Use dummy sessions in NukeOpsTest (#28549)
* Add dummy sessions * Update NukeOpsTest * Fix PvsBenchmark
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@@ -7,6 +7,8 @@ using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.UnitTesting;
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@@ -136,10 +138,15 @@ public sealed partial class TestPair
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/// Helper method for enabling or disabling a antag role
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/// </summary>
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public async Task SetAntagPref(ProtoId<AntagPrototype> id, bool value)
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{
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await SetAntagPref(Client.User!.Value, id, value);
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}
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public async Task SetAntagPref(NetUserId user, ProtoId<AntagPrototype> id, bool value)
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{
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var prefMan = Server.ResolveDependency<IServerPreferencesManager>();
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var prefs = prefMan.GetPreferences(Client.User!.Value);
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var prefs = prefMan.GetPreferences(user);
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// what even is the point of ICharacterProfile if we always cast it to HumanoidCharacterProfile to make it usable?
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var profile = (HumanoidCharacterProfile) prefs.SelectedCharacter;
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@@ -148,11 +155,11 @@ public sealed partial class TestPair
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await Server.WaitPost(() =>
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{
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prefMan.SetProfile(Client.User.Value, prefs.SelectedCharacterIndex, newProfile).Wait();
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prefMan.SetProfile(user, prefs.SelectedCharacterIndex, newProfile).Wait();
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});
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// And why the fuck does it always create a new preference and profile object instead of just reusing them?
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var newPrefs = prefMan.GetPreferences(Client.User.Value);
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var newPrefs = prefMan.GetPreferences(user);
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var newProf = (HumanoidCharacterProfile) newPrefs.SelectedCharacter;
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Assert.That(newProf.AntagPreferences.Contains(id), Is.EqualTo(value));
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}
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