Code Cleanup: Integration Tests (#29584)
* Cleanup PuddleTest * Cleanup GravityGridTest * Cleanup PowerTest * Cleanup SaveLoadMapTest * Cleanup Body tests * Cleanup ContainerOcclusionTest * Cleanup AirlockTest * Cleanup DamageableTest * Cleanup EntityTest * Cleanup FluidSpillTest * Cleanup FollowerSystemTest * Cleanup HandCuffTest * Cleanup InteractionSystemTests * Cleanup InRangeUnobstructed * Cleanup SimplePredictReconcileTest * Cleanup PostMapInitTest * Cleanup SalvageTest * Cleanup SaveLoadSaveTest * Cleanup ShuttleTest * Cleanup MaterialArbitrageTest * Cleanup PrototypeSaveTest * Fix ShuttleTest * Bunch of small ones * Move JobTests to Station directory * More small fixes * Cleanup InteractionTest.Helpers Had to change a method signature, so some callers were modified too. * Missed one
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@@ -51,11 +51,12 @@ namespace Content.IntegrationTests.Tests.Networking
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PredictionTestComponent clientComponent = default!;
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var serverSystem = sEntityManager.System<PredictionTestEntitySystem>();
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var clientSystem = cEntityManager.System<PredictionTestEntitySystem>();
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var sMapSys = sEntityManager.System<SharedMapSystem>();
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await server.WaitPost(() =>
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{
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// Spawn dummy component entity.
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var map = sMapManager.CreateMap();
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sMapSys.CreateMap(out var map);
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serverEnt = sEntityManager.SpawnEntity(null, new MapCoordinates(new Vector2(0, 0), map));
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serverComponent = sEntityManager.AddComponent<PredictionTestComponent>(serverEnt);
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});
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@@ -67,7 +68,7 @@ namespace Content.IntegrationTests.Tests.Networking
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Assert.That(sGameTiming.TickTimingAdjustment, Is.EqualTo(0));
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// Check client buffer is full
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Assert.That(cGameStateManager.CurrentBufferSize, Is.EqualTo(cGameStateManager.TargetBufferSize));
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Assert.That(cGameStateManager.GetApplicableStateCount(), Is.EqualTo(cGameStateManager.TargetBufferSize));
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Assert.That(cGameStateManager.TargetBufferSize, Is.EqualTo(2));
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// This isn't required anymore, but the test had this for the sake of "technical things", and I cbf shifting
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@@ -99,7 +100,7 @@ namespace Content.IntegrationTests.Tests.Networking
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// Client last ran tick 15 meaning it's ahead of the last server tick it processed (12)
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Assert.That(cGameTiming.CurTick, Is.EqualTo(expected));
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Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick((uint)(baseTick - cGameStateManager.TargetBufferSize))));
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Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick((uint) (baseTick - cGameStateManager.TargetBufferSize))));
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});
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// *** I am using block scopes to visually distinguish these sections of the test to make it more readable.
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@@ -264,7 +265,7 @@ namespace Content.IntegrationTests.Tests.Networking
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// Assert timing is still correct.
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Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(baseTick + 8)));
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Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(baseTick + 8 + delta)));
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Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick((uint)(baseTick + 8 - cGameStateManager.TargetBufferSize))));
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Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick((uint) (baseTick + 8 - cGameStateManager.TargetBufferSize))));
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});
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{
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