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Test fixes / tweaks #694

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Test fixes / tweaks #694

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Mazo
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@Mazo Mazo commented Feb 10, 2021

This should fix some of the flaky tests and speed up some of the water related ones.

There's still a failure with VehicleControlInteractWithWaterTest however, and I have no idea why. It runs perfectly fine when ran on it's own, but in a batch of all tests will fail even with greatly exaggerated timeouts for the expected message. Even running it in a smaller batch seems to work

@Fate-JH If you have any ideas on the above let me know.

@@ -757,6 +757,7 @@ class PlayerControlDeathSeatedTest extends ActorTest {
class PlayerControlInteractWithWaterTest extends ActorTest {
val player1 =
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute)) //guid=1
player1.Definition.UnderwaterLifespan(suffocation = 3000, recovery = 3000) // Override the default 60s down / 10s recovery so the tests don't take forever to run
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player1.Definition.UnderwaterLifespan(...)
As with my far far ealiertests involving a singleton classes is evidenced, changing a single source class for one test changes it for every test. All tests involving a drowning player will endure this 3000ms / 3000ms time limit. Given the reliability of actor tests, depending on the order they are implemented, it's possible that a test whose constituent actors may receive less attention than hoped may be affected by these updates times. In other words, it'll drown faster too.
GlobalDefinitions can be like a singleton to all tests in that respect.

@NickPSF
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NickPSF commented Apr 12, 2021

This one still in flux?

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3 participants