Add test pooling (#4961)
* Add test pooling * WIP test pooling changes * Fix Destructible tests * Don't pool unpooled or dummy ticker instances * Change ServerPathfindingDebugSystem to replace existing entries * Fix SaveLoadSaveTest comment * Don't pool StartTest * Comment out global setup * Fix puddle tests * Move SolarPanelComponent initialize to PowerSolarSystem OnMapInit * Update RobustToolbox * Finish fixing tests, make test threads background threads * Bring back pooling * Fix nullable * Update RobustToolbox * Set cvars on server return * Un-pool tests with custom cvars * Update RobustToolbox * Update RobustToolbox * Change where the main tile coordinates are * Remove DisposalUnitTest grid check * Fix test pooling being a fickle bitch * Fix EntitySystemExtensionsTest * Update RobustToolbox * Update RobustToolbox * Make nullable pool settings true * Update RobustToolbox * Wait other way around * We are unitystation now * Update RobustToolbox * Create global setup * Pool some more tests * Fix not properly disconnecting clients before restarting the round * Give more info on ran tests * Standardize default test cvars * Update RobustToolbox * Update RobustToolbox * Pool clients * Fix test order issue * Fix cvars in character creation test not being set properly * Update RobustToolbox * Update RobustToolbox * Rider shut * Update RobustToolbox * Format tests ran better * Update RobustToolbox * Reset RobustToolbox * Reset RobustToolbox harder * Fix one instance of test order causing destructible tests to fail
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@@ -4,7 +4,6 @@ using Content.Server.Gravity.EntitySystems;
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using Content.Shared.Acts;
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using Content.Shared.Alert;
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using Content.Shared.Coordinates;
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using Content.Shared.Gravity;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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@@ -49,14 +48,7 @@ namespace Content.IntegrationTests.Tests.Gravity
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await server.WaitAssertion(() =>
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{
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var mapId = new MapId(1);
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var gridId = new GridId(1);
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if (!mapManager.TryGetGrid(gridId, out var grid))
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{
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grid = mapManager.CreateGrid(mapId, gridId);
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}
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var grid = GetMainGrid(mapManager);
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var coordinates = grid.ToCoordinates();
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human = entityManager.SpawnEntity("HumanDummy", coordinates);
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