* Move TestPair & PoolManager to engine * Add to global usings * A * Move ITestContextLike to engine * Readd cvars partial class * cleanup diff
40 lines
1.7 KiB
C#
40 lines
1.7 KiB
C#
#nullable enable
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using Content.Shared.CCVar;
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namespace Content.IntegrationTests;
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// Partial class containing test cvars
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// This could probably be merged into the main file, but I'm keeping it separate to reduce
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// conflicts for forks.
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public static partial class PoolManager
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{
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public static readonly (string cvar, string value)[] TestCvars =
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{
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// @formatter:off
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(CCVars.DatabaseSynchronous.Name, "true"),
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(CCVars.DatabaseSqliteDelay.Name, "0"),
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(CCVars.HolidaysEnabled.Name, "false"),
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(CCVars.GameMap.Name, TestMap),
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(CCVars.AdminLogsQueueSendDelay.Name, "0"),
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(CCVars.NPCMaxUpdates.Name, "999999"),
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(CCVars.GameRoleTimers.Name, "false"),
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(CCVars.GameRoleLoadoutTimers.Name, "false"),
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(CCVars.GameRoleWhitelist.Name, "false"),
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(CCVars.GridFill.Name, "false"),
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(CCVars.PreloadGrids.Name, "false"),
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(CCVars.ArrivalsShuttles.Name, "false"),
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(CCVars.EmergencyShuttleEnabled.Name, "false"),
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(CCVars.ProcgenPreload.Name, "false"),
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(CCVars.WorldgenEnabled.Name, "false"),
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(CCVars.GatewayGeneratorEnabled.Name, "false"),
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(CCVars.GameDummyTicker.Name, "true"),
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(CCVars.GameLobbyEnabled.Name, "false"),
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(CCVars.ConfigPresetDevelopment.Name, "false"),
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(CCVars.AdminLogsEnabled.Name, "false"),
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(CCVars.AutosaveEnabled.Name, "false"),
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(CCVars.InteractionRateLimitCount.Name, "9999999"),
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(CCVars.InteractionRateLimitPeriod.Name, "0.1"),
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(CCVars.MovementMobPushing.Name, "false"),
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};
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}
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