* 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
93 lines
2.9 KiB
C#
93 lines
2.9 KiB
C#
using System.Threading.Tasks;
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using Content.Server.Gravity;
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using Content.Server.Gravity.EntitySystems;
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using Content.Shared.Acts;
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using Content.Shared.Alert;
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using Content.Shared.Coordinates;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Content.IntegrationTests.Tests.Gravity
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{
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[TestFixture]
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[TestOf(typeof(WeightlessSystem))]
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[TestOf(typeof(GravityGeneratorComponent))]
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public class WeightlessStatusTests : 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: Alerts
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- type: entity
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name: GravityGeneratorDummy
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id: GravityGeneratorDummy
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components:
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- type: GravityGenerator
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chargeRate: 1000000000 # Set this really high so it discharges in a single tick.
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activePower: 500
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- type: ApcPowerReceiver
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needsPower: false
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- type: UserInterface
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";
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[Test]
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public async Task WeightlessStatusTest()
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{
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var options = new ServerContentIntegrationOption {ExtraPrototypes = Prototypes};
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var server = StartServer(options);
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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IEntity human = null;
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SharedAlertsComponent alerts = null;
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await server.WaitAssertion(() =>
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{
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var grid = GetMainGrid(mapManager);
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var coordinates = grid.ToCoordinates();
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human = entityManager.SpawnEntity("HumanDummy", coordinates);
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Assert.True(human.TryGetComponent(out alerts));
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});
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// Let WeightlessSystem and GravitySystem tick
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await server.WaitRunTicks(1);
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await server.WaitAssertion(() =>
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{
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// No gravity without a gravity generator
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Assert.True(alerts.IsShowingAlert(AlertType.Weightless));
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entityManager.SpawnEntity("GravityGeneratorDummy", human.Transform.Coordinates);
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});
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// Let WeightlessSystem and GravitySystem tick
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await server.WaitRunTicks(1);
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await server.WaitAssertion(() =>
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{
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Assert.False(alerts.IsShowingAlert(AlertType.Weightless));
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// TODO: Re-add gravity generator breaking when Vera is done with construction stuff.
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/*
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// Disable the gravity generator
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var args = new BreakageEventArgs {Owner = human};
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// gravityGenerator.OnBreak(args);
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*/
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});
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/*await server.WaitRunTicks(1);
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await server.WaitAssertion(() =>
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{
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Assert.True(alerts.IsShowingAlert(AlertType.Weightless));
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});*/
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}
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}
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}
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