Files
tbd-station-14/Content.IntegrationTests/Tests/Minds/GhostTests.cs
ShadowCommander a985c5e83e Fix ghosts getting spawned in nullspace (#27617)
* Add tests for ghost spawn position

* Make ghosts spawn immediately

* Format mind system

* Move ghost spawning to GhostSystem

* Spawn ghost on grid or map

This fixes the ghosts being attached the parent entity instead of the grid.

* Move logging out of the ghost system

* Make round start observer spawn using GhostSystem

* Move GameTicker ghost spawning to GhostSystem

Moved the more robust character name selection code over.
Moved the TimeOfDeath code over.
Added canReturn logic.

* Add overrides and default for ghost spawn coordinates

* Add warning log to ghost spawn fail

* Clean up test

* Dont spawn ghost on map delete

* Minor changes to the role test

* Fix role test failing to spawn ghost

It was failing the map check due to using Nullspace

* Fix ghost tests when running in parallel

Not sure what happened, but it seems to be because they were running simultaneously and overwriting values.

* Clean up ghost tests

* Test that map deletion does not spawn ghosts

* Spawn ghost on the next available map

* Disallow spawning on deleted maps

* Fix map deletion ghost test

* Cleanup
2024-05-11 11:03:40 -04:00

160 lines
6.0 KiB
C#

using System.Numerics;
using Content.IntegrationTests.Pair;
using Content.Shared.Ghost;
using Content.Shared.Mind;
using Content.Shared.Players;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.UnitTesting;
namespace Content.IntegrationTests.Tests.Minds;
[TestFixture]
public sealed class GhostTests
{
struct GhostTestData
{
public IEntityManager SEntMan;
public Robust.Server.Player.IPlayerManager SPlayerMan;
public Server.Mind.MindSystem SMindSys;
public SharedTransformSystem STransformSys = default!;
public TestPair Pair = default!;
public TestMapData MapData => Pair.TestMap!;
public RobustIntegrationTest.ServerIntegrationInstance Server => Pair.Server;
public RobustIntegrationTest.ClientIntegrationInstance Client => Pair.Client;
/// <summary>
/// Initial player coordinates. Note that this does not necessarily correspond to the position of the
/// <see cref="Player"/> entity.
/// </summary>
public NetCoordinates PlayerCoords = default!;
public NetEntity Player = default!;
public EntityUid SPlayerEnt = default!;
public ICommonSession ClientSession = default!;
public ICommonSession ServerSession = default!;
public GhostTestData()
{
}
}
private async Task<GhostTestData> SetupData()
{
var data = new GhostTestData();
// Client is needed to create a session for the ghost system. Creating a dummy session was too difficult.
data.Pair = await PoolManager.GetServerClient(new PoolSettings
{
DummyTicker = false,
Connected = true,
Dirty = true
});
data.SEntMan = data.Pair.Server.ResolveDependency<IServerEntityManager>();
data.SPlayerMan = data.Pair.Server.ResolveDependency<Robust.Server.Player.IPlayerManager>();
data.SMindSys = data.SEntMan.System<Server.Mind.MindSystem>();
data.STransformSys = data.SEntMan.System<SharedTransformSystem>();
// Setup map.
await data.Pair.CreateTestMap();
data.PlayerCoords = data.SEntMan.GetNetCoordinates(data.MapData.GridCoords.Offset(new Vector2(0.5f, 0.5f)).WithEntityId(data.MapData.MapUid, data.STransformSys, data.SEntMan));
if (data.Client.Session == null)
Assert.Fail("No player");
data.ClientSession = data.Client.Session!;
data.ServerSession = data.SPlayerMan.GetSessionById(data.ClientSession.UserId);
Entity<MindComponent> mind = default!;
await data.Pair.Server.WaitPost(() =>
{
data.Player = data.SEntMan.GetNetEntity(data.SEntMan.SpawnEntity(null, data.SEntMan.GetCoordinates(data.PlayerCoords)));
mind = data.SMindSys.CreateMind(data.ServerSession.UserId, "DummyPlayerEntity");
data.SPlayerEnt = data.SEntMan.GetEntity(data.Player);
data.SMindSys.TransferTo(mind, data.SPlayerEnt, mind: mind.Comp);
data.Server.PlayerMan.SetAttachedEntity(data.ServerSession, data.SPlayerEnt);
});
await data.Pair.RunTicksSync(5);
Assert.Multiple(() =>
{
Assert.That(data.ServerSession.ContentData()?.Mind, Is.EqualTo(mind.Owner));
Assert.That(data.ServerSession.AttachedEntity, Is.EqualTo(data.SPlayerEnt));
Assert.That(data.ServerSession.AttachedEntity, Is.EqualTo(mind.Comp.CurrentEntity),
"Player is not attached to the mind's current entity.");
Assert.That(data.SEntMan.EntityExists(mind.Comp.OwnedEntity),
"The mind's current entity does not exist");
Assert.That(mind.Comp.VisitingEntity == null || data.SEntMan.EntityExists(mind.Comp.VisitingEntity),
"The minds visited entity does not exist.");
});
Assert.That(data.SPlayerEnt, Is.Not.EqualTo(null));
return data;
}
/// <summary>
/// Test that a ghost gets created when the player entity is deleted.
/// 1. Delete mob
/// 2. Assert is ghost
/// </summary>
[Test]
public async Task TestGridGhostOnDelete()
{
var data = await SetupData();
var oldPosition = data.SEntMan.GetComponent<TransformComponent>(data.SPlayerEnt).Coordinates;
Assert.That(!data.SEntMan.HasComponent<GhostComponent>(data.SPlayerEnt), "Player was initially a ghost?");
// Delete entity
await data.Server.WaitPost(() => data.SEntMan.DeleteEntity(data.SPlayerEnt));
await data.Pair.RunTicksSync(5);
var ghost = data.ServerSession.AttachedEntity!.Value;
Assert.That(data.SEntMan.HasComponent<GhostComponent>(ghost), "Player did not become a ghost");
// Ensure the position is the same
var ghostPosition = data.SEntMan.GetComponent<TransformComponent>(ghost).Coordinates;
Assert.That(ghostPosition, Is.EqualTo(oldPosition));
await data.Pair.CleanReturnAsync();
}
/// <summary>
/// Test that a ghost gets created when the player entity is queue deleted.
/// 1. Delete mob
/// 2. Assert is ghost
/// </summary>
[Test]
public async Task TestGridGhostOnQueueDelete()
{
var data = await SetupData();
var oldPosition = data.SEntMan.GetComponent<TransformComponent>(data.SPlayerEnt).Coordinates;
Assert.That(!data.SEntMan.HasComponent<GhostComponent>(data.SPlayerEnt), "Player was initially a ghost?");
// Delete entity
await data.Server.WaitPost(() => data.SEntMan.QueueDeleteEntity(data.SPlayerEnt));
await data.Pair.RunTicksSync(5);
var ghost = data.ServerSession.AttachedEntity!.Value;
Assert.That(data.SEntMan.HasComponent<GhostComponent>(ghost), "Player did not become a ghost");
// Ensure the position is the same
var ghostPosition = data.SEntMan.GetComponent<TransformComponent>(ghost).Coordinates;
Assert.That(ghostPosition, Is.EqualTo(oldPosition));
await data.Pair.CleanReturnAsync();
}
}