mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* 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...
452 lines
16 KiB
C#
452 lines
16 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using System.Threading;
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using Content.Client.IoC;
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using Content.Client.Parallax.Managers;
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using Content.IntegrationTests.Pair;
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using Content.IntegrationTests.Tests;
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using Content.IntegrationTests.Tests.Destructible;
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using Content.IntegrationTests.Tests.DeviceNetwork;
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using Content.IntegrationTests.Tests.Interaction.Click;
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using Robust.Client;
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using Robust.Server;
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using Robust.Shared.Configuration;
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using Robust.Shared.ContentPack;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.UnitTesting;
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namespace Content.IntegrationTests;
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/// <summary>
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/// Making clients, and servers is slow, this manages a pool of them so tests can reuse them.
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/// </summary>
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public static partial class PoolManager
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{
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public const string TestMap = "Empty";
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private static int _pairId;
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private static readonly object PairLock = new();
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private static bool _initialized;
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// Pair, IsBorrowed
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private static readonly Dictionary<TestPair, bool> Pairs = new();
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private static bool _dead;
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private static Exception? _poolFailureReason;
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private static HashSet<Assembly> _contentAssemblies = default!;
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public static async Task<(RobustIntegrationTest.ServerIntegrationInstance, PoolTestLogHandler)> GenerateServer(
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PoolSettings poolSettings,
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TextWriter testOut)
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{
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var options = new RobustIntegrationTest.ServerIntegrationOptions
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{
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ContentStart = true,
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Options = new ServerOptions()
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{
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LoadConfigAndUserData = false,
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LoadContentResources = !poolSettings.NoLoadContent,
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},
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ContentAssemblies = _contentAssemblies.ToArray()
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};
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var logHandler = new PoolTestLogHandler("SERVER");
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logHandler.ActivateContext(testOut);
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options.OverrideLogHandler = () => logHandler;
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options.BeforeStart += () =>
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{
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// Server-only systems (i.e., systems that subscribe to events with server-only components)
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var entSysMan = IoCManager.Resolve<IEntitySystemManager>();
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entSysMan.LoadExtraSystemType<DeviceNetworkTestSystem>();
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entSysMan.LoadExtraSystemType<TestDestructibleListenerSystem>();
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IoCManager.Resolve<ILogManager>().GetSawmill("loc").Level = LogLevel.Error;
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IoCManager.Resolve<IConfigurationManager>()
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.OnValueChanged(RTCVars.FailureLogLevel, value => logHandler.FailureLevel = value, true);
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};
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SetDefaultCVars(options);
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var server = new RobustIntegrationTest.ServerIntegrationInstance(options);
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await server.WaitIdleAsync();
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await SetupCVars(server, poolSettings);
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return (server, logHandler);
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}
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/// <summary>
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/// This shuts down the pool, and disposes all the server/client pairs.
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/// This is a one time operation to be used when the testing program is exiting.
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/// </summary>
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public static void Shutdown()
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{
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List<TestPair> localPairs;
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lock (PairLock)
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{
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if (_dead)
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return;
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_dead = true;
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localPairs = Pairs.Keys.ToList();
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}
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foreach (var pair in localPairs)
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{
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pair.Kill();
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}
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_initialized = false;
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}
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public static string DeathReport()
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{
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lock (PairLock)
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{
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var builder = new StringBuilder();
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var pairs = Pairs.Keys.OrderBy(pair => pair.Id);
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foreach (var pair in pairs)
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{
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var borrowed = Pairs[pair];
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builder.AppendLine($"Pair {pair.Id}, Tests Run: {pair.TestHistory.Count}, Borrowed: {borrowed}");
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for (var i = 0; i < pair.TestHistory.Count; i++)
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{
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builder.AppendLine($"#{i}: {pair.TestHistory[i]}");
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}
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}
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return builder.ToString();
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}
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}
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public static async Task<(RobustIntegrationTest.ClientIntegrationInstance, PoolTestLogHandler)> GenerateClient(
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PoolSettings poolSettings,
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TextWriter testOut)
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{
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var options = new RobustIntegrationTest.ClientIntegrationOptions
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{
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FailureLogLevel = LogLevel.Warning,
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ContentStart = true,
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ContentAssemblies = new[]
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{
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typeof(Shared.Entry.EntryPoint).Assembly,
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typeof(Client.Entry.EntryPoint).Assembly,
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typeof(PoolManager).Assembly,
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}
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};
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if (poolSettings.NoLoadContent)
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{
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Assert.Warn("NoLoadContent does not work on the client, ignoring");
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}
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options.Options = new GameControllerOptions()
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{
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LoadConfigAndUserData = false,
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// LoadContentResources = !poolSettings.NoLoadContent
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};
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var logHandler = new PoolTestLogHandler("CLIENT");
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logHandler.ActivateContext(testOut);
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options.OverrideLogHandler = () => logHandler;
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options.BeforeStart += () =>
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{
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IoCManager.Resolve<IModLoader>().SetModuleBaseCallbacks(new ClientModuleTestingCallbacks
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{
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ClientBeforeIoC = () =>
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{
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// do not register extra systems or components here -- they will get cleared when the client is
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// disconnected. just use reflection.
