Files
RobustToolbox/Robust.UnitTesting/RobustIntegrationTest.cs
2023-11-27 21:41:01 +11:00

1177 lines
44 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics.Contracts;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.ExceptionServices;
using System.Threading;
using System.Threading.Channels;
using System.Threading.Tasks;
using Moq;
using NUnit.Framework;
using Robust.Client;
using Robust.Client.GameStates;
using Robust.Client.Player;
using Robust.Client.Timing;
using Robust.Client.UserInterface;
using Robust.Server;
using Robust.Server.Console;
using Robust.Server.ServerStatus;
using Robust.Shared;
using Robust.Shared.Asynchronous;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using ServerProgram = Robust.Server.Program;
namespace Robust.UnitTesting
{
/// <summary>
/// Base class allowing you to implement integration tests.
/// </summary>
/// <remarks>
/// Integration tests allow you to act upon a running server as a whole,
/// contrary to unit testing which tests, well, units.
/// </remarks>
public abstract partial class RobustIntegrationTest
{
internal static readonly ConcurrentQueue<ClientIntegrationInstance> ClientsReady = new();
internal static readonly ConcurrentQueue<ServerIntegrationInstance> ServersReady = new();
internal static readonly ConcurrentQueue<string> ClientsCreated = new();
internal static readonly ConcurrentQueue<string> ClientsPooled = new();
internal static readonly ConcurrentQueue<string> ClientsNotPooled = new();
internal static readonly ConcurrentQueue<string> ServersCreated = new();
internal static readonly ConcurrentQueue<string> ServersPooled = new();
internal static readonly ConcurrentQueue<string> ServersNotPooled = new();
private readonly List<IntegrationInstance> _notPooledInstances = new();
private readonly ConcurrentDictionary<ClientIntegrationInstance, byte> _clientsRunning = new();
private readonly ConcurrentDictionary<ServerIntegrationInstance, byte> _serversRunning = new();
private string TestId => TestContext.CurrentContext.Test.FullName;
private string GetTestsRanString(IntegrationInstance instance, string running)
{
var type = instance is ServerIntegrationInstance ? "Server " : "Client ";
return $"{type} tests ran ({instance.TestsRan.Count}):\n" +
$"{string.Join('\n', instance.TestsRan)}\n" +
$"Currently running: {running}";
}
/// <summary>
/// Start an instance of the server and return an object that can be used to control it.
/// </summary>
protected virtual ServerIntegrationInstance StartServer(ServerIntegrationOptions? options = null)
{
ServerIntegrationInstance instance;
if (ShouldPool(options))
{
if (ServersReady.TryDequeue(out var server))
{
server.PreviousOptions = server.ServerOptions;
server.ServerOptions = options;
OnServerReturn(server).Wait();
_serversRunning[server] = 0;
instance = server;
}
else
{
instance = new ServerIntegrationInstance(options);
_serversRunning[instance] = 0;
ServersCreated.Enqueue(TestId);
}
ServersPooled.Enqueue(TestId);
}
else
{
instance = new ServerIntegrationInstance(options);
_notPooledInstances.Add(instance);
ServersCreated.Enqueue(TestId);
ServersNotPooled.Enqueue(TestId);
}
var currentTest = TestContext.CurrentContext.Test.FullName;
TestContext.Out.WriteLine(GetTestsRanString(instance, currentTest));
instance.TestsRan.Add(currentTest);
return instance;
}
/// <summary>
/// Start a headless instance of the client and return an object that can be used to control it.
