(item));
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if (enableWelder && welder != null)
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Assert.That(welder.Lit);
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return item;
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}
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/// <summary>
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/// Pick up an entity. Defaults to just deleting the previously held entity.
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/// </summary>
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protected async Task Pickup(EntityUid? uid = null, bool deleteHeld = true)
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{
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uid ??= Target;
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if (Hands.ActiveHand == null)
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{
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Assert.Fail("No active hand");
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return;
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}
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if (deleteHeld)
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await DeleteHeldEntity();
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if (!SEntMan.TryGetComponent(uid, out ItemComponent? item))
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{
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Assert.Fail($"Entity {uid} is not an item");
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return;
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}
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await Server.WaitPost(() =>
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{
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Assert.That(HandSys.TryPickup(Player, uid!.Value, Hands.ActiveHand, false, false, false, Hands, item));
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});
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await RunTicks(1);
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Assert.That(Hands.ActiveHandEntity, Is.EqualTo(uid));
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}
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/// <summary>
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/// Drops the currently held entity.
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/// </summary>
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protected async Task Drop()
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{
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if (Hands.ActiveHandEntity == null)
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{
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Assert.Fail("Not holding any entity to drop");
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return;
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}
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await Server.WaitPost(() =>
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{
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Assert.That(HandSys.TryDrop(Player, handsComp: Hands));
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});
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await RunTicks(1);
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Assert.IsNull(Hands.ActiveHandEntity);
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}
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/// <summary>
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/// Use the currently held entity.
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/// </summary>
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protected async Task UseInHand()
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{
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if (Hands.ActiveHandEntity is not {} target)
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{
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Assert.Fail("Not holding any entity");
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return;
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}
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await Server.WaitPost(() =>
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{
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InteractSys.UserInteraction(Player, SEntMan.GetComponent<TransformComponent>(target).Coordinates, target);
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});
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}
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/// <summary>
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/// Place an entity prototype into the players hand and interact with the given entity (or target position)
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/// </summary>
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protected async Task Interact(string? id, int quantity = 1, bool shouldSucceed = true, bool awaitDoAfters = true)
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=> await Interact(id == null ? null : (id, quantity), shouldSucceed, awaitDoAfters);
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/// <summary>
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/// Place an entity prototype into the players hand and interact with the given entity (or target position)
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/// </summary>
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protected async Task Interact(EntitySpecifier? entity, bool shouldSucceed = true, bool awaitDoAfters = true)
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{
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// For every interaction, we will also examine the entity, just in case this breaks something, somehow.
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// (e.g., servers attempt to assemble construction examine hints).
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if (Target != null)
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{
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await Client.WaitPost(() => ExamineSys.DoExamine(Target.Value));
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}
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await PlaceInHands(entity);
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if (Target == null || !Target.Value.IsClientSide())
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{
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await Server.WaitPost(() => InteractSys.UserInteraction(Player, TargetCoords, Target));
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await RunTicks(1);
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}
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else
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{
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// The entity is client-side, so attempt to start construction
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var ghost = CEntMan.GetComponent<ConstructionGhostComponent>(Target.Value);
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await Client.WaitPost(() => CConSys.TryStartConstruction(ghost.GhostId));
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await RunTicks(5);
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}
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if (awaitDoAfters)
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await AwaitDoAfters(shouldSucceed);
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await CheckTargetChange(shouldSucceed && awaitDoAfters);
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}
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/// <summary>
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/// Wait for any currently active DoAfters to finish.
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/// </summary>
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protected async Task AwaitDoAfters(bool shouldSucceed = true, int maxExpected = 1)
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{
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if (!ActiveDoAfters.Any())
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return;
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// Generally expect interactions to only start one DoAfter.
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Assert.That(ActiveDoAfters.Count(), Is.LessThanOrEqualTo(maxExpected));
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// wait out the DoAfters.
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var doAfters = ActiveDoAfters.ToList();
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while (ActiveDoAfters.Any())
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{
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await RunTicks(10);
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}
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if (!shouldSucceed)
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return;
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foreach (var doAfter in doAfters)
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{
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Assert.That(!doAfter.Cancelled);
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}
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}
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/// <summary>
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/// Cancel any currently active DoAfters. Default arguments are such that it also checks that there is at least one
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/// active DoAfter to cancel.
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/// </summary>
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protected async Task CancelDoAfters(int minExpected = 1, int maxExpected = 1)
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{
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Assert.That(ActiveDoAfters.Count(), Is.GreaterThanOrEqualTo(minExpected));
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Assert.That(ActiveDoAfters.Count(), Is.LessThanOrEqualTo(maxExpected));
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if (!ActiveDoAfters.Any())
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return;
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// Cancel all the do-afters
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var doAfters = ActiveDoAfters.ToList();
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await Server.WaitPost(() =>
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{
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foreach (var doAfter in doAfters)
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{
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DoAfterSys.Cancel(Player, doAfter.Index, DoAfters);
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}
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});
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await RunTicks(1);
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foreach (var doAfter in doAfters)
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{
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Assert.That(doAfter.Cancelled);
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}
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Assert.That(ActiveDoAfters.Count(), Is.EqualTo(0));
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}
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/// <summary>
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/// Check if the test's target entity has changed. E.g., construction interactions will swap out entities while
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/// a structure is being built.
