CatStation/Content.IntegrationTests/Tests/GameRules/StartEndGameRulesTest.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* 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
2026-09-16 19:34:19 +00:00

55 lines
1.6 KiB
C#

using System.Linq;
using Content.IntegrationTests.Fixtures;
using Content.Server.GameTicking;
using Content.Shared.CCVar;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
namespace Content.IntegrationTests.Tests.GameRules;
[TestFixture]
public sealed class StartEndGameRulesTest : GameTest
{
public override PoolSettings PoolSettings => new PoolSettings
{
Dirty = true,
DummyTicker = false,
Map = PoolManager.TestStation
};
/// <summary>
/// Tests that all game rules can be added/started/ended at the same time without exceptions.
/// </summary>
[Test]
public async Task TestAllConcurrent()
{
var pair = Pair;
var server = pair.Server;
await server.WaitIdleAsync();
var gameTicker = server.System<ServerGameTicker>();
var cfg = server.ResolveDependency<IConfigurationManager>();
Assert.That(cfg.GetCVar(CCVars.GridFill), Is.False);
await server.WaitAssertion(() =>
{
var rules = gameTicker.GetAllGameRulePrototypes().ToList();
rules.Sort((x, y) => string.Compare(x.ID, y.ID, StringComparison.Ordinal));
// Start all rules
foreach (var rule in rules)
{
gameTicker.StartGameRule(rule.ID);
}
});
// Wait three ticks for any random update loops that might happen
await server.WaitRunTicks(3);
await server.WaitAssertion(() =>
{
// End all rules
gameTicker.ClearGameRules();
Assert.That(!gameTicker.GetAddedGameRules().Any());
});
}
}