/// </summary>
protected virtual ClientIntegrationInstance StartClient(ClientIntegrationOptions? options = null)
{
ClientIntegrationInstance instance;
if (ShouldPool(options))
{
if (ClientsReady.TryDequeue(out var client))
{
client.PreviousOptions = client.ClientOptions;
client.ClientOptions = options;
OnClientReturn(client).Wait();
_clientsRunning[client] = 0;
instance = client;
}
else
{
instance = new ClientIntegrationInstance(options);
_clientsRunning[instance] = 0;
ClientsCreated.Enqueue(TestId);
}
ClientsPooled.Enqueue(TestId);
}
else
{
instance = new ClientIntegrationInstance(options);
_notPooledInstances.Add(instance);
ClientsCreated.Enqueue(TestId);
ClientsNotPooled.Enqueue(TestId);
}
var currentTest = TestContext.CurrentContext.Test.FullName;
TestContext.Out.WriteLine(GetTestsRanString(instance, currentTest));
instance.TestsRan.Add(currentTest);
return instance;
}
private bool ShouldPool(IntegrationOptions? options)
{
return options?.Pool ?? false;
}
protected virtual async Task OnInstanceReturn(IntegrationInstance instance)
{
await instance.WaitPost(() =>
{
var config = instance.InstanceDependencyCollection.Resolve<IConfigurationManagerInternal>();
var overrides = new[]
{
(RTCVars.FailureLogLevel.Name, (instance.Options?.FailureLogLevel ?? RTCVars.FailureLogLevel.DefaultValue).ToString())
};
config.OverrideConVars(overrides);
});
}
protected virtual Task OnClientReturn(ClientIntegrationInstance client)
{
return OnInstanceReturn(client);
}
protected virtual Task OnServerReturn(ServerIntegrationInstance server)
{
return OnInstanceReturn(server);
}
[OneTimeTearDown]
public async Task OneTimeTearDown()
{
foreach (var client in _clientsRunning.Keys)
{
await client.WaitIdleAsync();
if (client.UnhandledException != null || !client.IsAlive)
{
continue;
}
ClientsReady.Enqueue(client);
}
_clientsRunning.Clear();
foreach (var server in _serversRunning.Keys)
{
await server.WaitIdleAsync();
if (server.UnhandledException != null || !server.IsAlive)
{
continue;
}
ServersReady.Enqueue(server);
}
_serversRunning.Clear();
_notPooledInstances.ForEach(p => p.Stop());
await Task.WhenAll(_notPooledInstances.Select(p => p.WaitIdleAsync()));
_notPooledInstances.Clear();
}
/// <summary>
/// Provides control over a running instance of the client or server.
/// </summary>
/// <remarks>
/// The instance executes in another thread.
/// As such, sending commands to it purely queues them to be ran asynchronously.
/// To ensure that the instance is idle, i.e. not executing code and finished all queued commands,
/// you can use <see cref="WaitIdleAsync"/>.
/// This method must be used before trying to access any state like <see cref="ResolveDependency{T}"/>,
/// to prevent race conditions.
/// </remarks>
public abstract class IntegrationInstance : IDisposable
{
private protected Thread? InstanceThread;
private protected IDependencyCollection DependencyCollection = default!;
private protected IntegrationGameLoop GameLoop = default!;
private protected readonly ChannelReader<object> _toInstanceReader;
private protected readonly ChannelWriter<object> _toInstanceWriter;
private protected readonly ChannelReader<object> _fromInstanceReader;
private protected readonly ChannelWriter<object> _fromInstanceWriter;
private protected TextWriter _testOut;
private int _currentTicksId = 1;
private int _ackTicksId;
private bool _isSurelyIdle;
private bool _isAlive = true;
private Exception? _unhandledException;
public IDependencyCollection InstanceDependencyCollection => DependencyCollection;
public virtual IntegrationOptions? Options { get; internal set; }
public IEntityManager EntMan { get; private set; } = default!;
public IPrototypeManager ProtoMan { get; private set; } = default!;
public IConfigurationManager CfgMan { get; private set; } = default!;
public ISharedPlayerManager PlayerMan { get; private set; } = default!;
public IGameTiming Timing { get; private set; } = default!;
public IMapManager MapMan { get; private set; } = default!;
public IConsoleHost ConsoleHost { get; private set; } = default!;
protected virtual void ResolveIoC(IDependencyCollection deps)
{
EntMan = deps.Resolve<IEntityManager>();
ProtoMan = deps.Resolve<IPrototypeManager>();
CfgMan = deps.Resolve<IConfigurationManager>();
PlayerMan = deps.Resolve<ISharedPlayerManager>();
Timing = deps.Resolve<IGameTiming>();
MapMan = deps.Resolve<IMapManager>();
ConsoleHost = deps.Resolve<IConsoleHost>();
}
public T System<T>() where T : IEntitySystem
{
return EntMan.System<T>();
}
public TransformComponent Transform(EntityUid uid)
{
return EntMan.GetComponent<TransformComponent>(uid);
}
public MetaDataComponent MetaData(EntityUid uid)
{
return EntMan.GetComponent<MetaDataComponent>(uid);
}
public async Task ExecuteCommand(string cmd)
{
await WaitPost(() => ConsoleHost.ExecuteCommand(cmd));
}
/// <summary>
/// Whether the instance is still alive.
