Files
RobustToolbox/Robust.UnitTesting/Shared/EngineIntegrationTest_Test.cs
Vera Aguilera Puerto c06707d519 Adds ServerOptions, improve GameControllerOptions, fix engine integration tests (#1844)
* Adds ServerOptions, improve GameControllerOptions, fix engine integration tests

* Do component auto-registration in engine integration tests by default

* Fix integration tests on content, register components ONLY if not contentstarted or options are null

* Add integration test for engine integration tests working correctly

* Move cvar overrides out of content and into engine.
2021-07-03 15:19:46 +02:00

76 lines
2.4 KiB
C#

using System.Threading.Tasks;
using NUnit.Framework;
using Robust.Shared.Enums;
using Robust.Shared.IoC;
using Robust.Shared.Network;
using IPlayerManager = Robust.Server.Player.IPlayerManager;
namespace Robust.UnitTesting.Shared
{
[TestFixture]
public class EngineIntegrationTest_Test : RobustIntegrationTest
{
[Test]
public void ServerStartsCorrectlyTest()
{
ServerIntegrationInstance? server = null;
Assert.DoesNotThrow(() => server = StartServer());
Assert.That(server, Is.Not.Null);
}
[Test]
public void ClientStartsCorrectlyTest()
{
ClientIntegrationInstance? client = null;
Assert.DoesNotThrow(() => client = StartClient());
Assert.That(client, Is.Not.Null);
}
[Test]
public async Task ServerClientPairConnectCorrectlyTest()
{
var server = StartServer();
var client = StartClient();
Assert.That(server, Is.Not.Null);
Assert.That(client, Is.Not.Null);
await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
// Connect client to the server...
Assert.DoesNotThrow(() => client.SetConnectTarget(server));
client.Post(() => IoCManager.Resolve<IClientNetManager>().ClientConnect(null!, 0, null!));
// Run 10 synced ticks...
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
await server.WaitAssertion(() =>
{
var playerManager = IoCManager.Resolve<IPlayerManager>();
// There must be a player connected.
Assert.That(playerManager.PlayerCount, Is.EqualTo(1));
// Get the only player...
var player = playerManager.GetAllPlayers()[0];
Assert.That(player.Status, Is.EqualTo(SessionStatus.Connected));
Assert.That(player.ConnectedClient.IsConnected, Is.True);
});
await client.WaitAssertion(() =>
{
var netManager = IoCManager.Resolve<IClientNetManager>();
Assert.That(netManager.IsConnected, Is.True);
Assert.That(netManager.ServerChannel, Is.Not.Null);
Assert.That(netManager.ServerChannel!.IsConnected, Is.True);
});
}
}
}