A short test script run in the editor that exercises engine editor-only entry points for a CompatibilityProbe component. It toggles probe.Enabled and AllowEditorTesting, runs several ConsoleSystem.Run commands (including variants with quoted arguments and long argument lists), creates a duplicate probe to verify behavior, then restores original state and destroys the duplicate object.
// Run as a method body with sbox-cli run_csharp, after starting a scene with one probe.
// This exercises engine entry points; inspect the matching T01 console observations.
var scene = Game.ActiveScene;
if ( !Game.IsEditor || !Game.IsPlaying || scene is null )
{
throw new InvalidOperationException( "Start the isolated editor test scene first." );
}
var probe = scene.GetAllComponents<SboxSuperuser.Components.CompatibilityProbe>().Single();
var originalOptIn = probe.AllowEditorTesting;
var originalEnabled = probe.Enabled;
GameObject duplicateObject = null;
try
{
probe.Enabled = true;
probe.AllowEditorTesting = false;
ConsoleSystem.Run( "superuser_probe default-must-refuse" );
ConsoleSystem.Run( "superuser_probe_local" );
probe.AllowEditorTesting = true;
ConsoleSystem.Run( "superuser_probe_local" );
ConsoleSystem.Run( "superuser_probe \"quoted reason\" tail" );
ConsoleSystem.Run( "superuser_probe", "quoted reason", "tail" );
ConsoleSystem.Run( "superuser_probe" );
ConsoleSystem.Run( "superuser_probe 1 2 3 4 5 6 7 8 9" );
probe.Enabled = false;
ConsoleSystem.Run( "superuser_probe disabled-must-refuse" );
probe.Enabled = true;
duplicateObject = new GameObject( scene );
var duplicate = duplicateObject.Components.Create<SboxSuperuser.Components.CompatibilityProbe>();
duplicate.AllowEditorTesting = true;
ConsoleSystem.Run( "superuser_probe duplicate-must-refuse" );
}
finally
{
duplicateObject?.Destroy();
probe.AllowEditorTesting = originalOptIn;
probe.Enabled = originalEnabled;
}
return "Editor entry points exercised. Verify T01 logs; no dedicated-server claim is made.";