/// "Alive" indicates that it is able to receive and process commands.
/// </summary>
/// <exception cref="InvalidOperationException">
/// Thrown if you did not ensure that the instance is idle via <see cref="WaitIdleAsync"/> first.
/// </exception>
public bool IsAlive
{
get
{
if (!_isSurelyIdle)
{
throw new InvalidOperationException(
"Cannot read this without ensuring that the instance is idle.");
}
return _isAlive;
}
}
/// <summary>
/// If the server
/// </summary>
/// <exception cref="InvalidOperationException">
/// Thrown if you did not ensure that the instance is idle via <see cref="WaitIdleAsync"/> first.
/// </exception>
public Exception? UnhandledException
{
get
{
if (!_isSurelyIdle)
{
throw new InvalidOperationException(
"Cannot read this without ensuring that the instance is idle.");
}
return _unhandledException;
}
}
public List<string> TestsRan { get; } = new();
private protected IntegrationInstance(IntegrationOptions? options)
{
Options = options;
_testOut = TestContext.Out;
var toInstance = Channel.CreateUnbounded<object>(new UnboundedChannelOptions
{
SingleReader = true,
SingleWriter = true
});
_toInstanceReader = toInstance.Reader;
_toInstanceWriter = toInstance.Writer;
var fromInstance = Channel.CreateUnbounded<object>(new UnboundedChannelOptions
{
SingleReader = true,
SingleWriter = true
});
_fromInstanceReader = fromInstance.Reader;
_fromInstanceWriter = fromInstance.Writer;
}
/// <summary>
/// Resolve a dependency inside the instance.
/// This works identical to <see cref="IoCManager.Resolve{T}()"/>.
/// </summary>
/// <exception cref="InvalidOperationException">
/// Thrown if you did not ensure that the instance is idle via <see cref="WaitIdleAsync"/> first.
/// </exception>
[Pure]
public T ResolveDependency<T>()
{
if (!_isSurelyIdle)
{
throw new InvalidOperationException(
"Cannot resolve services without ensuring that the instance is idle.");
}
return DependencyCollection.Resolve<T>();
}
/// <summary>
/// Wait for the instance to go idle, either through finishing all commands or shutting down/crashing.
/// </summary>
/// <param name="throwOnUnhandled">
/// If true, throw an exception if the server dies on an unhandled exception.
/// </param>
/// <param name="cancellationToken"></param>
/// <exception cref="Exception">
/// Thrown if <paramref name="throwOnUnhandled"/> is true and the instance shuts down on an unhandled exception.
/// </exception>
public Task WaitIdleAsync(bool throwOnUnhandled = true, CancellationToken cancellationToken = default)
{
if (Options?.Asynchronous == true)
{
return WaitIdleImplAsync(throwOnUnhandled, cancellationToken);
}
WaitIdleImplSync(throwOnUnhandled);
return Task.CompletedTask;
}
private async Task WaitIdleImplAsync(bool throwOnUnhandled, CancellationToken cancellationToken)
{
while (_isAlive && _currentTicksId != _ackTicksId)
{
object msg = default!;
try
{
msg = await _fromInstanceReader.ReadAsync(cancellationToken);
}
catch(OperationCanceledException ex)
{
_unhandledException = ex;
_isAlive = false;
break;
}
switch (msg)
{
case ShutDownMessage shutDownMessage:
{
_isAlive = false;
_isSurelyIdle = true;
_unhandledException = shutDownMessage.UnhandledException;
if (throwOnUnhandled && _unhandledException != null)
{
ExceptionDispatchInfo.Capture(_unhandledException).Throw();
return;
}
break;
}
case AckTicksMessage ack:
{
_ackTicksId = ack.MessageId;
break;
}
case AssertFailMessage assertFailMessage:
{
// Rethrow exception without losing stack trace.
