* 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
51 lines
1.6 KiB
C#
51 lines
1.6 KiB
C#
using System.Threading.Tasks;
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using Content.Server.Clothing.Components;
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using Content.Server.Inventory.Components;
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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.Map;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.IntegrationTests.Tests
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{
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[TestFixture]
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public class DeleteInventoryTest : ContentIntegrationTest
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{
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// Test that when deleting an entity with an InventoryComponent,
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// any equipped items also get deleted.
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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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// Spawn everything.
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var mapMan = IoCManager.Resolve<IMapManager>();
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mapMan.CreateNewMapEntity(MapId.Nullspace);
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var entMgr = IoCManager.Resolve<IEntityManager>();
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var container = entMgr.SpawnEntity(null, MapCoordinates.Nullspace);
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var inv = container.AddComponent<InventoryComponent>();
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var child = entMgr.SpawnEntity(null, MapCoordinates.Nullspace);
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var item = child.AddComponent<ClothingComponent>();
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item.SlotFlags = SlotFlags.HEAD;
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// Equip item.
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Assert.That(inv.Equip(Slots.HEAD, item, false), Is.True);
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// Delete parent.
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container.Delete();
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// Assert that child item was also deleted.
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Assert.That(item.Deleted, Is.True);
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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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