Files
Delta-v/Content.IntegrationTests/PoolManager.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

452 lines
16 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading;
using Content.Client.IoC;
using Content.Client.Parallax.Managers;
using Content.IntegrationTests.Pair;
using Content.IntegrationTests.Tests;
using Content.IntegrationTests.Tests.Destructible;
using Content.IntegrationTests.Tests.DeviceNetwork;
using Content.IntegrationTests.Tests.Interaction.Click;
using Robust.Client;
using Robust.Server;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.UnitTesting;
namespace Content.IntegrationTests;
/// <summary>
/// Making clients, and servers is slow, this manages a pool of them so tests can reuse them.
/// </summary>
public static partial class PoolManager
{
public const string TestMap = "Empty";
private static int _pairId;
private static readonly object PairLock = new();
private static bool _initialized;
// Pair, IsBorrowed
private static readonly Dictionary<TestPair, bool> Pairs = new();
private static bool _dead;
private static Exception? _poolFailureReason;
private static HashSet<Assembly> _contentAssemblies = default!;
public static async Task<(RobustIntegrationTest.ServerIntegrationInstance, PoolTestLogHandler)> GenerateServer(
PoolSettings poolSettings,
TextWriter testOut)
{
var options = new RobustIntegrationTest.ServerIntegrationOptions
{
ContentStart = true,
Options = new ServerOptions()
{
LoadConfigAndUserData = false,
LoadContentResources = !poolSettings.NoLoadContent,
},
ContentAssemblies = _contentAssemblies.ToArray()
};
var logHandler = new PoolTestLogHandler("SERVER");
logHandler.ActivateContext(testOut);
options.OverrideLogHandler = () => logHandler;
options.BeforeStart += () =>
{
// Server-only systems (i.e., systems that subscribe to events with server-only components)
var entSysMan = IoCManager.Resolve<IEntitySystemManager>();
entSysMan.LoadExtraSystemType<DeviceNetworkTestSystem>();
entSysMan.LoadExtraSystemType<TestDestructibleListenerSystem>();
IoCManager.Resolve<ILogManager>().GetSawmill("loc").Level = LogLevel.Error;
IoCManager.Resolve<IConfigurationManager>()
.OnValueChanged(RTCVars.FailureLogLevel, value => logHandler.FailureLevel = value, true);
};
SetDefaultCVars(options);
var server = new RobustIntegrationTest.ServerIntegrationInstance(options);
await server.WaitIdleAsync();
await SetupCVars(server, poolSettings);
return (server, logHandler);
}
/// <summary>
/// This shuts down the pool, and disposes all the server/client pairs.
/// This is a one time operation to be used when the testing program is exiting.
/// </summary>
public static void Shutdown()
{
List<TestPair> localPairs;
lock (PairLock)
{
if (_dead)
return;
_dead = true;
localPairs = Pairs.Keys.ToList();
}
foreach (var pair in localPairs)
{
pair.Kill();
}
_initialized = false;
}
public static string DeathReport()
{
lock (PairLock)
{
var builder = new StringBuilder();
var pairs = Pairs.Keys.OrderBy(pair => pair.Id);
foreach (var pair in pairs)
{
var borrowed = Pairs[pair];
builder.AppendLine($"Pair {pair.Id}, Tests Run: {pair.TestHistory.Count}, Borrowed: {borrowed}");
for (var i = 0; i < pair.TestHistory.Count; i++)
{
builder.AppendLine($"#{i}: {pair.TestHistory[i]}");
}
}
return builder.ToString();
}
}
public static async Task<(RobustIntegrationTest.ClientIntegrationInstance, PoolTestLogHandler)> GenerateClient(
PoolSettings poolSettings,
TextWriter testOut)
{
var options = new RobustIntegrationTest.ClientIntegrationOptions
{
FailureLogLevel = LogLevel.Warning,
ContentStart = true,
ContentAssemblies = new[]
{
typeof(Shared.Entry.EntryPoint).Assembly,
typeof(Client.Entry.EntryPoint).Assembly,
typeof(PoolManager).Assembly,
}
};
if (poolSettings.NoLoadContent)
{
Assert.Warn("NoLoadContent does not work on the client, ignoring");
}
options.Options = new GameControllerOptions()
{
LoadConfigAndUserData = false,
// LoadContentResources = !poolSettings.NoLoadContent
};
var logHandler = new PoolTestLogHandler("CLIENT");
logHandler.ActivateContext(testOut);
options.OverrideLogHandler = () => logHandler;
options.BeforeStart += () =>
{
IoCManager.Resolve<IModLoader>().SetModuleBaseCallbacks(new ClientModuleTestingCallbacks
{
ClientBeforeIoC = () =>
{
// do not register extra systems or components here -- they will get cleared when the client is
// disconnected. just use reflection.
