Files
tbd-station-14/Content.IntegrationTests/Tests/Lobby/CharacterCreationTest.cs
Javier Guardia Fernández 1508efff54 Add test pooling (#4961)
* 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
2021-11-06 11:49:59 +01:00

135 lines
5.1 KiB
C#

using System.Threading.Tasks;
using Content.Client.Lobby;
using Content.Client.Preferences;
using Content.Server.GameTicking;
using Content.Server.Preferences.Managers;
using Content.Shared.CCVar;
using Content.Shared.Preferences;
using NUnit.Framework;
using Robust.Client.State;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.Network;
namespace Content.IntegrationTests.Tests.Lobby
{
[TestFixture]
[TestOf(typeof(ClientPreferencesManager))]
[TestOf(typeof(ServerPreferencesManager))]
public class CharacterCreationTest : ContentIntegrationTest
{
[Test]
public async Task CreateDeleteCreateTest()
{
var serverOptions = new ServerContentIntegrationOption
{
CVarOverrides =
{
[CCVars.GameDummyTicker.Name] = "false",
[CCVars.GameLobbyEnabled.Name] = "true"
}
};
var (client, server) = await StartConnectedServerClientPair(serverOptions: serverOptions);
var clientNetManager = client.ResolveDependency<IClientNetManager>();
var clientStateManager = client.ResolveDependency<IStateManager>();
var clientPrefManager = client.ResolveDependency<IClientPreferencesManager>();
var serverConfig = server.ResolveDependency<IConfigurationManager>();
var serverTicker = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<GameTicker>();
var serverPrefManager = server.ResolveDependency<IServerPreferencesManager>();
await server.WaitIdleAsync();
await client.WaitIdleAsync();
await server.WaitAssertion(() =>
{
serverConfig.SetCVar(CCVars.GameDummyTicker, false);
serverConfig.SetCVar(CCVars.GameLobbyEnabled, true);
serverTicker.RestartRound();
});
Assert.That(serverTicker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
// Need to run them in sync to receive the messages.
await RunTicksSync(client, server, 1);
await WaitUntil(client, () => clientStateManager.CurrentState is LobbyState, 600);
Assert.NotNull(clientNetManager.ServerChannel);
var clientNetId = clientNetManager.ServerChannel.UserId;
HumanoidCharacterProfile profile = null;
await client.WaitAssertion(() =>
{
clientPrefManager.SelectCharacter(0);
var clientCharacters = clientPrefManager.Preferences.Characters;
Assert.That(clientCharacters.Count, Is.EqualTo(1));
Assert.That(clientStateManager.CurrentState, Is.TypeOf<LobbyState>());
profile = HumanoidCharacterProfile.Random();
clientPrefManager.CreateCharacter(profile);
clientCharacters = clientPrefManager.Preferences.Characters;
Assert.That(clientCharacters.Count, Is.EqualTo(2));
Assert.That(clientCharacters[1].MemberwiseEquals(profile));
});
await WaitUntil(server, () => serverPrefManager.GetPreferences(clientNetId).Characters.Count == 2, maxTicks: 60);
await server.WaitAssertion(() =>
{
var serverCharacters = serverPrefManager.GetPreferences(clientNetId).Characters;
Assert.That(serverCharacters.Count, Is.EqualTo(2));
Assert.That(serverCharacters[1].MemberwiseEquals(profile));
});
await client.WaitAssertion(() =>
{
clientPrefManager.DeleteCharacter(1);
var clientCharacters = clientPrefManager.Preferences.Characters.Count;
Assert.That(clientCharacters, Is.EqualTo(1));
});
await WaitUntil(server, () => serverPrefManager.GetPreferences(clientNetId).Characters.Count == 1, maxTicks: 60);
await server.WaitAssertion(() =>
{
var serverCharacters = serverPrefManager.GetPreferences(clientNetId).Characters.Count;
Assert.That(serverCharacters, Is.EqualTo(1));
});
await client.WaitIdleAsync();
await client.WaitAssertion(() =>
{
profile = HumanoidCharacterProfile.Random();
clientPrefManager.CreateCharacter(profile);
var clientCharacters = clientPrefManager.Preferences.Characters;
Assert.That(clientCharacters.Count, Is.EqualTo(2));
Assert.That(clientCharacters[1].MemberwiseEquals(profile));
});
await WaitUntil(server, () => serverPrefManager.GetPreferences(clientNetId).Characters.Count == 2, maxTicks: 60);
await server.WaitAssertion(() =>
{
var serverCharacters = serverPrefManager.GetPreferences(clientNetId).Characters;
Assert.That(serverCharacters.Count, Is.EqualTo(2));
Assert.That(serverCharacters[1].MemberwiseEquals(profile));
});
}
}
}