Sort game rules before running tests (#10484)

Should probably make failures slightly more consistent overall unless something happens to cleanup.

Co-authored-by: wrexbe <wrexbe@protonmail.com>
This commit is contained in:
metalgearsloth
2022-08-15 14:07:20 +10:00
committed by GitHub
parent 24b21c80f2
commit ee55bd2496

View File

@@ -1,32 +1,38 @@
using System.Linq; using System;
using System.Linq;
using System.Threading.Tasks; using System.Threading.Tasks;
using Content.Server.GameTicking; using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules; using Content.Server.GameTicking.Rules;
using NUnit.Framework; using NUnit.Framework;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.GameRules; namespace Content.IntegrationTests.Tests.GameRules;
/// <summary>
/// Tests that all game rules can be added/started/ended at the same time without exceptions.
/// </summary>
[TestFixture] [TestFixture]
public sealed class StartEndGameRulesTest public sealed class StartEndGameRulesTest
{ {
/// <summary>
/// Tests that all game rules can be added/started/ended at the same time without exceptions.
/// </summary>
[Test] [Test]
public async Task Test() public async Task TestAllConcurrent()
{ {
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings(){Dirty = true}); await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings()
{
NoClient = true,
Dirty = true,
});
var server = pairTracker.Pair.Server; var server = pairTracker.Pair.Server;
await server.WaitIdleAsync();
var protoMan = server.ResolveDependency<IPrototypeManager>();
var gameTicker = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<GameTicker>();
await server.WaitAssertion(() => await server.WaitAssertion(() =>
{ {
var gameTicker = EntitySystem.Get<GameTicker>(); var rules = protoMan.EnumeratePrototypes<GameRulePrototype>().ToList();
var protoMan = IoCManager.Resolve<IPrototypeManager>(); rules.Sort((x, y) => string.Compare(x.ID, y.ID, StringComparison.Ordinal));
var rules = protoMan.EnumeratePrototypes<GameRulePrototype>().ToArray();
// Start all rules // Start all rules
foreach (var rule in rules) foreach (var rule in rules)
@@ -34,7 +40,7 @@ public sealed class StartEndGameRulesTest
gameTicker.StartGameRule(rule); gameTicker.StartGameRule(rule);
} }
Assert.That(gameTicker.AddedGameRules.Count == rules.Length); Assert.That(gameTicker.AddedGameRules, Has.Count.EqualTo(rules.Count));
}); });
// Wait three ticks for any random update loops that might happen // Wait three ticks for any random update loops that might happen
@@ -42,8 +48,6 @@ public sealed class StartEndGameRulesTest
await server.WaitAssertion(() => await server.WaitAssertion(() =>
{ {
var gameTicker = EntitySystem.Get<GameTicker>();
// End all rules // End all rules
gameTicker.ClearGameRules(); gameTicker.ClearGameRules();
Assert.That(!gameTicker.AddedGameRules.Any()); Assert.That(!gameTicker.AddedGameRules.Any());