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crystall-punk-14/Content.IntegrationTests/Tests/Networking/ConnectTest.cs

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using System.Linq;
using System.Threading.Tasks;
using NUnit.Framework;
using Robust.Server.Player;
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using Robust.Shared;
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using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
using Robust.Shared.Network;
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namespace Content.IntegrationTests.Tests.Networking
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{
[TestFixture]
public sealed class ConnectTest
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{
[Test]
public async Task TestConnect()
{
await using var pairTracker = await PoolManager.GetServerClient();
var server = pairTracker.Pair.Server;
var client = pairTracker.Pair.Client;
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// Basic checks to ensure that they're connected and data got replicated.
var playerManager = server.ResolveDependency<IPlayerManager>();
Assert.That(playerManager.PlayerCount, Is.EqualTo(1));
Assert.That(playerManager.Sessions.First().Status, Is.EqualTo(SessionStatus.InGame));
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var clEntityManager = client.ResolveDependency<IEntityManager>();
var svEntityManager = server.ResolveDependency<IEntityManager>();
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var lastSvEntity = svEntityManager.GetEntities().Last();
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Assert.That(clEntityManager.GetComponent<TransformComponent>(lastSvEntity).Coordinates,
Is.EqualTo(svEntityManager.GetComponent<TransformComponent>(lastSvEntity).Coordinates));
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}
}
}