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

131 lines
4.5 KiB
C#

using System.Linq;
using System.Numerics;
using System.Threading.Tasks;
using NUnit.Framework;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Network;
using Robust.Shared.Player;
namespace Robust.UnitTesting.Server.GameStates;
public sealed class PvsSystemTests : RobustIntegrationTest
{
/// <summary>
/// Checks that there are no issues when an entity changes PVS chunk location multiple times in a single tick.
/// </summary>
[Test]
public async Task TestMultipleIndexChange()
{
var server = StartServer();
var client = StartClient();
await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
var mapMan = server.ResolveDependency<IMapManager>();
var sEntMan = server.ResolveDependency<IEntityManager>();
var confMan = server.ResolveDependency<IConfigurationManager>();
var sPlayerMan = server.ResolveDependency<ISharedPlayerManager>();
var xforms = sEntMan.System<SharedTransformSystem>();
var maps = sEntMan.System<SharedMapSystem>();
var cEntMan = client.ResolveDependency<IEntityManager>();
var netMan = client.ResolveDependency<IClientNetManager>();
var cPlayerMan = client.ResolveDependency<ISharedPlayerManager>();
Assert.DoesNotThrow(() => client.SetConnectTarget(server));
client.Post(() => netMan.ClientConnect(null!, 0, null!));
server.Post(() => confMan.SetCVar(CVars.NetPVS, true));
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// Set up map and grid
EntityUid grid = default;
EntityUid map = default;
await server.WaitPost(() =>
{
map = server.System<SharedMapSystem>().CreateMap(out var mapId);
var gridComp = mapMan.CreateGridEntity(mapId);
maps.SetTile(gridComp, Vector2i.Zero, new Tile(1));
grid = gridComp.Owner;
});
// Spawn player entity on grid 1
EntityUid player = default;
EntityUid other = default;
TransformComponent otherXform = default!;
var gridCoords = new EntityCoordinates(grid, new Vector2(0.5f, 0.5f));
var mapCoords = new EntityCoordinates(map, new Vector2(2, 2));
await server.WaitPost(() =>
{
player = sEntMan.SpawnEntity(null, gridCoords);
other = sEntMan.SpawnEntity(null, gridCoords);
otherXform = sEntMan.GetComponent<TransformComponent>(other);
// Ensure map PVS chunk is not empty
sEntMan.SpawnEntity(null, mapCoords);
// Attach player.
var session = sPlayerMan.Sessions.First();
server.PlayerMan.SetAttachedEntity(session, player);
sPlayerMan.JoinGame(session);
});
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// Check player got properly attached
await client.WaitPost(() =>
{
var ent = cEntMan.GetNetEntity(cPlayerMan.LocalEntity);
Assert.That(ent, Is.EqualTo(sEntMan.GetNetEntity(player)));
});
// Move the player off-grid and back onto the grid in the same tick
xforms.SetCoordinates(other, otherXform, mapCoords);
xforms.SetCoordinates(other, otherXform, gridCoords);
// Run for a few ticks. The test just checks that no PVS asserts/errors happen.
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// Repeat but in the opposite direction ( map -> grid -> map )
// first move to map and wait a bit.
xforms.SetCoordinates(other, otherXform, mapCoords);
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
// Move to and off grid in the same tick
xforms.SetCoordinates(other, otherXform, gridCoords);
xforms.SetCoordinates(other, otherXform, mapCoords);
// wait for errors.
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);
}
}