using Content.Shared.CCVar; using Content.Shared.Salvage; using Robust.Shared.Configuration; using Robust.Shared.EntitySerialization.Systems; using Robust.Shared.GameObjects; using Robust.Shared.Prototypes; namespace Content.IntegrationTests.Tests; [TestFixture] public sealed class SalvageTest { /// /// Asserts that all salvage maps have been saved as grids and are loadable. /// [Test] public async Task AllSalvageMapsLoadableTest() { await using var pair = await PoolManager.GetServerClient(); var server = pair.Server; var entManager = server.ResolveDependency(); var mapLoader = entManager.System(); var prototypeManager = server.ResolveDependency(); var cfg = server.ResolveDependency(); var mapSystem = entManager.System(); Assert.That(cfg.GetCVar(CCVars.GridFill), Is.False); await server.WaitPost(() => { foreach (var salvage in prototypeManager.EnumeratePrototypes()) { mapSystem.CreateMap(out var mapId); try { Assert.That(mapLoader.TryLoadGrid(mapId, salvage.MapPath, out var grid)); } catch (Exception ex) { throw new Exception($"Failed to load salvage map {salvage.ID}, was it saved as a map instead of a grid?", ex); } try { mapSystem.DeleteMap(mapId); } catch (Exception ex) { throw new Exception($"Failed to delete salvage map {salvage.ID}", ex); } } }); await server.WaitRunTicks(1); await pair.CleanReturnAsync(); } }