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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
161 lines
6.2 KiB
C#
161 lines
6.2 KiB
C#
using Content.IntegrationTests.Fixtures;
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using Content.Server.GameTicking;
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using Content.Server.RoundEnd;
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using Content.Shared.CCVar;
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using Content.Shared.GameTicking;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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namespace Content.IntegrationTests.Tests
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{
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[TestFixture]
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public sealed partial class RoundEndTest : GameTest
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{
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private sealed partial class RoundEndTestSystem : EntitySystem
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{
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public int RoundCount;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RoundEndSystemChangedEvent>(OnRoundEnd);
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}
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private void OnRoundEnd(RoundEndSystemChangedEvent ev)
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{
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RoundCount += 1;
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}
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}
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public override PoolSettings PoolSettings => new PoolSettings
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{
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DummyTicker = false,
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Connected = true,
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Dirty = true
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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 pair = Pair;
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var server = pair.Server;
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var config = server.ResolveDependency<IConfigurationManager>();
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var sysManager = server.ResolveDependency<IEntitySystemManager>();
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var ticker = sysManager.GetEntitySystem<ServerGameTicker>();
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var roundEndSystem = sysManager.GetEntitySystem<RoundEndSystem>();
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var sys = server.System<RoundEndTestSystem>();
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sys.RoundCount = 0;
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await server.WaitAssertion(() =>
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{
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config.SetCVar(CCVars.GameLobbyEnabled, true);
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config.SetCVar(CCVars.EmergencyShuttleMinTransitTime, 1f);
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config.SetCVar(CCVars.EmergencyShuttleDockTime, 1f);
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config.SetCVar(CCVars.RoundRestartTime, 1f);
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roundEndSystem.DefaultCooldownDuration = TimeSpan.FromMilliseconds(100);
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roundEndSystem.DefaultCountdownDuration = TimeSpan.FromMilliseconds(300);
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});
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await server.WaitAssertion(() =>
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{
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// Press the shuttle call button
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roundEndSystem.RequestRoundEnd();
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Assert.Multiple(() =>
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{
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Assert.That(roundEndSystem.ExpectedCountdownEnd, Is.Not.Null, "Shuttle was called, but countdown time was not set");
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Assert.That(roundEndSystem.CanCallOrRecall(), Is.False, "Started the shuttle, but didn't have to wait cooldown to press cancel button");
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});
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// Check that we can't recall the shuttle yet
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roundEndSystem.CancelRoundEndCountdown();
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Assert.That(roundEndSystem.ExpectedCountdownEnd, Is.Not.Null, "Shuttle was cancelled, even though the button was on cooldown");
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});
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await WaitForEvent(); // Wait for Cooldown
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await server.WaitAssertion(() =>
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{
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Assert.Multiple(() =>
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{
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Assert.That(roundEndSystem.CanCallOrRecall(), Is.True, "We waited a while, but the cooldown is not expired");
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Assert.That(roundEndSystem.ExpectedCountdownEnd, Is.Not.Null, "We were waiting for the cooldown, but the round also ended");
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});
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// Recall the shuttle, which should trigger the cooldown again
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roundEndSystem.CancelRoundEndCountdown();
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Assert.Multiple(() =>
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{
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Assert.That(roundEndSystem.ExpectedCountdownEnd, Is.Null, "Recalled shuttle, but countdown has not ended");
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Assert.That(roundEndSystem.CanCallOrRecall(), Is.False, "Recalled shuttle, but cooldown has not been enabled");
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});
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});
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await WaitForEvent(); // Wait for Cooldown
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await server.WaitAssertion(() =>
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{
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Assert.That(roundEndSystem.CanCallOrRecall(), Is.True, "We waited a while, but the cooldown is not expired");
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// Press the shuttle call button
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roundEndSystem.RequestRoundEnd();
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});
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await WaitForEvent(); // Wait for Cooldown
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await server.WaitAssertion(() =>
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{
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Assert.Multiple(() =>
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{
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Assert.That(roundEndSystem.CanCallOrRecall(), Is.True, "We waited a while, but the cooldown is not expired");
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Assert.That(roundEndSystem.ExpectedCountdownEnd, Is.Not.Null, "The countdown ended, but we just wanted the cooldown to end");
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});
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});
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await WaitForEvent(); // Wait for countdown to end round
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await CheckRunLevel(GameRunLevel.PostRound);
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await WaitForEvent(); // Wait for Restart
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await CheckRunLevel(GameRunLevel.PreRoundLobby);
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Task CheckRunLevel(GameRunLevel level)
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{
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return server.WaitAssertion(() =>
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{
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Assert.That(ticker.RunLevel, Is.EqualTo(level));
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});
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}
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async Task WaitForEvent()
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{
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const int maxTicks = 60;
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var currentCount = sys.RoundCount;
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for (var i = 0; i < maxTicks; i++)
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{
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if (currentCount != sys.RoundCount)
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return;
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await pair.RunTicksSync(1);
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}
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throw new TimeoutException("Event took too long to trigger");
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}
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// Need to clean self up
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await server.WaitAssertion(() =>
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{
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config.SetCVar(CCVars.GameLobbyEnabled, false);
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config.SetCVar(CCVars.EmergencyShuttleMinTransitTime, CCVars.EmergencyShuttleMinTransitTime.DefaultValue);
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config.SetCVar(CCVars.EmergencyShuttleDockTime, CCVars.EmergencyShuttleDockTime.DefaultValue);
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config.SetCVar(CCVars.RoundRestartTime, CCVars.RoundRestartTime.DefaultValue);
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roundEndSystem.DefaultCooldownDuration = TimeSpan.FromSeconds(30);
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roundEndSystem.DefaultCountdownDuration = TimeSpan.FromMinutes(4);
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ticker.RestartRound();
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});
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}
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}
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}
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