* Vox stuff * Species loadouts and lobby refactor The control flow for lobby is all over the shop so I pulled it all up from the individual controls so now they handle the bare minimum required and LobbyUIController handles the rest. * a * Bulk changes * a * weh * Character import / export * finalise * woops this stuff too * Also datafield exporting * comments * Review
115 lines
4.4 KiB
C#
115 lines
4.4 KiB
C#
using Content.Client.Lobby;
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using Content.Server.Preferences.Managers;
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using Content.Shared.Preferences;
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using Robust.Client.State;
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using Robust.Shared.Network;
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namespace Content.IntegrationTests.Tests.Lobby
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{
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[TestFixture]
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[TestOf(typeof(ClientPreferencesManager))]
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[TestOf(typeof(ServerPreferencesManager))]
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public sealed class CharacterCreationTest
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{
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[Test]
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public async Task CreateDeleteCreateTest()
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{
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await using var pair = await PoolManager.GetServerClient(new PoolSettings { InLobby = true });
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var server = pair.Server;
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var client = pair.Client;
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var clientNetManager = client.ResolveDependency<IClientNetManager>();
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var clientStateManager = client.ResolveDependency<IStateManager>();
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var clientPrefManager = client.ResolveDependency<IClientPreferencesManager>();
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var serverPrefManager = server.ResolveDependency<IServerPreferencesManager>();
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// Need to run them in sync to receive the messages.
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await pair.RunTicksSync(1);
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await PoolManager.WaitUntil(client, () => clientStateManager.CurrentState is LobbyState, 600);
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Assert.That(clientNetManager.ServerChannel, Is.Not.Null);
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var clientNetId = clientNetManager.ServerChannel.UserId;
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HumanoidCharacterProfile profile = null;
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await client.WaitAssertion(() =>
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{
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clientPrefManager.SelectCharacter(0);
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var clientCharacters = clientPrefManager.Preferences?.Characters;
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Assert.That(clientCharacters, Is.Not.Null);
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Assert.Multiple(() =>
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{
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Assert.That(clientCharacters, Has.Count.EqualTo(1));
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Assert.That(clientStateManager.CurrentState, Is.TypeOf<LobbyState>());
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});
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profile = HumanoidCharacterProfile.Random();
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clientPrefManager.CreateCharacter(profile);
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clientCharacters = clientPrefManager.Preferences?.Characters;
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Assert.That(clientCharacters, Is.Not.Null);
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Assert.That(clientCharacters, Has.Count.EqualTo(2));
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Assert.That(clientCharacters[1].MemberwiseEquals(profile));
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});
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await PoolManager.WaitUntil(server, () => serverPrefManager.GetPreferences(clientNetId).Characters.Count == 2, maxTicks: 60);
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await server.WaitAssertion(() =>
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{
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var serverCharacters = serverPrefManager.GetPreferences(clientNetId).Characters;
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Assert.That(serverCharacters, Has.Count.EqualTo(2));
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Assert.That(serverCharacters[1].MemberwiseEquals(profile));
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});
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await client.WaitAssertion(() =>
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{
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clientPrefManager.DeleteCharacter(1);
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var clientCharacters = clientPrefManager.Preferences?.Characters.Count;
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Assert.That(clientCharacters, Is.EqualTo(1));
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});
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await PoolManager.WaitUntil(server, () => serverPrefManager.GetPreferences(clientNetId).Characters.Count == 1, maxTicks: 60);
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await server.WaitAssertion(() =>
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{
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var serverCharacters = serverPrefManager.GetPreferences(clientNetId).Characters.Count;
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Assert.That(serverCharacters, Is.EqualTo(1));
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});
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await client.WaitIdleAsync();
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await client.WaitAssertion(() =>
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{
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profile = HumanoidCharacterProfile.Random();
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clientPrefManager.CreateCharacter(profile);
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var clientCharacters = clientPrefManager.Preferences?.Characters;
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Assert.That(clientCharacters, Is.Not.Null);
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Assert.That(clientCharacters, Has.Count.EqualTo(2));
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Assert.That(clientCharacters[1].MemberwiseEquals(profile));
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});
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await PoolManager.WaitUntil(server, () => serverPrefManager.GetPreferences(clientNetId).Characters.Count == 2, maxTicks: 60);
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await server.WaitAssertion(() =>
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{
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var serverCharacters = serverPrefManager.GetPreferences(clientNetId).Characters;
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Assert.That(serverCharacters, Has.Count.EqualTo(2));
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Assert.That(serverCharacters[1].MemberwiseEquals(profile));
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});
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await pair.CleanReturnAsync();
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}
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}
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}
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