Files
tbd-station-14/Content.IntegrationTests/Tests/Networking/ConnectTest.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

57 lines
1.9 KiB
C#

using System.Linq;
using System.Threading.Tasks;
using NUnit.Framework;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Network;
namespace Content.IntegrationTests.Tests.Networking
{
[TestFixture]
public class ConnectTest : ContentIntegrationTest
{
[Test]
public async Task TestConnect()
{
var client = StartClient();
var server = StartServer(new ServerContentIntegrationOption {Pool = false});
await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
// Connect.
client.SetConnectTarget(server);
client.Post(() => IoCManager.Resolve<IClientNetManager>().ClientConnect(null, 0, null));
// Run some ticks for the handshake to complete and such.
for (var i = 0; i < 10; i++)
{
server.RunTicks(1);
await server.WaitIdleAsync();
client.RunTicks(1);
await client.WaitIdleAsync();
}
await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
// Basic checks to ensure that they're connected and data got replicated.
var playerManager = server.ResolveDependency<IPlayerManager>();
Assert.That(playerManager.PlayerCount, Is.EqualTo(1));
Assert.That(playerManager.GetAllPlayers().First().Status, Is.EqualTo(SessionStatus.InGame));
var clEntityManager = client.ResolveDependency<IEntityManager>();
var svEntityManager = server.ResolveDependency<IEntityManager>();
var lastSvEntity = svEntityManager.GetEntities().Last();
var lastClEntity = clEntityManager.GetEntity(lastSvEntity.Uid);
Assert.That(lastClEntity.Transform.Coordinates, Is.EqualTo(lastSvEntity.Transform.Coordinates));
}
}
}