NetworkIdsMatchTest.cs 1.5 KB

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  1. using Robust.Shared.GameObjects;
  2. namespace Content.IntegrationTests.Tests.Networking
  3. {
  4. [TestFixture]
  5. public sealed class NetworkIdsMatchTest
  6. {
  7. [Test]
  8. public async Task TestConnect()
  9. {
  10. await using var pair = await PoolManager.GetServerClient(new PoolSettings { Connected = true });
  11. var server = pair.Server;
  12. var client = pair.Client;
  13. var clientCompFactory = client.ResolveDependency<IComponentFactory>();
  14. var serverCompFactory = server.ResolveDependency<IComponentFactory>();
  15. var clientNetComps = clientCompFactory.NetworkedComponents;
  16. var serverNetComps = serverCompFactory.NetworkedComponents;
  17. Assert.Multiple(() =>
  18. {
  19. Assert.That(clientNetComps, Is.Not.Null);
  20. Assert.That(serverNetComps, Is.Not.Null);
  21. });
  22. Assert.Multiple(() =>
  23. {
  24. Assert.That(clientNetComps, Has.Count.EqualTo(serverNetComps.Count));
  25. // Checks that at least Metadata and Transform are registered.
  26. Assert.That(clientNetComps, Has.Count.GreaterThanOrEqualTo(2));
  27. });
  28. Assert.Multiple(() =>
  29. {
  30. for (var netId = 0; netId < clientNetComps.Count; netId++)
  31. {
  32. Assert.That(clientNetComps[netId].Name, Is.EqualTo(serverNetComps[netId].Name));
  33. }
  34. });
  35. await pair.CleanReturnAsync();
  36. }
  37. }
  38. }