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* Ports much of GameTest, minus all the WIP stuff. * remark. * EnsureCVar now adds test properties. * Some cleanup and functionality. * Ignore broken test. Needs fixed eventually. Also explicit context config. * TrackingIssue attribute. * oops * Pair config attribute. * Remove SystemAttribute in favor of using the EntitySystemManager dependency collection. * Ensure idleness. * More tests for tests. * More specific failure catching tests. * Reverse attribute resolution order so suite-wide attributes happen first. * Get rid of AffectedProperties again because I need to refactor PoolSettings for that. * Poke * Final cleanup pass. * Update Content.IntegrationTests/Fixtures/Attributes/RunOnSideAttribute.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * Update Content.IntegrationTests/Fixtures/Attributes/Side.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * Update Content.IntegrationTests/NUnit/Utilities/ITestExtensions.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * Fixes. * shut up nunit. * Make TrackingIssue a bit strict on purpose, so people don't put junk here. * Update Content.IntegrationTests/Tests/GameTestTests/DisconnectedDependencyTest.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * Address. --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
37 lines
1.1 KiB
C#
37 lines
1.1 KiB
C#
namespace Content.IntegrationTests.Fixtures;
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public abstract partial class GameTest
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{
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/// <summary>
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/// Runs the client and server for the given number of ticks, in lockstep.
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/// </summary>
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/// <remarks>
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/// Do not use this as a barrier for client-server synchronization, use <see cref="RunUntilSynced"/>.
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/// </remarks>
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public Task RunTicksSync(int ticks)
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{
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return Pair.RunTicksSync(ticks);
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}
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/// <summary>
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/// Runs the pairs just long enough for PVS to send entities, ensuring the client's current tick is what the
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/// server's was at call time.
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/// </summary>
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public async Task RunUntilSynced()
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{
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await Pair.RunUntilSynced();
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}
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/// <summary>
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/// Runs the test pair for a number of (simulated) seconds.
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/// </summary>
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/// <remarks>
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/// Does not actually take N seconds to evaluate, the game ticks as fast as possible.
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/// Do not use this as a barrier for client-server synchronization, use <see cref="RunUntilSynced"/>.
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/// </remarks>
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public Task RunSeconds(float seconds)
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{
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return Pair.RunSeconds(seconds);
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}
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}
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