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IoCManager.Register<IParallaxManager, DummyParallaxManager>(true);
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IoCManager.Resolve<ILogManager>().GetSawmill("loc").Level = LogLevel.Error;
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IoCManager.Resolve<IConfigurationManager>()
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.OnValueChanged(RTCVars.FailureLogLevel, value => logHandler.FailureLevel = value, true);
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}
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});
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};
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SetDefaultCVars(options);
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var client = new RobustIntegrationTest.ClientIntegrationInstance(options);
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await client.WaitIdleAsync();
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await SetupCVars(client, poolSettings);
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return (client, logHandler);
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}
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/// <summary>
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/// Gets a <see cref="Pair.TestPair"/>, which can be used to get access to a server, and client <see cref="Pair.TestPair"/>
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/// </summary>
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/// <param name="poolSettings">See <see cref="PoolSettings"/></param>
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/// <returns></returns>
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public static async Task<TestPair> GetServerClient(
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PoolSettings? poolSettings = null,
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ITestContextLike? testContext = null)
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{
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return await GetServerClientPair(
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poolSettings ?? new PoolSettings(),
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testContext ?? new NUnitTestContextWrap(TestContext.CurrentContext, TestContext.Out));
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}
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private static string GetDefaultTestName(ITestContextLike testContext)
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{
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return testContext.FullName.Replace("Content.IntegrationTests.Tests.", "");
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}
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private static async Task<TestPair> GetServerClientPair(
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PoolSettings poolSettings,
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ITestContextLike testContext)
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{
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if (!_initialized)
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throw new InvalidOperationException($"Pool manager has not been initialized");
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// Trust issues with the AsyncLocal that backs this.
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var testOut = testContext.Out;
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DieIfPoolFailure();
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var currentTestName = poolSettings.TestName ?? GetDefaultTestName(testContext);
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var poolRetrieveTimeWatch = new Stopwatch();
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await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Called by test {currentTestName}");
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TestPair? pair = null;
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try
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{
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poolRetrieveTimeWatch.Start();
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if (poolSettings.MustBeNew)
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{
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await testOut.WriteLineAsync(
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$"{nameof(GetServerClientPair)}: Creating pair, because settings of pool settings");
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pair = await CreateServerClientPair(poolSettings, testOut);
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}
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else
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{
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await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Looking in pool for a suitable pair");
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pair = GrabOptimalPair(poolSettings);
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if (pair != null)
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{
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pair.ActivateContext(testOut);
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await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Suitable pair found");
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var canSkip = pair.Settings.CanFastRecycle(poolSettings);
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if (canSkip)
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{
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await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Cleanup not needed, Skipping cleanup of pair");
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await SetupCVars(pair.Client, poolSettings);
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await SetupCVars(pair.Server, poolSettings);
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await pair.RunTicksSync(1);
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}
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else
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{
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await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Cleaning existing pair");
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await pair.CleanPooledPair(poolSettings, testOut);
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}
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await pair.RunTicksSync(5);
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await pair.SyncTicks(targetDelta: 1);
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}
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else
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{
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await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Creating a new pair, no suitable pair found in pool");
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pair = await CreateServerClientPair(poolSettings, testOut);
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}
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}
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}
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finally
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{
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if (pair != null && pair.TestHistory.Count > 0)
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{
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await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Pair {pair.Id} Test History Start");
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for (var i = 0; i < pair.TestHistory.Count; i++)
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{
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await testOut.WriteLineAsync($"- Pair {pair.Id} Test #{i}: {pair.TestHistory[i]}");
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}
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await testOut.WriteLineAsync($"{nameof(GetServerClientPair)}: Pair {pair.Id} Test History End");
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}
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}
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pair.ValidateSettings(poolSettings);
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var poolRetrieveTime = poolRetrieveTimeWatch.Elapsed;
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await testOut.WriteLineAsync(
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$"{nameof(GetServerClientPair)}: Retrieving pair {pair.Id} from pool took {poolRetrieveTime.TotalMilliseconds} ms");
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pair.ClearModifiedCvars();
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pair.Settings = poolSettings;
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pair.TestHistory.Add(currentTestName);
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pair.SetupSeed();
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await testOut.WriteLineAsync(
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$"{nameof(GetServerClientPair)}: Returning pair {pair.Id} with client/server seeds: {pair.ClientSeed}/{pair.ServerSeed}");
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pair.Watch.Restart();
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return pair;
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}
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private static TestPair? GrabOptimalPair(PoolSettings poolSettings)
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{
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lock (PairLock)
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{
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TestPair? fallback = null;
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foreach (var pair in Pairs.Keys)
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{
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if (Pairs[pair])
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continue;
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if (!pair.Settings.CanFastRecycle(poolSettings))
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{
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fallback = pair;
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continue;
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}
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pair.Use();
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Pairs[pair] = true;
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return pair;
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}
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if (fallback != null)
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{
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fallback.Use();
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Pairs[fallback!] = true;
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}
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return fallback;
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}
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}
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/// <summary>
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/// Used by TestPair after checking the server/client pair, Don't use this.
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/// </summary>
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public static void NoCheckReturn(TestPair pair)
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{
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lock (PairLock)
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{
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if (pair.State == TestPair.PairState.Dead)
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Pairs.Remove(pair);
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else if (pair.State == TestPair.PairState.Ready)
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Pairs[pair] = false;
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else
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throw new InvalidOperationException($"Attempted to return a pair in an invalid state. Pair: {pair.Id}. State: {pair.State}.");
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}
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}
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private static void DieIfPoolFailure()
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{
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if (_poolFailureReason != null)
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{
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// If the _poolFailureReason is not null, we can assume at least one test failed.
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// So we say inconclusive so we don't add more failed tests to search through.
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Assert.Inconclusive(@$"
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In a different test, the pool manager had an exception when trying to create a server/client pair.
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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);
|
|
}
|
|
}
|
|
}
|