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