* Add test pooling * WIP test pooling changes * Fix Destructible tests * Don't pool unpooled or dummy ticker instances * Change ServerPathfindingDebugSystem to replace existing entries * Fix SaveLoadSaveTest comment * Don't pool StartTest * Comment out global setup * Fix puddle tests * Move SolarPanelComponent initialize to PowerSolarSystem OnMapInit * Update RobustToolbox * Finish fixing tests, make test threads background threads * Bring back pooling * Fix nullable * Update RobustToolbox * Set cvars on server return * Un-pool tests with custom cvars * Update RobustToolbox * Update RobustToolbox * Change where the main tile coordinates are * Remove DisposalUnitTest grid check * Fix test pooling being a fickle bitch * Fix EntitySystemExtensionsTest * Update RobustToolbox * Update RobustToolbox * Make nullable pool settings true * Update RobustToolbox * Wait other way around * We are unitystation now * Update RobustToolbox * Create global setup * Pool some more tests * Fix not properly disconnecting clients before restarting the round * Give more info on ran tests * Standardize default test cvars * Update RobustToolbox * Update RobustToolbox * Pool clients * Fix test order issue * Fix cvars in character creation test not being set properly * Update RobustToolbox * Update RobustToolbox * Rider shut * Update RobustToolbox * Format tests ran better * Update RobustToolbox * Reset RobustToolbox * Reset RobustToolbox harder * Fix one instance of test order causing destructible tests to fail
75 lines
2.3 KiB
C#
75 lines
2.3 KiB
C#
#nullable enable
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using System.Threading.Tasks;
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using Content.Server.Climbing.Components;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
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{
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[TestFixture]
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[TestOf(typeof(ClimbableComponent))]
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[TestOf(typeof(ClimbingComponent))]
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public class ClimbUnitTest : ContentIntegrationTest
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{
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private const string Prototypes = @"
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- type: entity
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name: HumanDummy
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id: HumanDummy
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components:
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- type: Climbing
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- type: Physics
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- type: entity
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name: TableDummy
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id: TableDummy
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components:
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- type: Climbable
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- type: Physics
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";
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[Test]
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public async Task Test()
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{
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var options = new ServerIntegrationOptions{ExtraPrototypes = Prototypes};
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var server = StartServer(options);
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IEntity human;
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IEntity table;
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ClimbingComponent climbing;
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server.Assert(() =>
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{
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var mapManager = IoCManager.Resolve<IMapManager>();
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mapManager.CreateNewMapEntity(MapId.Nullspace);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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// Spawn the entities
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human = entityManager.SpawnEntity("HumanDummy", MapCoordinates.Nullspace);
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table = entityManager.SpawnEntity("TableDummy", MapCoordinates.Nullspace);
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// Test for climb components existing
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// Players and tables should have these in their prototypes.
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Assert.That(human.TryGetComponent(out climbing!), "Human has no climbing");
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Assert.That(table.TryGetComponent(out ClimbableComponent _), "Table has no climbable");
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// Now let's make the player enter a climbing transitioning state.
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climbing.IsClimbing = true;
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climbing.TryMoveTo(human.Transform.WorldPosition, table.Transform.WorldPosition);
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var body = human.GetComponent<IPhysBody>();
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// TODO: Check it's climbing
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// Force the player out of climb state. It should immediately remove the ClimbController.
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climbing.IsClimbing = false;
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});
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await server.WaitIdleAsync();
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}
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}
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}
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