Files
sbox-public/engine/Sandbox.Test/ActionGraphs/LiveGamePackage.cs
Lorenz Junglas 91f8fcf183 Speed up / parallelize tests (#3587)
- Added Sandbox.Test.Unit project (contains independent tests that can run in parallel) 
- Modify some slow/stress tests (e.g. instead of doing a million iterations settle for 10k).

Tests run almost twice as fast now.
2025-12-10 14:23:00 +01:00

82 lines
2.7 KiB
C#

using Facepunch.ActionGraphs;
using Sandbox.ActionGraphs;
using Sandbox.Engine;
using Sandbox.Internal;
using Sandbox.Tasks;
using System;
using System.Collections.Generic;
using System.Threading;
namespace ActionGraphs;
[TestClass]
public class LiveGamePackage
{
/// <summary>
/// Asserts that all the ActionGraphs referenced by a given scene in a downloaded
/// package have no errors.
/// </summary>
[TestMethod]
[DataRow( "fish.sauna", 76972L, "scenes/finland.scene", 14,
"d174cab5-7a05-476c-a545-4db2fd685032", // Prefab references game object from other scene
"e9ac7c29-ff9f-4c3c-8d9d-7228c4711248", // Inventory method changed parameter types
"462927b9-1f01-4ba8-9f6b-2e1e6a5934e4" // Inventory method changed parameter types
)]
public void AssertNoGraphErrorsInScene( string packageName, long? version, string scenePath, int graphCount, params string[] ignoreGuids )
{
var dir = $"{Environment.CurrentDirectory}/.source2/test_download_cache/actiongraph";
AssetDownloadCache.Initialize( dir );
PackageManager.UnmountAll();
// Let's make sure we have base content mounted
IGameInstanceDll.Current?.Bootstrap();
var ignoreGuidSet = new HashSet<Guid>( ignoreGuids.Select( Guid.Parse ) );
var packageIdent = version is { } v ? $"{packageName}#{v}" : packageName;
// Use the production loading logic - run blocking to ensure it completes
var loadTask = GameInstanceDll.Current.LoadGamePackageAsync( packageIdent, GameLoadingFlags.Host, CancellationToken.None );
SyncContext.RunBlocking( loadTask );
Assert.IsNotNull( GameInstanceDll.gameInstance, "Game instance should be loaded" );
Assert.AreNotEqual( 0, PackageManager.MountedFileSystem.FileCount, "We have package files mounted" );
Assert.AreNotEqual( 0, GlobalGameNamespace.TypeLibrary.Types.Count, "Library has classes" );
var sceneFile = ResourceLibrary.Get<SceneFile>( scenePath );
Assert.IsNotNull( sceneFile, "Target scene exists" );
ActionGraphDebugger.Enabled = true;
Game.ActiveScene = new Scene();
Game.ActiveScene.LoadFromFile( sceneFile.ResourcePath );
var graphs = ActionGraphDebugger.GetAllGraphs();
Assert.AreEqual( graphCount, graphs.Count, "Scene has expected graph count" );
var anyErrors = false;
foreach ( var graph in graphs )
{
Console.WriteLine( $"{graph.Guid}: {graph.Title} {(ignoreGuidSet.Contains( graph.Guid ) ? "(IGNORED)" : "")}" );
foreach ( var message in graph.Messages )
{
Console.WriteLine( $" {message}" );
}
if ( !ignoreGuidSet.Contains( graph.Guid ) )
{
anyErrors |= graph.HasErrors();
}
}
ActionGraphDebugger.Enabled = false;
Assert.IsFalse( anyErrors, "No unexpected graph errors" );
GameInstanceDll.Current?.CloseGame();
}
}