using System;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameTicking;
using Content.Shared.CCVar;
using NUnit.Framework;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
namespace Content.IntegrationTests.Tests.GameRules;
[TestFixture]
public sealed class StartEndGameRulesTest
{
///
/// Tests that all game rules can be added/started/ended at the same time without exceptions.
///
[Test]
public async Task TestAllConcurrent()
{
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings()
{
NoClient = true,
Dirty = true,
});
var server = pairTracker.Pair.Server;
await server.WaitIdleAsync();
var gameTicker = server.ResolveDependency().GetEntitySystem();
var cfg = server.ResolveDependency();
Assert.That(cfg.GetCVar(CCVars.DisableGridFill), Is.False);
await server.WaitAssertion(() =>
{
var rules = gameTicker.GetAllGameRulePrototypes().ToList();
rules.Sort((x, y) => string.Compare(x.ID, y.ID, StringComparison.Ordinal));
// Start all rules
foreach (var rule in rules)
{
gameTicker.StartGameRule(rule.ID);
}
});
// Wait three ticks for any random update loops that might happen
await server.WaitRunTicks(3);
await server.WaitAssertion(() =>
{
// End all rules
gameTicker.ClearGameRules();
Assert.That(!gameTicker.GetAddedGameRules().Any());
});
await pairTracker.CleanReturnAsync();
}
}