ExceptionDispatchInfo.Capture(assertFailMessage.Exception).Throw();
break; // Unreachable.
}
}
}
_isSurelyIdle = true;
}
private void WaitIdleImplSync(bool throwOnUnhandled)
{
var oldSyncContext = SynchronizationContext.Current;
try
{
// Set up thread-local resources for instance switch.
{
var taskMgr = DependencyCollection.Resolve<TaskManager>();
IoCManager.InitThread(DependencyCollection, replaceExisting: true);
taskMgr.ResetSynchronizationContext();
}
GameLoop.SingleThreadRunUntilEmpty();
_isSurelyIdle = true;
while (_fromInstanceReader.TryRead(out var msg))
{
switch (msg)
{
case ShutDownMessage shutDownMessage:
{
_isAlive = false;
_unhandledException = shutDownMessage.UnhandledException;
if (throwOnUnhandled && _unhandledException != null)
{
ExceptionDispatchInfo.Capture(_unhandledException).Throw();
return;
}
break;
}
case AssertFailMessage assertFailMessage:
{
// Rethrow exception without losing stack trace.
ExceptionDispatchInfo.Capture(assertFailMessage.Exception).Throw();
break; // Unreachable.
}
}
}
_isSurelyIdle = true;
}
finally
{
// NUnit has its own synchronization context so let's *not* break everything.
SynchronizationContext.SetSynchronizationContext(oldSyncContext);
}
}
/// <summary>
/// Queue for the server to run n ticks.
/// </summary>
/// <param name="ticks">The amount of ticks to run.</param>
public void RunTicks(int ticks)
{
_isSurelyIdle = false;
_currentTicksId += 1;
_toInstanceWriter.TryWrite(new RunTicksMessage(ticks, _currentTicksId));
}
/// <summary>
/// <see cref="RunTicks"/> followed by <see cref="WaitIdleAsync"/>
/// </summary>
public async Task WaitRunTicks(int ticks)
{
RunTicks(ticks);
await WaitIdleAsync();
}
/// <summary>
/// Queue for the server to be stopped.
/// </summary>
public void Stop()
{
_isSurelyIdle = false;
// Won't get ack'd directly but the shutdown is convincing enough.
_currentTicksId += 1;
_toInstanceWriter.TryWrite(new StopMessage());
_toInstanceWriter.TryComplete();
}
/// <summary>
/// Queue for a delegate to be ran inside the main loop of the instance.
/// </summary>
/// <remarks>
/// Do not run NUnit assertions inside <see cref="Post"/>. Use <see cref="Assert"/> instead.
/// </remarks>
public void Post(Action post)
{
_isSurelyIdle = false;
_currentTicksId += 1;
_toInstanceWriter.TryWrite(new PostMessage(post, _currentTicksId));
}
public async Task WaitPost(Action post)
{
Post(post);
await WaitIdleAsync();
}
/// <summary>
/// Queue for a delegate to be ran inside the main loop of the instance,
/// rethrowing any exceptions in <see cref="WaitIdleAsync"/>.
/// </summary>
/// <remarks>
/// Exceptions raised inside this callback will be rethrown by <see cref="WaitIdleAsync"/>.
/// This makes it ideal for NUnit assertions,
/// since rethrowing the NUnit assertion directly provides less noise.
