From 7220ca906dfc804bd508336f5bed252bcec62ae0 Mon Sep 17 00:00:00 2001 From: kwolekr Date: Sun, 26 Apr 2015 01:24:19 -0400 Subject: Tests: Modularize unit testing Split unit tests into separate files under src/unittest/ Give better unittest diagnostics Clean up some code --- src/unittest/test.cpp | 547 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 547 insertions(+) create mode 100644 src/unittest/test.cpp (limited to 'src/unittest/test.cpp') diff --git a/src/unittest/test.cpp b/src/unittest/test.cpp new file mode 100644 index 000000000..6fea0b8a0 --- /dev/null +++ b/src/unittest/test.cpp @@ -0,0 +1,547 @@ +/* +Minetest +Copyright (C) 2013 celeron55, Perttu Ahola + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU Lesser General Public License for more details. + +You should have received a copy of the GNU Lesser General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#include "test.h" + +#include "debug.h" +#include "log.h" +#include "nodedef.h" +#include "itemdef.h" +#include "gamedef.h" + +content_t CONTENT_STONE; +content_t CONTENT_GRASS; +content_t CONTENT_TORCH; + +//////////////////////////////////////////////////////////////////////////////// + +//// +//// TestGameDef +//// + +class TestGameDef : public IGameDef { +public: + TestGameDef(); + ~TestGameDef(); + + IItemDefManager *getItemDefManager() { return m_itemdef; } + INodeDefManager *getNodeDefManager() { return m_nodedef; } + ICraftDefManager *getCraftDefManager() { return m_craftdef; } + ITextureSource *getTextureSource() { return m_texturesrc; } + IShaderSource *getShaderSource() { return m_shadersrc; } + ISoundManager *getSoundManager() { return m_soundmgr; } + MtEventManager *getEventManager() { return m_eventmgr; } + scene::ISceneManager *getSceneManager() { return m_scenemgr; } + IRollbackManager *getRollbackManager() { return m_rollbackmgr; } + EmergeManager *getEmergeManager() { return m_emergemgr; } + + scene::IAnimatedMesh *getMesh(const std::string &filename) { return NULL; } + bool checkLocalPrivilege(const std::string &priv) { return false; } + u16 allocateUnknownNodeId(const std::string &name) { return 0; } + + void defineSomeNodes(); + +private: + IItemDefManager *m_itemdef; + INodeDefManager *m_nodedef; + ICraftDefManager *m_craftdef; + ITextureSource *m_texturesrc; + IShaderSource *m_shadersrc; + ISoundManager *m_soundmgr; + MtEventManager *m_eventmgr; + scene::ISceneManager *m_scenemgr; + IRollbackManager *m_rollbackmgr; + EmergeManager *m_emergemgr; +}; + + +TestGameDef::TestGameDef() +{ + m_itemdef = createItemDefManager(); + m_nodedef = createNodeDefManager(); + + defineSomeNodes(); +} + + +TestGameDef::~TestGameDef() +{ + delete m_itemdef; + delete m_nodedef; +} + + +void TestGameDef::defineSomeNodes() +{ + IWritableItemDefManager *idef = (IWritableItemDefManager *)m_itemdef; + IWritableNodeDefManager *ndef = (IWritableNodeDefManager *)m_nodedef; + + ItemDefinition itemdef; + ContentFeatures f; + + //// Stone + itemdef = ItemDefinition(); + itemdef.type = ITEM_NODE; + itemdef.name = "default:stone"; + itemdef.description = "Stone"; + itemdef.groups["cracky"] = 3; + itemdef.inventory_image = "[inventorycube" + "{default_stone.png" + "{default_stone.png" + "{default_stone.png"; + f = ContentFeatures(); + f.name = itemdef.name; + for(int i = 0; i < 6; i++) + f.tiledef[i].name = "default_stone.png"; + f.is_ground_content = true; + idef->registerItem(itemdef); + CONTENT_STONE = ndef->set(f.name, f); + + //// Grass + itemdef = ItemDefinition(); + itemdef.type = ITEM_NODE; + itemdef.name = "default:dirt_with_grass"; + itemdef.description = "Dirt with grass"; + itemdef.groups["crumbly"] = 3; + itemdef.inventory_image = "[inventorycube" + "{default_grass.png" + "{default_dirt.png&default_grass_side.png" + "{default_dirt.png&default_grass_side.png"; + f = ContentFeatures(); + f.name = itemdef.name; + f.tiledef[0].name = "default_grass.png"; + f.tiledef[1].name = "default_dirt.png"; + for(int i = 2; i < 6; i++) + f.tiledef[i].name = "default_dirt.png^default_grass_side.png"; + f.is_ground_content = true; + idef->registerItem(itemdef); + CONTENT_GRASS = ndef->set(f.name, f); + + //// Torch (minimal definition for lighting tests) + itemdef = ItemDefinition(); + itemdef.type = ITEM_NODE; + itemdef.name = "default:torch"; + f = ContentFeatures(); + f.name = itemdef.name; + f.param_type = CPT_LIGHT; + f.light_propagates = true; + f.sunlight_propagates = true; + f.light_source = LIGHT_MAX-1; + idef->registerItem(itemdef); + CONTENT_TORCH = ndef->set(f.name, f); +} + +//// +//// run_tests +//// + +void run_tests() +{ + DSTACK(__FUNCTION_NAME); + + u32 t1 = porting::getTime(PRECISION_MILLI); + TestGameDef gamedef; + + log_set_lev_silence(LMT_ERROR, true); + + u32 num_modules_failed = 0; + u32 num_total_tests_failed = 0; + u32 num_total_tests_run = 0; + std::vector &testmods = TestManager::getTestModules(); + for (size_t i = 0; i != testmods.size(); i++) { + if (!testmods[i]->testModule(&gamedef)) + num_modules_failed++; + + num_total_tests_failed += testmods[i]->num_tests_failed; + num_total_tests_run += testmods[i]->num_tests_run; + } + + u32 tdiff = porting::getTime(PRECISION_MILLI) - t1; + + log_set_lev_silence(LMT_ERROR, false); + + const char *overall_status = (num_modules_failed == 0) ? "PASSED" : "FAILED"; + + dstream + << "++++++++++++++++++++++++++++++++++++++++" + << "++++++++++++++++++++++++++++++++++++++++" << std::endl + << "Unit Test Results: " << overall_status << std::endl + << " " << num_modules_failed << " / " << testmods.size() + << " failed modules (" << num_total_tests_failed << " / " + << num_total_tests_run << " failed individual tests)." << std::endl + << " Testing took " << tdiff << "ms total." << std::endl + << "++++++++++++++++++++++++++++++++++++++++" + << "++++++++++++++++++++++++++++++++++++++++" << std::endl; + + if (num_modules_failed) + abort(); +} + +//// +//// TestBase +//// + +bool TestBase::testModule(IGameDef *gamedef) +{ + dstream << "======== Testing module " << getName() << std::endl; + u32 t1 = porting::getTime(PRECISION_MILLI); + + + runTests(gamedef); + + u32 tdiff = porting::getTime(PRECISION_MILLI) - t1; + dstream << "======== Module " << getName() << " " + << (num_tests_failed ? "failed" : "passed") << " (" << num_tests_failed + << " failures / " << num_tests_run << " tests) - " << tdiff + << "ms" << std::endl; + + return num_tests_failed == 0; +} + + +/* + NOTE: These tests became non-working then NodeContainer was removed. + These should be redone, utilizing some kind of a virtual + interface for Map (IMap would be fine). +*/ +#if 0 +struct TestMapBlock: public TestBase +{ + class TC : public NodeContainer + { + public: + + MapNode node; + bool position_valid; + core::list validity_exceptions; + + TC() + { + position_valid = true; + } + + virtual bool isValidPosition(v3s16 p) + { + //return position_valid ^ (p==position_valid_exception); + bool exception = false; + for(core::list::Iterator i=validity_exceptions.begin(); + i != validity_exceptions.end(); i++) + { + if(p == *i) + { + exception = true; + break; + } + } + return exception ? !position_valid : position_valid; + } + + virtual MapNode getNode(v3s16 p) + { + if(isValidPosition(p) == false) + throw InvalidPositionException(); + return node; + } + + virtual void setNode(v3s16 p, MapNode & n) + { + if(isValidPosition(p) == false) + throw InvalidPositionException(); + }; + + virtual u16 nodeContainerId() const + { + return 666; + } + }; + + void Run() + { + TC parent; + + MapBlock b(&parent, v3s16(1,1,1)); + v3s16 relpos(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE); + + UASSERT(b.getPosRelative() == relpos); + + UASSERT(b.getBox().MinEdge.X == MAP_BLOCKSIZE); + UASSERT(b.getBox().MaxEdge.X == MAP_BLOCKSIZE*2-1); + UASSERT(b.getBox().MinEdge.Y == MAP_BLOCKSIZE); + UASSERT(b.getBox().MaxEdge.Y == MAP_BLOCKSIZE*2-1); + UASSERT(b.getBox().MinEdge.Z == MAP_BLOCKSIZE); + UASSERT(b.getBox().MaxEdge.Z == MAP_BLOCKSIZE*2-1); + + UASSERT(b.isValidPosition(v3s16(0,0,0)) == true); + UASSERT(b.isValidPosition(v3s16(-1,0,0)) == false); + UASSERT(b.isValidPosition(v3s16(-1,-142,-2341)) == false); + UASSERT(b.isValidPosition(v3s16(-124,142,2341)) == false); + UASSERT(b.isValidPosition(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1)) == true); + UASSERT(b.isValidPosition(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE,MAP_BLOCKSIZE-1)) == false); + + /* + TODO: this method should probably be removed + if the block size isn't going to be set variable + */ + /*UASSERT(b.getSizeNodes() == v3s16(MAP_BLOCKSIZE, + MAP_BLOCKSIZE, MAP_BLOCKSIZE));*/ + + // Changed flag should be initially set + UASSERT(b.getModified() == MOD_STATE_WRITE_NEEDED); + b.resetModified(); + UASSERT(b.getModified() == MOD_STATE_CLEAN); + + // All nodes should have been set to + // .d=CONTENT_IGNORE and .getLight() = 0 + for(u16 z=0; z light_sources; + // The bottom block is invalid, because we have a shadowing node + UASSERT(b.propagateSunlight(light_sources) == false); + UASSERT(b.getNode(v3s16(1,4,0)).getLight(LIGHTBANK_DAY) == LIGHT_SUN); + UASSERT(b.getNode(v3s16(1,3,0)).getLight(LIGHTBANK_DAY) == LIGHT_SUN); + UASSERT(b.getNode(v3s16(1,2,0)).getLight(LIGHTBANK_DAY) == 0); + UASSERT(b.getNode(v3s16(1,1,0)).getLight(LIGHTBANK_DAY) == 0); + UASSERT(b.getNode(v3s16(1,0,0)).getLight(LIGHTBANK_DAY) == 0); + UASSERT(b.getNode(v3s16(1,2,3)).getLight(LIGHTBANK_DAY) == LIGHT_SUN); + UASSERT(b.getFaceLight2(1000, p, v3s16(0,1,0)) == LIGHT_SUN); + UASSERT(b.getFaceLight2(1000, p, v3s16(0,-1,0)) == 0); + UASSERT(b.getFaceLight2(0, p, v3s16(0,-1,0)) == 0); + // According to MapBlock::getFaceLight, + // The face on the z+ side should have double-diminished light + //UASSERT(b.getFaceLight(p, v3s16(0,0,1)) == diminish_light(diminish_light(LIGHT_MAX))); + // The face on the z+ side should have diminished light + UASSERT(b.getFaceLight2(1000, p, v3s16(0,0,1)) == diminish_light(LIGHT_MAX)); + } + /* + Check how the block handles being in between blocks with some non-sunlight + while being underground + */ + { + // Make neighbours to exist and set some non-sunlight to them + parent.position_valid = true; + b.setIsUnderground(true); + parent.node.setLight(LIGHTBANK_DAY, LIGHT_MAX/2); + core::map light_sources; + // The block below should be valid because there shouldn't be + // sunlight in there either + UASSERT(b.propagateSunlight(light_sources, true) == true); + // Should not touch nodes that are not affected (that is, all of them) + //UASSERT(b.getNode(v3s16(1,2,3)).getLight() == LIGHT_SUN); + // Should set light of non-sunlighted blocks to 0. + UASSERT(b.getNode(v3s16(1,2,3)).getLight(LIGHTBANK_DAY) == 0); + } + /* + Set up a situation where: + - There is only air in this block + - There is a valid non-sunlighted block at the bottom, and + - Invalid blocks elsewhere. + - the block is not underground. + + This should result in bottom block invalidity + */ + { + b.setIsUnderground(false); + // Clear block + for(u16 z=0; z light_sources; + // Bottom block is not valid + UASSERT(b.propagateSunlight(light_sources) == false); + } + } +}; + +struct TestMapSector: public TestBase +{ + class TC : public NodeContainer + { + public: + + MapNode node; + bool position_valid; + + TC() + { + position_valid = true; + } + + virtual bool isValidPosition(v3s16 p) + { + return position_valid; + } + + virtual MapNode getNode(v3s16 p) + { + if(position_valid == false) + throw InvalidPositionException(); + return node; + } + + virtual void setNode(v3s16 p, MapNode & n) + { + if(position_valid == false) + throw InvalidPositionException(); + }; + + virtual u16 nodeContainerId() const + { + return 666; + } + }; + + void Run() + { + TC parent; + parent.position_valid = false; + + // Create one with no heightmaps + ServerMapSector sector(&parent, v2s16(1,1)); + + UASSERT(sector.getBlockNoCreateNoEx(0) == 0); + UASSERT(sector.getBlockNoCreateNoEx(1) == 0); + + MapBlock * bref = sector.createBlankBlock(-2); + + UASSERT(sector.getBlockNoCreateNoEx(0) == 0); + UASSERT(sector.getBlockNoCreateNoEx(-2) == bref); + + //TODO: Check for AlreadyExistsException + + /*bool exception_thrown = false; + try{ + sector.getBlock(0); + } + catch(InvalidPositionException &e){ + exception_thrown = true; + } + UASSERT(exception_thrown);*/ + + } +}; +#endif -- cgit v1.2.3