using Robust.Shared.GameObjects; namespace Content.IntegrationTests.Tests.Networking { [TestFixture] public sealed class NetworkIdsMatchTest { [Test] public async Task TestConnect() { await using var pair = await PoolManager.GetServerClient(new PoolSettings { Connected = true }); var server = pair.Server; var client = pair.Client; var clientCompFactory = client.ResolveDependency(); var serverCompFactory = server.ResolveDependency(); var clientNetComps = clientCompFactory.NetworkedComponents; var serverNetComps = serverCompFactory.NetworkedComponents; Assert.Multiple(() => { Assert.That(clientNetComps, Is.Not.Null); Assert.That(serverNetComps, Is.Not.Null); }); Assert.Multiple(() => { Assert.That(clientNetComps, Has.Count.EqualTo(serverNetComps.Count)); // Checks that at least Metadata and Transform are registered. Assert.That(clientNetComps, Has.Count.GreaterThanOrEqualTo(2)); }); Assert.Multiple(() => { for (var netId = 0; netId < clientNetComps.Count; netId++) { Assert.That(clientNetComps[netId].Name, Is.EqualTo(serverNetComps[netId].Name)); } }); await pair.CleanReturnAsync(); } } }