84 lines
2.3 KiB
C#
84 lines
2.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Moq;
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using NUnit.Framework;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Is = NUnit.DeepObjectCompare.Is;
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namespace Content.IntegrationTests.Tests
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{
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public class SerializerTest : ContentIntegrationTest
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{
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[Test]
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public async Task EntityStatesTest()
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{
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RobustSerializer._traceWriter = Console.Out;
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var client = StartClient();
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var server = StartServer();
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await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
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// Connect.
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client.SetConnectTarget(server);
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client.Post(() => IoCManager.Resolve<IClientNetManager>().ClientConnect(null, 0, null));
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// Run some ticks for the handshake to complete and such.
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server.RunTicks(1);
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await server.WaitIdleAsync();
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client.RunTicks(1);
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await client.WaitIdleAsync();
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await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
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// Basic checks to ensure that they're connected and data got replicated.
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var mtx = new ManualResetEventSlim();
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List<EntityState> es = null;
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server.Post(() =>
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{
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var sem = IoCManager.Resolve<IServerEntityManager>();
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es = sem.GetEntityStates(GameTick.Zero);
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mtx.Set();
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});
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mtx.Wait();
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Assert.NotNull(es);
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var serializer = new RobustSerializer();
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List<EntityState> roundTrip;
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using (var ms = new MemoryStream())
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{
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serializer.Serialize(ms, es);
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ms.Position = 0;
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roundTrip = (List<EntityState>)serializer.Deserialize(ms);
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}
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Assert.That(roundTrip, Is.DeepEqualTo(es));
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}
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}
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}
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