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/// </summary>
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protected async Task CheckTargetChange(bool shouldSucceed)
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{
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EntityUid newTarget = default;
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if (Target == null)
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return;
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var target = Target.Value;
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await RunTicks(5);
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if (target.IsClientSide())
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{
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Assert.That(CEntMan.Deleted(target), Is.EqualTo(shouldSucceed),
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$"Construction ghost was {(shouldSucceed ? "not deleted" : "deleted")}.");
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if (shouldSucceed)
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{
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Assert.That(CTestSystem.Ghosts.TryGetValue(ConstructionGhostId, out newTarget),
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$"Failed to get construction entity from ghost Id");
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await Client.WaitPost(() => Logger.Debug($"Construction ghost {ConstructionGhostId} became entity {newTarget}"));
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Target = newTarget;
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}
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}
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if (STestSystem.EntChanges.TryGetValue(Target.Value, out newTarget))
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{
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await Server.WaitPost(
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() => Logger.Debug($"Construction entity {Target.Value} changed to {newTarget}"));
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Target = newTarget;
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}
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if (Target != target)
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await CheckTargetChange(shouldSucceed);
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}
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/// <summary>
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/// Variant of <see cref="InteractUsing"/> that performs several interactions using different entities.
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/// </summary>
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protected async Task Interact(params EntitySpecifier?[] specifiers)
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{
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foreach (var spec in specifiers)
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{
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await Interact(spec);
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}
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}
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#region Asserts
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protected void AssertPrototype(string? prototype)
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{
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var meta = Comp<MetaDataComponent>();
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Assert.That(meta.EntityPrototype?.ID, Is.EqualTo(prototype));
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}
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protected void AssertAnchored(bool anchored = true)
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{
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var sXform = SEntMan.GetComponent<TransformComponent>(Target!.Value);
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var cXform = CEntMan.GetComponent<TransformComponent>(Target.Value);
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Assert.That(sXform.Anchored, Is.EqualTo(anchored));
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Assert.That(cXform.Anchored, Is.EqualTo(anchored));
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}
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protected void AssertDeleted(bool deleted = true)
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{
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Assert.That(SEntMan.Deleted(Target), Is.EqualTo(deleted));
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Assert.That(CEntMan.Deleted(Target), Is.EqualTo(deleted));
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}
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/// <summary>
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/// Assert whether or not the target has the given component.
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/// </summary>
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protected void AssertComp<T>(bool hasComp = true)
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{
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Assert.That(SEntMan.HasComponent<T>(Target), Is.EqualTo(hasComp));
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}
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/// <summary>
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/// Check that the tile at the target position matches some prototype.
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/// </summary>
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protected async Task AssertTile(string? proto, EntityCoordinates? coords = null)
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{
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var targetTile = proto == null
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? Tile.Empty
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: new Tile(TileMan[proto].TileId);
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Tile tile = Tile.Empty;
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var pos = (coords ?? TargetCoords).ToMap(SEntMan, Transform);
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await Server.WaitPost(() =>
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{
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if (MapMan.TryFindGridAt(pos, out var grid))
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tile = grid.GetTileRef(coords ?? TargetCoords).Tile;
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});
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Assert.That(tile.TypeId, Is.EqualTo(targetTile.TypeId));
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}
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#endregion
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#region Entity lookups
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/// <summary>
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/// Returns entities in an area around the target. Ignores the map, grid, player, target, and contained entities.
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/// </summary>
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protected async Task<HashSet<EntityUid>> DoEntityLookup(LookupFlags flags = LookupFlags.Uncontained)
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{
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var lookup = SEntMan.System<EntityLookupSystem>();
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HashSet<EntityUid> entities = default!;
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await Server.WaitPost(() =>
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{
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// Get all entities left behind by deconstruction
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entities = lookup.GetEntitiesIntersecting(MapId, Box2.CentredAroundZero((10, 10)), flags);
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var xformQuery = SEntMan.GetEntityQuery<TransformComponent>();
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HashSet<EntityUid> toRemove = new();
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foreach (var ent in entities)
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{
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var transform = xformQuery.GetComponent(ent);
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if (ent == transform.MapUid
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|| ent == transform.GridUid
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|| ent == Player
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|| ent == Target)
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{
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toRemove.Add(ent);
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}
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}
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entities.ExceptWith(toRemove);
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});
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return entities;
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}
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/// <summary>
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/// Performs an entity lookup and asserts that only the listed entities exist and that they are all present.
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/// Ignores the grid, map, player, target and contained entities.
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/// </summary>
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protected async Task AssertEntityLookup(params EntitySpecifier[] entities)
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{
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var collection = new EntitySpecifierCollection(entities);
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await AssertEntityLookup(collection);
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}
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/// <summary>
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/// Performs an entity lookup and asserts that only the listed entities exist and that they are all present.