IoCManager.Register<IParallaxManager, DummyParallaxManager>(true);
IoCManager.Resolve<ILogManager>().GetSawmill("loc").Level = LogLevel.Error;
IoCManager.Resolve<IConfigurationManager>()
.OnValueChanged(RTCVars.FailureLogLevel, value => logHandler.FailureLevel = value, true);
}
});
};
SetDefaultCVars(options);
var client = new RobustIntegrationTest.ClientIntegrationInstance(options);
await client.WaitIdleAsync();
await SetupCVars(client, poolSettings);
return (client, logHandler);
}
/// <summary>
/// Gets a <see cref="Pair.TestPair"/>, which can be used to get access to a server, and client <see cref="Pair.TestPair"/>
/// </summary>
/// <param name="poolSettings">See <see cref="PoolSettings"/></param>
/// <returns></returns>
public static async Task<TestPair> GetServerClient(
PoolSettings? poolSettings = null,
ITestContextLike? testContext = null)
{
return await GetServerClientPair(
poolSettings ?? new PoolSettings(),
testContext ?? new NUnitTestContextWrap(TestContext.CurrentContext, TestContext.Out));
}
private static string GetDefaultTestName(ITestContextLike testContext)
{
return testContext.FullName.Replace("Content.IntegrationTests.Tests.", "");
}
private static async Task<TestPair> GetServerClientPair(
PoolSettings poolSettings,
ITestContextLike testContext)
{
if (!_initialized)
throw new InvalidOperationException($"Pool manager has not been initialized");
// Trust issues with the AsyncLocal that backs this.
var testOut = testContext.Out;
DieIfPoolFailure();
var currentTestName = poolSettings.TestName ?? GetDefaultTestName(testContext);
var poolRetrieveTimeWatch = new Stopwatch();
await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Called by test {currentTestName}");
TestPair? pair = null;
try
{
poolRetrieveTimeWatch.Start();
if (poolSettings.MustBeNew)
{
await testOut.WriteLineAsync(
$"{nameof(GetServerClientPair)}: Creating pair, because settings of pool settings");
pair = await CreateServerClientPair(poolSettings, testOut);
}
else
{
await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Looking in pool for a suitable pair");
pair = GrabOptimalPair(poolSettings);
if (pair != null)
{
pair.ActivateContext(testOut);
await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Suitable pair found");
var canSkip = pair.Settings.CanFastRecycle(poolSettings);
if (canSkip)
{
await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Cleanup not needed, Skipping cleanup of pair");
await SetupCVars(pair.Client, poolSettings);
await SetupCVars(pair.Server, poolSettings);
await pair.RunTicksSync(1);
}
else
{
await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Cleaning existing pair");
await pair.CleanPooledPair(poolSettings, testOut);
}
await pair.RunTicksSync(5);
await pair.SyncTicks(targetDelta: 1);
}
else
{
await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Creating a new pair, no suitable pair found in pool");
pair = await CreateServerClientPair(poolSettings, testOut);
}
}
}
finally
{
if (pair != null && pair.TestHistory.Count > 0)
{
await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Pair {pair.Id} Test History Start");
for (var i = 0; i < pair.TestHistory.Count; i++)
{
await testOut.WriteLineAsync($"- Pair {pair.Id} Test #{i}: {pair.TestHistory[i]}");
}
await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Pair {pair.Id} Test History End");
}
}
pair.ValidateSettings(poolSettings);
var poolRetrieveTime = poolRetrieveTimeWatch.Elapsed;
await testOut.WriteLineAsync(
$"{nameof(GetServerClientPair)}: Retrieving pair {pair.Id} from pool took {poolRetrieveTime.TotalMilliseconds} ms");
pair.ClearModifiedCvars();
pair.Settings = poolSettings;
pair.TestHistory.Add(currentTestName);
pair.SetupSeed();
await testOut.WriteLineAsync(
$"{nameof(GetServerClientPair)}: Returning pair {pair.Id} with client/server seeds: {pair.ClientSeed}/{pair.ServerSeed}");
pair.Watch.Restart();
return pair;
}
private static TestPair? GrabOptimalPair(PoolSettings poolSettings)
{
lock (PairLock)
{
TestPair? fallback = null;
foreach (var pair in Pairs.Keys)
{
if (Pairs[pair])
continue;
if (!pair.Settings.CanFastRecycle(poolSettings))
{
fallback = pair;
continue;
}
pair.Use();
Pairs[pair] = true;
return pair;
}
if (fallback != null)
{
fallback.Use();
Pairs[fallback!] = true;
}
return fallback;
}
}
/// <summary>
/// Used by TestPair after checking the server/client pair, Don't use this.
