Files
RobustToolbox/Robust.UnitTesting/RobustUnitTest.cs
PJB3005 788e9386fd Split up test project
Robust.UnitTesting was both ALL tests for RT, and also API surface for content tests.

Tests are now split into separate projects as appropriate, and the API side has also been split off.
2025-12-16 01:36:53 +01:00

229 lines
9.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Reflection;
using NUnit.Framework;
using Robust.Client.ComponentTrees;
using Robust.Client.GameObjects;
using Robust.Server.Debugging;
using Robust.Server.GameObjects;
using Robust.Server.GameStates;
using Robust.Server.Physics;
using Robust.Shared.ComponentTrees;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.Containers;
using Robust.Shared.ContentPack;
using Robust.Shared.EntitySerialization.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Reflection;
using Robust.Shared.Testing;
using Robust.Shared.Threading;
using Robust.Shared.Utility;
using AppearanceSystem = Robust.Client.GameObjects.AppearanceSystem;
using InputSystem = Robust.Server.GameObjects.InputSystem;
using MapSystem = Robust.Server.GameObjects.MapSystem;
using PointLightComponent = Robust.Client.GameObjects.PointLightComponent;
namespace Robust.UnitTesting
{
public enum UnitTestProject : byte
{
Server,
Client
}
[Parallelizable]
public abstract partial class RobustUnitTest
{
protected virtual Type[]? ExtraComponents => null;
private static Type[] _components = new []
{
typeof(EyeComponent),
typeof(MapComponent),
typeof(MapGridComponent),
typeof(ContainerManagerComponent),
typeof(MetaDataComponent),
typeof(TransformComponent),
typeof(PhysicsComponent),
typeof(BroadphaseComponent),
typeof(FixturesComponent),
typeof(JointComponent),
typeof(GridTreeComponent),
typeof(JointRelayTargetComponent),
typeof(OccluderComponent),
typeof(OccluderTreeComponent),
typeof(SpriteTreeComponent),
typeof(LightTreeComponent),
typeof(CollisionWakeComponent),
typeof(CollideOnAnchorComponent),
typeof(ActorComponent)
};
public virtual UnitTestProject Project => UnitTestProject.Server;
[OneTimeSetUp]
public void BaseSetup()
{
// Clear state across tests.
var deps = IoCManager.InitThread();
deps.Clear();
RegisterIoC();
var assemblies = new List<Assembly>(4);
switch (Project)
{
case UnitTestProject.Client:
assemblies.Add(AppDomain.CurrentDomain.GetAssemblyByName("Robust.Client"));
break;
case UnitTestProject.Server:
assemblies.Add(AppDomain.CurrentDomain.GetAssemblyByName("Robust.Server"));
break;
default:
throw new NotSupportedException($"Unknown testing project: {Project}");
}
assemblies.Add(AppDomain.CurrentDomain.GetAssemblyByName("Robust.Shared"));
assemblies.Add(Assembly.GetExecutingAssembly());
var configurationManager = deps.Resolve<IConfigurationManagerInternal>();
configurationManager.Initialize(Project == UnitTestProject.Server);
deps.Resolve<IReflectionManager>().Initialize();
foreach (var assembly in assemblies)
{
configurationManager.LoadCVarsFromAssembly(assembly);
}
var contentAssemblies = GetContentAssemblies();
foreach (var assembly in contentAssemblies)
{
configurationManager.LoadCVarsFromAssembly(assembly);
}
configurationManager.LoadCVarsFromAssembly(typeof(RTCVars).Assembly);
var systems = deps.Resolve<IEntitySystemManager>();
// Required systems
systems.LoadExtraSystemType<EntityLookupSystem>();
// uhhh so maybe these are the wrong system for the client, but I CBF adding sprite system and all the rest,
// and it was like this when I found it.
