* 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
49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
using System.Threading.Tasks;
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using Content.Server.StationEvents;
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using Content.Shared.GameTicking;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Timing;
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namespace Content.IntegrationTests.Tests.StationEvents
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{
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[TestFixture]
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public class StationEventsSystemTest : ContentIntegrationTest
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{
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[Test]
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public async Task Test()
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{
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var server = StartServer();
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server.Assert(() =>
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{
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// Idle each event
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var stationEventsSystem = EntitySystem.Get<StationEventSystem>();
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var dummyFrameTime = (float) IoCManager.Resolve<IGameTiming>().TickPeriod.TotalSeconds;
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foreach (var stationEvent in stationEventsSystem.StationEvents)
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{
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stationEvent.Announce();
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stationEvent.Update(dummyFrameTime);
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stationEvent.Startup();
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stationEvent.Update(dummyFrameTime);
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stationEvent.Running = false;
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stationEvent.Shutdown();
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// Due to timings some events might startup twice when in reality they wouldn't.
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Assert.That(stationEvent.Occurrences > 0);
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}
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stationEventsSystem.Reset(new RoundRestartCleanupEvent());
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foreach (var stationEvent in stationEventsSystem.StationEvents)
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{
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Assert.That(stationEvent.Occurrences, Is.EqualTo(0));
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}
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});
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await server.WaitIdleAsync();
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}
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}
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}
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