/// </summary>
public static void NoCheckReturn(TestPair pair)
{
lock (PairLock)
{
if (pair.State == TestPair.PairState.Dead)
Pairs.Remove(pair);
else if (pair.State == TestPair.PairState.Ready)
Pairs[pair] = false;
else
throw new InvalidOperationException($"Attempted to return a pair in an invalid state. Pair: {pair.Id}. State: {pair.State}.");
}
}
private static void DieIfPoolFailure()
{
if (_poolFailureReason != null)
{
// If the _poolFailureReason is not null, we can assume at least one test failed.
// So we say inconclusive so we don't add more failed tests to search through.
Assert.Inconclusive(@$"
In a different test, the pool manager had an exception when trying to create a server/client pair.
Instead of risking that the pool manager will fail at creating a server/client pairs for every single test,
we are just going to end this here to save a lot of time. This is the exception that started this:\n {_poolFailureReason}");
}
if (_dead)
{
// If Pairs is null, we ran out of time, we can't assume a test failed.
// So we are going to tell it all future tests are a failure.
Assert.Fail("The pool was shut down");
}
}
private static async Task<TestPair> CreateServerClientPair(PoolSettings poolSettings, TextWriter testOut)
{
try
{
var id = Interlocked.Increment(ref _pairId);
var pair = new TestPair(id);
await pair.Initialize(poolSettings, testOut, _testPrototypes);
pair.Use();
await pair.RunTicksSync(5);
await pair.SyncTicks(targetDelta: 1);
return pair;
}
catch (Exception ex)
{
_poolFailureReason = ex;
throw;
}
}
/// <summary>
/// Runs a server, or a client until a condition is true
/// </summary>
/// <param name="instance">The server or client</param>
/// <param name="func">The condition to check</param>
/// <param name="maxTicks">How many ticks to try before giving up</param>
/// <param name="tickStep">How many ticks to wait between checks</param>
public static async Task WaitUntil(RobustIntegrationTest.IntegrationInstance instance, Func<bool> func,
int maxTicks = 600,
int tickStep = 1)
{
await WaitUntil(instance, async () => await Task.FromResult(func()), maxTicks, tickStep);
}
/// <summary>
/// Runs a server, or a client until a condition is true
/// </summary>
/// <param name="instance">The server or client</param>
/// <param name="func">The async condition to check</param>
/// <param name="maxTicks">How many ticks to try before giving up</param>
/// <param name="tickStep">How many ticks to wait between checks</param>
public static async Task WaitUntil(RobustIntegrationTest.IntegrationInstance instance, Func<Task<bool>> func,
int maxTicks = 600,
int tickStep = 1)
{
var ticksAwaited = 0;
bool passed;
await instance.WaitIdleAsync();
while (!(passed = await func()) && ticksAwaited < maxTicks)
{
var ticksToRun = tickStep;
if (ticksAwaited + tickStep > maxTicks)
{
ticksToRun = maxTicks - ticksAwaited;
}
await instance.WaitRunTicks(ticksToRun);
ticksAwaited += ticksToRun;
}
if (!passed)
{
Assert.Fail($"Condition did not pass after {maxTicks} ticks.\n" +
$"Tests ran ({instance.TestsRan.Count}):\n" +
$"{string.Join('\n', instance.TestsRan)}");
}
Assert.That(passed);
}
/// <summary>
/// Initialize the pool manager.
/// </summary>
/// <param name="extraAssemblies">Assemblies to search for to discover extra prototypes and systems.</param>
public static void Startup(params Assembly[] extraAssemblies)
{
if (_initialized)
throw new InvalidOperationException("Already initialized");
_initialized = true;
_contentAssemblies =
[
typeof(Shared.Entry.EntryPoint).Assembly,
typeof(Server.Entry.EntryPoint).Assembly,
typeof(PoolManager).Assembly
];
_contentAssemblies.UnionWith(extraAssemblies);
_testPrototypes.Clear();
DiscoverTestPrototypes(typeof(PoolManager).Assembly);
foreach (var assembly in extraAssemblies)
{
DiscoverTestPrototypes(assembly);
}
}
}