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* Scope creep my ass * why was this shit not pushed???? * gone... * fix that * review plus buildd * asfsafsafsafsafas * grug * burber * I'll fix this later * shrimply die * also this * it's snerf or snuthin * assaads * round snend * aaaa * fix this shit for real * actually, don't start GameRules until MapInit now that I think aboot it. * forgot u * don't actually need this part nullable * Deffer comp removal * one liner * do that too * chungus * Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?) * deferred removal :V * aaaaaaaaaaaaaaa * whhop * Whoop * better * landmine that I placed for myself then forgot about lmao * cleanup * FUCKING `!` * gotovo * amogus * please don't check by metadata I beg * waawsasfdfsasfa * sfafsasfafsas * fdsaasffsasfa * code * fix * fasasffasfasfsad * chungaas * I may be stupid * gra * graaaaaaaaaaaaaaaaa * comment * gra * clearing is not predicted and would require major refactors, so don't cache on client. * lame shit :P * last holes * nukeopsfsafsasafsfafsa * why was that shit public bruh * bubrbgwahrghfaka * dynamic * revert change that did nothing lmao
55 lines
1.6 KiB
C#
55 lines
1.6 KiB
C#
using System.Linq;
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using Content.IntegrationTests.Fixtures;
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using Content.Server.GameTicking;
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using Content.Shared.CCVar;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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namespace Content.IntegrationTests.Tests.GameRules;
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[TestFixture]
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public sealed class StartEndGameRulesTest : GameTest
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{
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public override PoolSettings PoolSettings => new PoolSettings
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{
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Dirty = true,
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DummyTicker = false,
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Map = PoolManager.TestStation
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};
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/// <summary>
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/// Tests that all game rules can be added/started/ended at the same time without exceptions.
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/// </summary>
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[Test]
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public async Task TestAllConcurrent()
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{
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var pair = Pair;
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var server = pair.Server;
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await server.WaitIdleAsync();
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var gameTicker = server.System<ServerGameTicker>();
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var cfg = server.ResolveDependency<IConfigurationManager>();
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Assert.That(cfg.GetCVar(CCVars.GridFill), Is.False);
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await server.WaitAssertion(() =>
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{
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var rules = gameTicker.GetAllGameRulePrototypes().ToList();
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rules.Sort((x, y) => string.Compare(x.ID, y.ID, StringComparison.Ordinal));
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// Start all rules
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foreach (var rule in rules)
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{
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gameTicker.StartGameRule(rule.ID);
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}
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});
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// Wait three ticks for any random update loops that might happen
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await server.WaitRunTicks(3);
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await server.WaitAssertion(() =>
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{
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// End all rules
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gameTicker.ClearGameRules();
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Assert.That(!gameTicker.GetAddedGameRules().Any());
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});
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}
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}
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