CatStation/Content.IntegrationTests/Tests/GameRules/RuleMaxTimeRestartTest.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

76 lines
2.9 KiB
C#

using Content.IntegrationTests.Fixtures;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Components;
using Content.Shared.GameTicking;
using Content.Shared.GameTicking.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.IntegrationTests.Tests.GameRules
{
[TestFixture]
[TestOf(typeof(MaxTimeRestartRuleSystem))]
public sealed class RuleMaxTimeRestartTest : GameTest
{
public override PoolSettings PoolSettings => new() { InLobby = true };
private static readonly EntProtoId MaxTimeRestartGameRule = "MaxTimeRestart";
[Test]
public async Task RestartTest()
{
var pair = Pair;
var server = pair.Server;
Assert.That(server.EntMan.Count<GameRuleComponent>(), Is.Zero);
Assert.That(server.EntMan.Count<ActiveGameRuleComponent>(), Is.Zero);
var entityManager = server.ResolveDependency<IEntityManager>();
var sGameTicker = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<ServerGameTicker>();
var sGameTiming = server.ResolveDependency<IGameTiming>();
MaxTimeRestartRuleComponent maxTime = null;
await server.WaitPost(() =>
{
sGameTicker.StartGameRule(MaxTimeRestartGameRule, out var ruleEntity);
Assert.That(entityManager.TryGetComponent(ruleEntity, out maxTime));
});
Assert.That(server.EntMan.Count<GameRuleComponent>(), Is.EqualTo(1));
Assert.That(server.EntMan.Count<ActiveGameRuleComponent>(), Is.EqualTo(1));
await server.WaitAssertion(() =>
{
Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
maxTime.RoundMaxTime = TimeSpan.FromSeconds(3);
sGameTicker.StartRound();
});
Assert.That(server.EntMan.Count<GameRuleComponent>(), Is.EqualTo(1));
Assert.That(server.EntMan.Count<ActiveGameRuleComponent>(), Is.EqualTo(1));
await server.WaitAssertion(() =>
{
Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
});
var ticks = sGameTiming.TickRate * (int) Math.Ceiling(maxTime.RoundMaxTime.TotalSeconds * 1.1f);
await pair.RunTicksSync(ticks);
await server.WaitAssertion(() =>
{
Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PostRound));
});
ticks = sGameTiming.TickRate * (int) Math.Ceiling(maxTime.RoundEndDelay.TotalSeconds * 1.1f);
await pair.RunTicksSync(ticks);
await server.WaitAssertion(() =>
{
Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
});
}
}
}