* 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
71 lines
2.9 KiB
C#
71 lines
2.9 KiB
C#
using System.Collections.Generic;
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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.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.IntegrationTests.Tests
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{
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[TestFixture]
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public class GridTileLookupTest : ContentIntegrationTest
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{
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private const string Prototypes = @"
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- type: entity
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name: Dummy
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id: Dummy
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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 options = new ServerIntegrationOptions{ExtraPrototypes = Prototypes};
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var server = StartServer(options);
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await server.WaitIdleAsync();
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var entityManager = server.ResolveDependency<IEntityManager>();
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var tileLookup = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<GridTileLookupSystem>();
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var mapManager = server.ResolveDependency<IMapManager>();
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var tileDefinitionManager = server.ResolveDependency<ITileDefinitionManager>();
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server.Assert(() =>
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{
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List<IEntity> entities;
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var mapOne = mapManager.CreateMap();
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var gridOne = mapManager.CreateGrid(mapOne);
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var tileDefinition = tileDefinitionManager["underplating"];
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var underplating = new Tile(tileDefinition.TileId);
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gridOne.SetTile(new Vector2i(0, 0), underplating);
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gridOne.SetTile(new Vector2i(-1, -1), underplating);
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entities = tileLookup.GetEntitiesIntersecting(gridOne.Index, new Vector2i(0, 0)).ToList();
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Assert.That(entities.Count, Is.EqualTo(0));
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// Space entity, check that nothing intersects it and that also it doesn't throw.
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entityManager.SpawnEntity("Dummy", new MapCoordinates(Vector2.One * 1000, mapOne));
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entities = tileLookup.GetEntitiesIntersecting(gridOne.Index, new Vector2i(1000, 1000)).ToList();
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Assert.That(entities.Count, Is.EqualTo(0));
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var entityOne = entityManager.SpawnEntity("Dummy", new EntityCoordinates(gridOne.GridEntityId, Vector2.Zero));
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entityManager.SpawnEntity("Dummy", new EntityCoordinates(gridOne.GridEntityId, Vector2.One));
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var entityTiles = tileLookup.GetIndices(entityOne);
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Assert.That(entityTiles.Count, Is.EqualTo(1));
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entities = tileLookup.GetEntitiesIntersecting(entityOne).ToList();
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Assert.That(entities.Count, Is.EqualTo(1));
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entityManager.SpawnEntity("Dummy", new EntityCoordinates(gridOne.GridEntityId, Vector2.Zero));
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entities = tileLookup.GetEntitiesIntersecting(gridOne.Index, new Vector2i(0, 0)).ToList();
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Assert.That(entities.Count, Is.EqualTo(2));
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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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