* Step 1 of porting; grabbed most of the files via patches. * Add species field to the DB * Appearance patches for slimes. * Fix the db test. * Add slime's biocompat. * slimby * Fixes, allow specifying if a species is playable or not. * Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com> * Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com> * Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com> * Address reviews. * Address reviews. * make an if-case. * Fix a goof where species wouldn't get shown in the editor correctly (it'd always default to human) Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
120 lines
3.8 KiB
C#
120 lines
3.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.Database;
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using Content.Shared.CharacterAppearance;
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using Content.Shared.GameTicking;
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using Content.Shared.Preferences;
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using Microsoft.Data.Sqlite;
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using Microsoft.EntityFrameworkCore;
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using NUnit.Framework;
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using Robust.Shared.Enums;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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namespace Content.Tests.Server.Preferences
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{
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[TestFixture]
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public class ServerDbSqliteTests : ContentUnitTest
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{
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private const string Prototypes = @"
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- type: dataset
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id: names_first_male
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values:
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- Aaden
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- type: dataset
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id: names_first_female
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values:
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- Aaliyah
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- type: dataset
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id: names_last
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values:
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- Ackerley";
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private static HumanoidCharacterProfile CharlieCharlieson()
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{
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return new(
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"Charlie Charlieson",
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"Human",
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21,
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Sex.Male,
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Gender.Epicene,
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new HumanoidCharacterAppearance(
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"Afro",
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Color.Aqua,
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"Shaved",
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Color.Aquamarine,
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Color.Azure,
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Color.Beige
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),
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ClothingPreference.Jumpskirt,
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BackpackPreference.Backpack,
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new Dictionary<string, JobPriority>
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{
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{SharedGameTicker.FallbackOverflowJob, JobPriority.High}
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},
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PreferenceUnavailableMode.StayInLobby,
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new List<string> ()
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);
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}
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private static ServerDbSqlite GetDb()
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{
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var builder = new DbContextOptionsBuilder<ServerDbContext>();
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var conn = new SqliteConnection("Data Source=:memory:");
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conn.Open();
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builder.UseSqlite(conn);
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return new ServerDbSqlite(builder.Options);
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}
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[Test]
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public async Task TestUserDoesNotExist()
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{
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var db = GetDb();
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// Database should be empty so a new GUID should do it.
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Assert.Null(await db.GetPlayerPreferencesAsync(NewUserId()));
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}
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[Test]
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public async Task TestInitPrefs()
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{
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var db = GetDb();
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var username = new NetUserId(new Guid("640bd619-fc8d-4fe2-bf3c-4a5fb17d6ddd"));
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const int slot = 0;
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var originalProfile = CharlieCharlieson();
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await db.InitPrefsAsync(username, originalProfile);
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var prefs = await db.GetPlayerPreferencesAsync(username);
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Assert.That(prefs.Characters.Single(p => p.Key == slot).Value.MemberwiseEquals(originalProfile));
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}
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[Test]
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public async Task TestDeleteCharacter()
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{
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var db = GetDb();
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var username = new NetUserId(new Guid("640bd619-fc8d-4fe2-bf3c-4a5fb17d6ddd"));
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IoCManager.Resolve<ISerializationManager>().Initialize();
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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prototypeManager.Initialize();
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prototypeManager.LoadFromStream(new StringReader(Prototypes));
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await db.InitPrefsAsync(username, HumanoidCharacterProfile.Default());
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await db.SaveCharacterSlotAsync(username, CharlieCharlieson(), 1);
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await db.SaveSelectedCharacterIndexAsync(username, 1);
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await db.SaveCharacterSlotAsync(username, null, 1);
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var prefs = await db.GetPlayerPreferencesAsync(username);
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Assert.That(!prefs.Characters.Any(p => p.Key != 0));
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}
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private static NetUserId NewUserId()
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{
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return new(Guid.NewGuid());
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}
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}
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}
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