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