/// </remarks>
public void Assert(Action assertion)
{
_isSurelyIdle = false;
_currentTicksId += 1;
_toInstanceWriter.TryWrite(new AssertMessage(assertion, _currentTicksId));
}
public async Task WaitAssertion(Action assertion)
{
Assert(assertion);
await WaitIdleAsync();
}
public void Dispose()
{
Stop();
}
protected void LoadExtraPrototypes(IDependencyCollection deps, IntegrationOptions options)
{
var resMan = deps.Resolve<IResourceManagerInternal>();
if (options.ExtraPrototypes != null)
{
resMan.MountString("/Prototypes/__integration_extra.yml", options.ExtraPrototypes);
}
if (options.ExtraPrototypeList is {} list)
{
for (var i = 0; i < list.Count; i++)
{
resMan.MountString($"/Prototypes/__integration_extra_{i}.yml", list[i]);
}
}
}
}
public sealed class ServerIntegrationInstance : IntegrationInstance
{
public ServerIntegrationInstance(ServerIntegrationOptions? options) : base(options)
{
ServerOptions = options;
DependencyCollection = new DependencyCollection();
if (options?.Asynchronous == true)
{
InstanceThread = new Thread(_serverMain)
{
Name = "Server Instance Thread",
IsBackground = true
};
InstanceThread.Start();
}
else
{
Init();
}
}
public override IntegrationOptions? Options
{
get => ServerOptions;
internal set => ServerOptions = (ServerIntegrationOptions?) value;
}
public ServerIntegrationOptions? ServerOptions { get; internal set; }
public ServerIntegrationOptions? PreviousOptions { get; internal set; }
private void _serverMain()
{
try
{
var server = Init();
GameLoop.Run();
server.FinishMainLoop();
IoCManager.Clear();
}
catch (Exception e)
{
_fromInstanceWriter.TryWrite(new ShutDownMessage(e));
return;
}
_fromInstanceWriter.TryWrite(new ShutDownMessage(null));
}
private BaseServer Init()
{
var deps = DependencyCollection;
IoCManager.InitThread(deps, replaceExisting: true);
ServerIoC.RegisterIoC(deps);
deps.Register<INetManager, IntegrationNetManager>(true);
deps.Register<IServerNetManager, IntegrationNetManager>(true);
deps.Register<IntegrationNetManager, IntegrationNetManager>(true);
deps.Register<ISystemConsoleManager, SystemConsoleManagerDummy>(true);
deps.Register<IModLoader, TestingModLoader>(true);
deps.Register<IModLoaderInternal, TestingModLoader>(true);
deps.Register<TestingModLoader, TestingModLoader>(true);
deps.RegisterInstance<IStatusHost>(new Mock<IStatusHost>().Object, true);
deps.Register<IRobustMappedStringSerializer, IntegrationMappedStringSerializer>(true);
Options?.InitIoC?.Invoke();
deps.BuildGraph();
//ServerProgram.SetupLogging();
ServerProgram.InitReflectionManager(deps);
var server = DependencyCollection.Resolve<BaseServer>();
var serverOptions = ServerOptions?.Options ?? new ServerOptions()
{
LoadConfigAndUserData = false,
LoadContentResources = false,
};
// Autoregister components if options are null or we're NOT starting from content, as in that case
// components will get auto-registered later. But either way, we will still invoke
// BeforeRegisterComponents here.
Options?.BeforeRegisterComponents?.Invoke();
if (!Options?.ContentStart ?? true)
{
var componentFactory = deps.Resolve<IComponentFactory>();
componentFactory.DoAutoRegistrations();
componentFactory.GenerateNetIds();
}
if (Options?.ContentAssemblies != null)
{
deps.Resolve<TestingModLoader>().Assemblies = Options.ContentAssemblies;
}
var cfg = deps.Resolve<IConfigurationManagerInternal>();
cfg.LoadCVarsFromAssembly(typeof(RobustIntegrationTest).Assembly);
if (Options != null)
{
Options.BeforeStart?.Invoke();
cfg.OverrideConVars(Options.CVarOverrides.Select(p => (p.Key, p.Value)));
LoadExtraPrototypes(deps, Options);
}
cfg.OverrideConVars(new[]
{
("log.runtimelog", "false"),
(CVars.SysWinTickPeriod.Name, "-1"),
(CVars.SysGCCollectStart.Name, "false"),
(RTCVars.FailureLogLevel.Name, (Options?.FailureLogLevel ?? RTCVars.FailureLogLevel.DefaultValue).ToString()),
