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crystall-punk-14/Content.IntegrationTests/Tests/DoAfter/DoAfterServerTest.cs

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using System.Threading;
using System.Threading.Tasks;
2021-06-09 22:19:39 +02:00
using Content.Server.DoAfter;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.IntegrationTests.Tests.DoAfter
{
[TestFixture]
[TestOf(typeof(DoAfterComponent))]
public sealed class DoAfterServerTest : ContentIntegrationTest
{
private const string Prototypes = @"
- type: entity
name: Dummy
id: Dummy
components:
- type: DoAfter
";
[Test]
public async Task TestFinished()
{
Task<DoAfterStatus> task = null;
var options = new ServerIntegrationOptions{ExtraPrototypes = Prototypes};
Add test pooling (#4961) * 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
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var server = StartServer(options);
// That it finishes successfully
server.Post(() =>
{
var tickTime = 1.0f / IoCManager.Resolve<IGameTiming>().TickRate;
var mapManager = IoCManager.Resolve<IMapManager>();
mapManager.CreateNewMapEntity(MapId.Nullspace);
var entityManager = IoCManager.Resolve<IEntityManager>();
var mob = entityManager.SpawnEntity("Dummy", MapCoordinates.Nullspace);
var cancelToken = new CancellationTokenSource();
var args = new DoAfterEventArgs(mob, tickTime / 2, cancelToken.Token);
task = EntitySystem.Get<DoAfterSystem>().WaitDoAfter(args);
});
await server.WaitRunTicks(1);
Assert.That(task.Result == DoAfterStatus.Finished);
}
[Test]
public async Task TestCancelled()
{
Task<DoAfterStatus> task = null;
var options = new ServerIntegrationOptions{ExtraPrototypes = Prototypes};
Add test pooling (#4961) * 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
2021-11-06 11:49:59 +01:00
var server = StartServer(options);
server.Post(() =>
{
var tickTime = 1.0f / IoCManager.Resolve<IGameTiming>().TickRate;
var mapManager = IoCManager.Resolve<IMapManager>();
mapManager.CreateNewMapEntity(MapId.Nullspace);
var entityManager = IoCManager.Resolve<IEntityManager>();
var mob = entityManager.SpawnEntity("Dummy", MapCoordinates.Nullspace);
var cancelToken = new CancellationTokenSource();
var args = new DoAfterEventArgs(mob, tickTime * 2, cancelToken.Token);
task = EntitySystem.Get<DoAfterSystem>().WaitDoAfter(args);
cancelToken.Cancel();
});
await server.WaitRunTicks(3);
Assert.That(task.Result == DoAfterStatus.Cancelled, $"Result was {task.Result}");
}
}
}