systems.LoadExtraSystemType<SharedGridTraversalSystem>();
systems.LoadExtraSystemType<FixtureSystem>();
systems.LoadExtraSystemType<CollisionWakeSystem>();
if (Project == UnitTestProject.Client)
{
systems.LoadExtraSystemType<ClientMetaDataSystem>();
systems.LoadExtraSystemType<ContainerSystem>();
systems.LoadExtraSystemType<Robust.Client.GameObjects.TransformSystem>();
systems.LoadExtraSystemType<Robust.Client.Physics.BroadPhaseSystem>();
systems.LoadExtraSystemType<Robust.Client.Physics.JointSystem>();
systems.LoadExtraSystemType<Robust.Client.Physics.PhysicsSystem>();
systems.LoadExtraSystemType<Robust.Client.Debugging.DebugRayDrawingSystem>();
systems.LoadExtraSystemType<PrototypeReloadSystem>();
systems.LoadExtraSystemType<Robust.Client.Debugging.DebugPhysicsSystem>();
systems.LoadExtraSystemType<Robust.Client.GameObjects.MapSystem>();
systems.LoadExtraSystemType<Robust.Client.GameObjects.PointLightSystem>();
systems.LoadExtraSystemType<LightTreeSystem>();
systems.LoadExtraSystemType<RecursiveMoveSystem>();
systems.LoadExtraSystemType<SpriteSystem>();
systems.LoadExtraSystemType<SpriteTreeSystem>();
systems.LoadExtraSystemType<AppearanceSystem>();
systems.LoadExtraSystemType<GridChunkBoundsDebugSystem>();
}
else
{
systems.LoadExtraSystemType<ServerMetaDataSystem>();
systems.LoadExtraSystemType<PvsSystem>();
systems.LoadExtraSystemType<Robust.Server.Containers.ContainerSystem>();
systems.LoadExtraSystemType<Robust.Server.GameObjects.TransformSystem>();
systems.LoadExtraSystemType<BroadPhaseSystem>();
systems.LoadExtraSystemType<JointSystem>();
systems.LoadExtraSystemType<PhysicsSystem>();
systems.LoadExtraSystemType<DebugRayDrawingSystem>();
systems.LoadExtraSystemType<PrototypeReloadSystem>();
systems.LoadExtraSystemType<DebugPhysicsSystem>();
systems.LoadExtraSystemType<InputSystem>();
systems.LoadExtraSystemType<PvsOverrideSystem>();
systems.LoadExtraSystemType<MapSystem>();
}
var entMan = deps.Resolve<IEntityManager>();
var mapMan = deps.Resolve<IMapManager>();
// Avoid discovering EntityCommands since they may depend on systems
// that aren't available in a unit test context.
deps.Resolve<EntityConsoleHost>().DiscoverCommands = false;
// Required components for the engine to work
// Why are we still here? Just to suffer? Why can't we just use [RegisterComponent] magic?
// TODO End Suffering.
// suffering has been alleviated, but still present
var compFactory = deps.Resolve<IComponentFactory>();
compFactory.RegisterTypes(_components);
if (ExtraComponents != null)
compFactory.RegisterTypes(ExtraComponents);
compFactory.RegisterClass<MapSaveTileMapComponent>();
compFactory.RegisterClass<YamlUidComponent>();
if (Project != UnitTestProject.Server)
{
compFactory.RegisterClass<PointLightComponent>();
compFactory.RegisterClass<SpriteComponent>();
}
deps.Resolve<IParallelManagerInternal>().Initialize();
// So by default EntityManager does its own EntitySystemManager initialize during Startup.
// We want to bypass this and load our own systems hence we will manually initialize it here.
entMan.Initialize();
// RobustUnitTest is complete hot garbage.
// This makes EventTables ignore *all* the screwed up component abuse it causes.
entMan.EventBus.OnlyCallOnRobustUnitTestISwearToGodPleaseSomebodyKillThisNightmare(); // The nightmare never ends
mapMan.Initialize();
systems.Initialize();
deps.Resolve<IReflectionManager>().LoadAssemblies(assemblies);
var modLoader = deps.Resolve<TestingModLoader>();
modLoader.Assemblies = contentAssemblies;
modLoader.TryLoadModulesFrom(ResPath.Root, "");
entMan.Startup();
mapMan.Startup();
}
[OneTimeTearDown]
public void BaseTearDown()
{
IoCManager.Clear();
}
/// <summary>
/// Called after all IoC registration has been done, but before the graph has been built.
/// This allows one to add new IoC types or overwrite existing ones if needed.
/// </summary>
protected virtual void OverrideIoC()
{
}
protected virtual Assembly[] GetContentAssemblies()
{
return Array.Empty<Assembly>();
}
}
}