(CVars.ResCheckBadFileExtensions.Name, "false")
});
server.ContentStart = Options?.ContentStart ?? false;
var logHandler = Options?.OverrideLogHandler ?? (() => new TestLogHandler(cfg, "SERVER", _testOut));
if (server.Start(serverOptions, logHandler))
{
throw new Exception("Server failed to start.");
}
GameLoop = new IntegrationGameLoop(
DependencyCollection.Resolve<IGameTiming>(),
_fromInstanceWriter, _toInstanceReader);
server.OverrideMainLoop(GameLoop);
server.SetupMainLoop();
GameLoop.RunInit();
ResolveIoC(deps);
return server;
}
}
public sealed class ClientIntegrationInstance : IntegrationInstance
{
public LocalPlayer? Player => ((IPlayerManager) PlayerMan).LocalPlayer;
public ICommonSession? Session => Player?.Session;
public NetUserId? User => Session?.UserId;
public EntityUid? AttachedEntity => Session?.AttachedEntity;
public ClientIntegrationInstance(ClientIntegrationOptions? options) : base(options)
{
ClientOptions = options;
DependencyCollection = new DependencyCollection();
if (options?.Asynchronous == true)
{
InstanceThread = new Thread(ThreadMain)
{
Name = "Client Instance Thread",
IsBackground = true
};
InstanceThread.Start();
}
else
{
Init();
}
}
public override IntegrationOptions? Options
{
get => ClientOptions;
internal set => ClientOptions = (ClientIntegrationOptions?) value;
}
public ClientIntegrationOptions? ClientOptions { get; internal set; }
public ClientIntegrationOptions? PreviousOptions { get; internal set; }
/// <summary>
/// Wire up the server to connect to when <see cref="IClientNetManager.ClientConnect"/> gets called.
/// </summary>
public void SetConnectTarget(ServerIntegrationInstance server)
{
var clientNetManager = ResolveDependency<IntegrationNetManager>();
var serverNetManager = server.ResolveDependency<IntegrationNetManager>();
if (!serverNetManager.IsRunning)
{
throw new InvalidOperationException("Server net manager is not running!");
}
clientNetManager.NextConnectChannel = serverNetManager.MessageChannelWriter;
}
public async Task CheckSandboxed(Assembly assembly)
{
await WaitIdleAsync();
await WaitAssertion(() =>
{
var modLoader = new ModLoader();
IoCManager.InjectDependencies(modLoader);
var cast = (IPostInjectInit) modLoader;
cast.PostInject();
modLoader.SetEnableSandboxing(true);
modLoader.LoadGameAssembly(assembly.Location);
});
}
private void ThreadMain()
{
try
{
var client = Init();
GameLoop.Run();
client.CleanupGameThread();
client.CleanupWindowThread();
}
catch (Exception e)
{
_fromInstanceWriter.TryWrite(new ShutDownMessage(e));
return;
}
_fromInstanceWriter.TryWrite(new ShutDownMessage(null));
}
private GameController Init()
{
var deps = DependencyCollection;
IoCManager.InitThread(deps, replaceExisting: true);
ClientIoC.RegisterIoC(GameController.DisplayMode.Headless, deps);
deps.Register<INetManager, IntegrationNetManager>(true);
deps.Register<IClientNetManager, IntegrationNetManager>(true);
deps.Register<IClientGameTiming, ClientGameTiming>(true);
deps.Register<IntegrationNetManager, IntegrationNetManager>(true);
deps.Register<IModLoader, TestingModLoader>(true);
deps.Register<IModLoaderInternal, TestingModLoader>(true);
deps.Register<TestingModLoader, TestingModLoader>(true);
deps.Register<IRobustMappedStringSerializer, IntegrationMappedStringSerializer>(true);
Options?.InitIoC?.Invoke();
deps.BuildGraph();
GameController.RegisterReflection(deps);
var client = DependencyCollection.Resolve<GameController>();
var clientOptions = ClientOptions?.Options ?? new GameControllerOptions()
{
LoadContentResources = false,
LoadConfigAndUserData = false,
};
// Autoregister components if options are null or we're NOT starting from content, as in that case
// components will get auto-registered later. But either way, we will still invoke
// BeforeRegisterComponents here.
