Files
RobustToolbox/Robust.UnitTesting/Shared/GameState/NoSharedReferencesTest.cs
2025-04-20 17:53:55 +10:00

118 lines
4.5 KiB
C#

using System;
using NUnit.Framework;
using Robust.Client.GameStates;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Network;
using Robust.Shared.Serialization;
using System.Linq;
using System.Threading.Tasks;
using static Robust.UnitTesting.Shared.GameState.ExampleAutogeneratedComponent;
namespace Robust.UnitTesting.Shared.GameState;
/// <summary>
/// This is a test of test engine <see cref="RobustIntegrationTest"/>. Not a test of game engine.
/// </summary>
public sealed partial class NoSharedReferencesTest : RobustIntegrationTest
{
/// <summary>
/// The test performs a basic check to ensure that there is no issue with server's object references leaking to client.
/// It accomplishments this by testing two things: 1) That the reference object on both sides is not the same; and
/// 2) That the client-side copy of server's component state (used for prediction resetting) is not the same.
/// </summary>
[Test]
public async Task ReferencesAreNotShared()
{
var serverOpts = new ServerIntegrationOptions { Pool = false };
var clientOpts = new ClientIntegrationOptions { Pool = false };
var server = StartServer(serverOpts);
var client = StartClient(clientOpts);
await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
var netMan = client.ResolveDependency<IClientNetManager>();
var clientGameStateManager = client.ResolveDependency<IClientGameStateManager>();
Assert.DoesNotThrow(() => client.SetConnectTarget(server));
client.Post(() => netMan.ClientConnect(null!, 0, null!));
// Set up map.
server.Post(() =>
{
server.System<SharedMapSystem>().CreateMap();
});
await RunTicks();
EntityUid sPlayer = default;
EntityUid cPlayer = default;
ExampleObject serverObject = default!;
var sEntMan = server.EntMan;
// Set up test entity (player).
await server.WaitPost(() =>
{
sPlayer = sEntMan.Spawn();
serverObject = new ExampleObject(5);
var comp = new ExampleAutogeneratedComponent { ReferenceObject = serverObject };
sEntMan.AddComponent(sPlayer, comp);
var session = server.PlayerMan.Sessions.First();
server.PlayerMan.SetAttachedEntity(session, sPlayer);
server.PlayerMan.JoinGame(session);
});
// Let Client sync state with Server
await RunTicks();
// Assert that Client's object and client-side server state objects are different to Server's object
Assert.Multiple(() =>
{
// Player attached assertions
var cEntMan = client.EntMan;
cPlayer = cEntMan.GetEntity(server.EntMan.GetNetEntity(sPlayer));
Assert.That(client.AttachedEntity, Is.EqualTo(cPlayer));
Assert.That(cEntMan.EntityExists(cPlayer));
// Assert client and server have different objects of same values
Assert.That(cEntMan.TryGetComponent(cPlayer, out ExampleAutogeneratedComponent? comp));
var clientObject = comp?.ReferenceObject;
Assert.That(clientObject, Is.EqualTo(serverObject));
Assert.That(ReferenceEquals(clientObject, serverObject), Is.False);
// Assert that client-side dictionary of server component state also isn't contaminated by server references
var componentStates = clientGameStateManager.GetFullRep()[cEntMan.GetNetEntity(cPlayer)];
var clientLastTickStateObject = ((ExampleAutogeneratedComponent_AutoState)componentStates.First(x => x.Value is ExampleAutogeneratedComponent_AutoState).Value!).ReferenceObject;
Assert.That(clientLastTickStateObject, Is.Not.Null);
Assert.That(ReferenceEquals(clientLastTickStateObject, serverObject), Is.False);
});
// wait for errors.
await RunTicks();
async Task RunTicks()
{
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
}
await client.WaitPost(() => netMan.ClientDisconnect(""));
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
}
}
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ExampleAutogeneratedComponent : Component
{
[AutoNetworkedField]
public ExampleObject ReferenceObject;
[Serializable, NetSerializable]
public sealed record ExampleObject(int Value);
}