Ignore audio entities in SpawnAndDeleteEntityCountTest (#34021)
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@@ -2,6 +2,7 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using Robust.Shared;
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using Robust.Shared.Audio.Components;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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@@ -216,14 +217,17 @@ namespace Content.IntegrationTests.Tests
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/// generally not spawn unrelated / detached entities. Any entities that do get spawned should be parented to
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/// the spawned entity (e.g., in a container). If an entity needs to spawn an entity somewhere in null-space,
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/// it should delete that entity when it is no longer required. This test mainly exists to prevent "entity leak"
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/// bugs, where spawning some entity starts spawning unrelated entities in null space.
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/// bugs, where spawning some entity starts spawning unrelated entities in null space that stick around after
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/// the original entity is gone.
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///
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/// Note that this isn't really a strict requirement, and there are probably quite a few edge cases. Its a pretty
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/// crude test to try catch issues like this, and possibly should just be disabled.
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/// </remarks>
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[Test]
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public async Task SpawnAndDeleteEntityCountTest()
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{
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var settings = new PoolSettings { Connected = true, Dirty = true };
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await using var pair = await PoolManager.GetServerClient(settings);
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var mapManager = pair.Server.ResolveDependency<IMapManager>();
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var mapSys = pair.Server.System<SharedMapSystem>();
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var server = pair.Server;
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var client = pair.Client;
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@@ -261,6 +265,9 @@ namespace Content.IntegrationTests.Tests
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await pair.RunTicksSync(3);
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// We consider only non-audio entities, as some entities will just play sounds when they spawn.
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int Count(IEntityManager ent) => ent.EntityCount - ent.Count<AudioComponent>();
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foreach (var protoId in protoIds)
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{
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// TODO fix ninja
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@@ -268,8 +275,8 @@ namespace Content.IntegrationTests.Tests
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if (protoId == "MobHumanSpaceNinja")
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continue;
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var count = server.EntMan.EntityCount;
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var clientCount = client.EntMan.EntityCount;
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var count = Count(server.EntMan);
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var clientCount = Count(client.EntMan);
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EntityUid uid = default;
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await server.WaitPost(() => uid = server.EntMan.SpawnEntity(protoId, coords));
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await pair.RunTicksSync(3);
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@@ -277,30 +284,30 @@ namespace Content.IntegrationTests.Tests
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// If the entity deleted itself, check that it didn't spawn other entities
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if (!server.EntMan.EntityExists(uid))
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{
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if (server.EntMan.EntityCount != count)
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if (Count(server.EntMan) != count)
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{
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Assert.Fail($"Server prototype {protoId} failed on deleting itself");
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}
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if (client.EntMan.EntityCount != clientCount)
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if (Count(client.EntMan) != clientCount)
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{
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Assert.Fail($"Client prototype {protoId} failed on deleting itself\n" +
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$"Expected {clientCount} and found {client.EntMan.EntityCount}.\n" +
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$"Expected {clientCount} and found {Count(client.EntMan)}.\n" +
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$"Server was {count}.");
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}
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continue;
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}
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// Check that the number of entities has increased.
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if (server.EntMan.EntityCount <= count)
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if (Count(server.EntMan) <= count)
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{
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Assert.Fail($"Server prototype {protoId} failed on spawning as entity count didn't increase");
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}
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if (client.EntMan.EntityCount <= clientCount)
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if (Count(client.EntMan) <= clientCount)
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{
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Assert.Fail($"Client prototype {protoId} failed on spawning as entity count didn't increase" +
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$"Expected at least {clientCount} and found {client.EntMan.EntityCount}. " +
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$"Expected at least {clientCount} and found {Count(client.EntMan)}. " +
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$"Server was {count}");
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}
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@@ -308,15 +315,15 @@ namespace Content.IntegrationTests.Tests
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await pair.RunTicksSync(3);
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// Check that the number of entities has gone back to the original value.
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if (server.EntMan.EntityCount != count)
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if (Count(server.EntMan) != count)
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{
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Assert.Fail($"Server prototype {protoId} failed on deletion count didn't reset properly");
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}
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if (client.EntMan.EntityCount != clientCount)
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if (Count(client.EntMan) != clientCount)
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{
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Assert.Fail($"Client prototype {protoId} failed on deletion count didn't reset properly:\n" +
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$"Expected {clientCount} and found {client.EntMan.EntityCount}.\n" +
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$"Expected {clientCount} and found {Count(client.EntMan)}.\n" +
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$"Server was {count}.");
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}
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}
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