Options?.BeforeRegisterComponents?.Invoke();
if (!Options?.ContentStart ?? true)
{
var componentFactory = deps.Resolve<IComponentFactory>();
componentFactory.DoAutoRegistrations();
componentFactory.GenerateNetIds();
}
if (Options?.ContentAssemblies != null)
{
deps.Resolve<TestingModLoader>().Assemblies = Options.ContentAssemblies;
}
var cfg = deps.Resolve<IConfigurationManagerInternal>();
cfg.LoadCVarsFromAssembly(typeof(RobustIntegrationTest).Assembly);
if (Options != null)
{
Options.BeforeStart?.Invoke();
cfg.OverrideConVars(Options.CVarOverrides.Select(p => (p.Key, p.Value)));
LoadExtraPrototypes(deps, Options);
}
cfg.OverrideConVars(new[]
{
(CVars.NetPredictLagBias.Name, "0"),
// Connecting to Discord is a massive waste of time.
// Basically just makes the CI logs a mess.
(CVars.DiscordEnabled.Name, "false"),
// Avoid preloading textures.
(CVars.ResTexturePreloadingEnabled.Name, "false"),
(CVars.SysGCCollectStart.Name, "false"),
(RTCVars.FailureLogLevel.Name, (Options?.FailureLogLevel ?? RTCVars.FailureLogLevel.DefaultValue).ToString()),
(CVars.ResPrototypeReloadWatch.Name, "false"),
(CVars.ResCheckBadFileExtensions.Name, "false")
});
GameLoop = new IntegrationGameLoop(DependencyCollection.Resolve<IGameTiming>(),
_fromInstanceWriter, _toInstanceReader);
client.OverrideMainLoop(GameLoop);
client.ContentStart = Options?.ContentStart ?? false;
client.StartupSystemSplash(
clientOptions,
Options?.OverrideLogHandler ?? (() => new TestLogHandler(cfg, "CLIENT", _testOut)),
globalExceptionLog: false);
client.StartupContinue(GameController.DisplayMode.Headless);
GameLoop.RunInit();
ResolveIoC(deps);
// Offset client generated Uids.
// Not that we have client-server uid separation, there might be bugs where tests might accidentally
// use server side uids on the client and vice versa. This can sometimes accidentally work if the
// entities get created in the same order. For that reason we arbitrarily increment the queued Uid by
// some arbitrary quantity.
var e = (EntityManager) EntMan;
for (var i = 0; i < 10; i++)
{
e.GenerateEntityUid();
}
return client;
}
/// <summary>
/// Directly pass a bound key event to a control.
/// </summary>
public async Task DoGuiEvent(Control control, GUIBoundKeyEventArgs args)
{
await WaitPost(() =>
{
if (args.State == BoundKeyState.Down)
control.KeyBindDown(args);
else
control.KeyBindUp(args);
});
}
}
// Synchronization between the integration instance and the main loop is done purely through message passing.
// The main thread sends commands like "run n ticks" and the main loop reports back the commands it has finished.
// It also reports when it dies, of course.
internal sealed class IntegrationGameLoop : IGameLoop
{
private readonly IGameTiming _gameTiming;
private readonly ChannelWriter<object> _channelWriter;
private readonly ChannelReader<object> _channelReader;
#pragma warning disable 67
public event EventHandler<FrameEventArgs>? Input;
public event EventHandler<FrameEventArgs>? Tick;
public event EventHandler<FrameEventArgs>? Update;
public event EventHandler<FrameEventArgs>? Render;
#pragma warning restore 67
public bool SingleStep { get; set; }
public bool Running { get; set; }
public int MaxQueuedTicks { get; set; }
public SleepMode SleepMode { get; set; }
public IntegrationGameLoop(IGameTiming gameTiming, ChannelWriter<object> channelWriter,
ChannelReader<object> channelReader)
{
_gameTiming = gameTiming;
_channelWriter = channelWriter;
_channelReader = channelReader;
}
public void Run()
{
// Main run method is only used when running from asynchronous thread.
