Files
RobustToolbox/Robust.Server.IntegrationTests/GameStates/PvsResetTest.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

135 lines
4.7 KiB
C#

using System.Linq;
using System.Numerics;
using System.Threading.Tasks;
using NUnit.Framework;
using Robust.Shared;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Network;
namespace Robust.UnitTesting.Server.GameStates;
public sealed class PvsResetTest : RobustIntegrationTest
{
/// <summary>
/// Check that the client doesn't reset dirty detached entities. They should remain in nullspace.
/// </summary>
[Test]
public async Task ResetTest()
{
var server = StartServer();
var client = StartClient();
await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
var sEntMan = server.EntMan;
var confMan = server.CfgMan;
var sPlayerMan = server.PlayerMan;
var xforms = sEntMan.System<SharedTransformSystem>();
var cEntMan = client.EntMan;
var cPlayerMan = client.PlayerMan;
var netMan = client.ResolveDependency<IClientNetManager>();
Assert.DoesNotThrow(() => client.SetConnectTarget(server));
client.Post(() => netMan.ClientConnect(null!, 0, null!));
server.Post(() => confMan.SetCVar(CVars.NetPVS, true));
async Task RunTicks()
{
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
}
await RunTicks();
// Set up map and spawn player
EntityUid sMap = default;
EntityUid playerUid = default;
EntityUid sEnt = default;
EntityCoordinates coords = default;
await server.WaitPost(() =>
{
sMap = server.System<SharedMapSystem>().CreateMap();
coords = new(sMap, default);
playerUid = sEntMan.SpawnEntity(null, coords);
sEnt = sEntMan.SpawnEntity(null, coords);
// Attach player.
var session = sPlayerMan.Sessions.First();
server.PlayerMan.SetAttachedEntity(session, playerUid);
sPlayerMan.JoinGame(session);
});
await RunTicks();
var farAway = new EntityCoordinates(sMap, new Vector2(100, 100));
var netEnt = sEntMan.GetNetEntity(sEnt);
var player = sEntMan.GetNetEntity(playerUid);
Assert.That(player, Is.Not.EqualTo(NetEntity.Invalid));
Assert.That(netEnt, Is.Not.EqualTo(NetEntity.Invalid));
// Check player got properly attached, and has received the other entity.
Assert.That(cEntMan.TryGetEntity(netEnt, out var uid));
Assert.That(cEntMan.TryGetEntity(player, out var cPlayerUid));
var cEnt = uid!.Value;
Assert.That(cPlayerMan.LocalEntity, Is.EqualTo(cPlayerUid));
var cMap = cEntMan.GetEntity(sEntMan.GetNetEntity(sMap));
void AssertDetached(bool detached)
{
var cXform = client.Transform(cEnt);
var sXform = server.Transform(sEnt);
var meta = client.MetaData(cEnt);
Assert.That(sXform.MapUid, Is.EqualTo(sMap));
Assert.That(sXform.ParentUid, Is.EqualTo(sMap));
if (detached)
{
Assert.That(meta.Flags.HasFlag(MetaDataFlags.Detached));
Assert.That(cXform.MapUid, Is.Null);
Assert.That(cXform.ParentUid, Is.EqualTo(EntityUid.Invalid));
}
else
{
Assert.That(!meta.Flags.HasFlag(MetaDataFlags.Detached));
Assert.That(cXform.MapUid, Is.EqualTo(cMap));
Assert.That(cXform.ParentUid, Is.EqualTo(cMap));
}
}
// Entity is initially in view
AssertDetached(false);
// Move the player out of the entity's PVS range
await server.WaitPost(() => xforms.SetCoordinates(playerUid, farAway));
await RunTicks();
// Client should now have detached the entity, moving it into nullspace
AssertDetached(true);
// Marking the entity as dirty due to client-side prediction should have effect
await client.WaitPost(() => client.EntMan.Dirty(cEnt, client.Transform(cEnt)));
await RunTicks();
AssertDetached(true);
// Move the player back into range
await server.WaitPost( () => xforms.SetCoordinates(playerUid, coords));
await RunTicks();
AssertDetached(false);
// Marking the entity as dirty due to client-side prediction should have no real effect
await client.WaitPost(() => client.EntMan.Dirty(cEnt, client.Transform(cEnt)));
await RunTicks();
AssertDetached(false);
await client.WaitPost(() => netMan.ClientDisconnect(""));
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
}
}