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/// Ignores the grid, map, player, target and contained entities.
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/// </summary>
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protected async Task AssertEntityLookup(
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EntitySpecifierCollection collection,
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bool failOnMissing = true,
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bool failOnExcess = true,
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LookupFlags flags = LookupFlags.Uncontained)
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{
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var expected = collection.Clone();
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var entities = await DoEntityLookup(flags);
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var found = ToEntityCollection(entities);
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expected.Remove(found);
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expected.ConvertToStacks(ProtoMan, Factory);
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if (expected.Entities.Count == 0)
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return;
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Assert.Multiple(() =>
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{
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foreach (var (proto, quantity) in expected.Entities)
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{
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if (quantity < 0 && failOnExcess)
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Assert.Fail($"Unexpected entity/stack: {proto}, quantity: {-quantity}");
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if (quantity > 0 && failOnMissing)
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Assert.Fail($"Missing entity/stack: {proto}, quantity: {quantity}");
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if (quantity == 0)
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throw new Exception("Error in entity collection math.");
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||||
}
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||||
});
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||||
}
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||||
|
||||
/// <summary>
|
||||
/// Performs an entity lookup and attempts to find an entity matching the given entity specifier.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is used to check that an item-crafting attempt was successful. Ideally crafting items would just return the
|
||||
/// entity or raise an event or something.
|
||||
/// </remarks>
|
||||
protected async Task<EntityUid> FindEntity(
|
||||
EntitySpecifier spec,
|
||||
LookupFlags flags = LookupFlags.Uncontained | LookupFlags.Contained,
|
||||
bool shouldSucceed = true)
|
||||
{
|
||||
spec.ConvertToStack(ProtoMan, Factory);
|
||||
|
||||
var entities = await DoEntityLookup(flags);
|
||||
foreach (var uid in entities)
|
||||
{
|
||||
var found = ToEntitySpecifier(uid);
|
||||
if (spec.Prototype != found.Prototype)
|
||||
continue;
|
||||
|
||||
if (found.Quantity >= spec.Quantity)
|
||||
return uid;
|
||||
|
||||
// TODO combine stacks?
|
||||
}
|
||||
|
||||
if (shouldSucceed)
|
||||
Assert.Fail($"Could not find stack/entity with prototype {spec.Prototype}");
|
||||
|
||||
return default;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// List of currently active DoAfters on the player.
|
||||
/// </summary>
|
||||
protected IEnumerable<Shared.DoAfter.DoAfter> ActiveDoAfters
|
||||
=> DoAfters.DoAfters.Values.Where(x => !x.Cancelled && !x.Completed);
|
||||
|
||||
/// <summary>
|
||||
/// Convenience method to get components on the target. Returns SERVER-SIDE components.
|
||||
/// </summary>
|
||||
protected T Comp<T>() => SEntMan.GetComponent<T>(Target!.Value);
|
||||
|
||||
/// <summary>
|
||||
/// Set the tile at the target position to some prototype.
|
||||
/// </summary>
|
||||
protected async Task SetTile(string? proto, EntityCoordinates? coords = null, MapGridComponent? grid = null)
|
||||
{
|
||||
var tile = proto == null
|
||||
? Tile.Empty
|
||||
: new Tile(TileMan[proto].TileId);
|
||||
|
||||
var pos = (coords ?? TargetCoords).ToMap(SEntMan, Transform);
|
||||
|
||||
await Server.WaitPost(() =>
|
||||
{
|
||||
if (grid != null || MapMan.TryFindGridAt(pos, out grid))
|
||||
{
|
||||
grid.SetTile(coords ?? TargetCoords, tile);
|
||||
return;
|
||||
}
|
||||
|
||||
if (proto == null)
|
||||
return;
|
||||
|
||||
grid = MapMan.CreateGrid(MapData.MapId);
|
||||
var gridXform = SEntMan.GetComponent<TransformComponent>(grid.Owner);
|
||||
Transform.SetWorldPosition(gridXform, pos.Position);
|
||||
grid.SetTile(coords ?? TargetCoords, tile);
|
||||
|
||||
if (!MapMan.TryFindGridAt(pos, out grid))
|
||||
Assert.Fail("Failed to create grid?");
|
||||
});
|
||||
await AssertTile(proto, coords);
|
||||
}
|
||||
|
||||
protected async Task Delete(EntityUid uid)
|
||||
{
|
||||
await Server.WaitPost(() => SEntMan.DeleteEntity(uid));
|
||||
await RunTicks(5);
|
||||
}
|
||||
|
||||
protected async Task RunTicks(int ticks)
|
||||
{
|
||||
await PoolManager.RunTicksSync(PairTracker.Pair, ticks);
|
||||
}
|
||||
|
||||
protected async Task RunSeconds(float seconds)
|
||||
=> await RunTicks((int) Math.Ceiling(seconds / TickPeriod));
|
||||
}
|
||||
Reference in New Issue
Block a user