// Ack tick message 1 is implied as "init done"
_channelWriter.TryWrite(new AckTicksMessage(1));
while (Running)
{
var readerNotDone = _channelReader.WaitToReadAsync().AsTask().GetAwaiter().GetResult();
if (!readerNotDone)
{
Running = false;
return;
}
SingleThreadRunUntilEmpty();
}
}
public void RunInit()
{
Running = true;
_gameTiming.InSimulation = true;
}
public void SingleThreadRunUntilEmpty()
{
while (Running && _channelReader.TryRead(out var message))
{
switch (message)
{
case RunTicksMessage msg:
_gameTiming.InSimulation = true;
var simFrameEvent = new FrameEventArgs((float) _gameTiming.TickPeriod.TotalSeconds);
for (var i = 0; i < msg.Ticks && Running; i++)
{
Input?.Invoke(this, simFrameEvent);
Tick?.Invoke(this, simFrameEvent);
_gameTiming.CurTick = new GameTick(_gameTiming.CurTick.Value + 1);
Update?.Invoke(this, simFrameEvent);
}
_channelWriter.TryWrite(new AckTicksMessage(msg.MessageId));
break;
case StopMessage _:
Running = false;
break;
case PostMessage postMessage:
postMessage.Post();
_channelWriter.TryWrite(new AckTicksMessage(postMessage.MessageId));
break;
case AssertMessage assertMessage:
try
{
assertMessage.Assertion();
}
catch (Exception e)
{
_channelWriter.TryWrite(new AssertFailMessage(e));
}
_channelWriter.TryWrite(new AckTicksMessage(assertMessage.MessageId));
break;
}
}
}
}
[Virtual]
public class ServerIntegrationOptions : IntegrationOptions
{
public virtual ServerOptions Options { get; set; } = new()
{
LoadConfigAndUserData = false,
LoadContentResources = false,
};
}
[Virtual]
public class ClientIntegrationOptions : IntegrationOptions
{
public virtual GameControllerOptions Options { get; set; } = new()
{
LoadContentResources = false,
LoadConfigAndUserData = false,
};
}
public abstract class IntegrationOptions
{
public Action? InitIoC { get; set; }
public Action? BeforeRegisterComponents { get; set; }
public Action? BeforeStart { get; set; }
public Assembly[]? ContentAssemblies { get; set; }
/// <summary>
/// String containing extra prototypes to load. Contents of the string are treated like a yaml file in the
/// resources folder.
/// </summary>
public string? ExtraPrototypes { get; set; }
/// <summary>
/// List of strings containing extra prototypes to load. Contents of the strings are treated like yaml files
/// in the resources folder.
/// </summary>
public List<string>? ExtraPrototypeList;
public LogLevel? FailureLogLevel { get; set; } = RTCVars.FailureLogLevel.DefaultValue;
public bool ContentStart { get; set; } = false;
public Dictionary<string, string> CVarOverrides { get; } = new();
public bool Asynchronous { get; set; } = true;
public bool? Pool { get; set; }
public Func<ILogHandler>? OverrideLogHandler { get; set; }
}
/// <summary>
/// Sent head -> instance to tell the instance to run a few simulation ticks.
/// </summary>
private sealed class RunTicksMessage
{
public RunTicksMessage(int ticks, int messageId)
{
Ticks = ticks;
MessageId = messageId;
}
public int Ticks { get; }
public int MessageId { get; }
}
/// <summary>
/// Sent head -> instance to tell the instance to shut down cleanly.
/// </summary>
private sealed class StopMessage
{
}
/// <summary>
/// Sent instance -> head to confirm finishing of ticks message.
/// </summary>
private sealed class AckTicksMessage
{
public AckTicksMessage(int messageId)
{
MessageId = messageId;
}
public int MessageId { get; }
}
private sealed class AssertFailMessage
{
public Exception Exception { get; }
public AssertFailMessage(Exception exception)
{
Exception = exception;
}
}
/// <summary>
/// Sent instance -> head when instance shuts down for whatever reason.
/// </summary>
private sealed class ShutDownMessage
{
public ShutDownMessage(Exception? unhandledException)
{
UnhandledException = unhandledException;
}
public Exception? UnhandledException { get; }
}
private sealed class PostMessage
{
public Action Post { get; }
public int MessageId { get; }
public PostMessage(Action post, int messageId)
{
Post = post;
MessageId = messageId;
}
}
private sealed class AssertMessage
{
public Action Assertion { get; }
public int MessageId { get; }
public AssertMessage(Action assertion, int messageId)
{
Assertion = assertion;
MessageId = messageId;
}
}
}
}