summaryrefslogtreecommitdiff
path: root/games/devtest/mods/unittests/init.lua
blob: 0754d507f9416a49e3532de3373ce30a9eb32f45 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
unittests = {}

unittests.list = {}

-- name: Name of the test
-- func:
--   for sync: function(player, pos), should error on failure
--   for async: function(callback, player, pos)
--     MUST call callback() or callback("error msg") in case of error once test is finished
--     this means you cannot use assert() in the test implementation
-- opts: {
--   player = false, -- Does test require a player?
--   map = false, -- Does test require map access?
--   async = false, -- Does the test run asynchronously? (read notes above!)
-- }
function unittests.register(name, func, opts)
	local def = table.copy(opts or {})
	def.name = name
	def.func = func
	table.insert(unittests.list, def)
end

function unittests.on_finished(all_passed)
	-- free to override
end

-- Calls invoke with a callback as argument
-- Suspends coroutine until that callback is called
-- Return values are passed through
local function await(invoke)
	local co = coroutine.running()
	assert(co)
	local called_early = true
	invoke(function(...)
		if called_early == true then
			called_early = {...}
		else
			coroutine.resume(co, ...)
		end
	end)
	if called_early ~= true then
		-- callback was already called before yielding
		return unpack(called_early)
	end
	called_early = nil
	return coroutine.yield()
end

function unittests.run_one(idx, counters, out_callback, player, pos)
	local def = unittests.list[idx]
	if not def.player then
		player = nil
	elseif player == nil then
		out_callback(false)
		return false
	end
	if not def.map then
		pos = nil
	elseif pos == nil then
		out_callback(false)
		return false
	end

	local tbegin = core.get_us_time()
	local function done(status, err)
		local tend = core.get_us_time()
		local ms_taken = (tend - tbegin) / 1000

		if not status then
			core.log("error", err)
		end
		print(string.format("[%s] %s - %dms",
			status and "PASS" or "FAIL", def.name, ms_taken))
		counters.time = counters.time + ms_taken
		counters.total = counters.total + 1
		if status then
			counters.passed = counters.passed + 1
		end
	end

	if def.async then
		core.log("info", "[unittest] running " .. def.name .. " (async)")
		def.func(function(err)
			done(err == nil, err)
			out_callback(true)
		end, player, pos)
	else
		core.log("info", "[unittest] running " .. def.name)
		local status, err = pcall(def.func, player, pos)
		done(status, err)
		out_callback(true)
	end
	
	return true
end

local function wait_for_player(callback)
	if #core.get_connected_players() > 0 then
		return callback(core.get_connected_players()[1])
	end
	local first = true
	core.register_on_joinplayer(function(player)
		if first then
			callback(player)
			first = false
		end
	end)
end

local function wait_for_map(player, callback)
	local check = function()
		if core.get_node_or_nil(player:get_pos()) ~= nil then
			callback()
		else
			minetest.after(0, check)
		end
	end
	check()
end

function unittests.run_all()
	-- This runs in a coroutine so it uses await().
	local counters = { time = 0, total = 0, passed = 0 }

	-- Run standalone tests first
	for idx = 1, #unittests.list do
		local def = unittests.list[idx]
		def.done = await(function(cb)
			unittests.run_one(idx, counters, cb, nil, nil)
		end)
	end

	-- Wait for a player to join, run tests that require a player
	local player = await(wait_for_player)
	for idx = 1, #unittests.list do
		local def = unittests.list[idx]
		if not def.done then
			def.done = await(function(cb)
				unittests.run_one(idx, counters, cb, player, nil)
			end)
		end
	end

	-- Wait for the world to generate/load, run tests that require map access
	await(function(cb)
		wait_for_map(player, cb)
	end)
	local pos = vector.round(player:get_pos())
	for idx = 1, #unittests.list do
		local def = unittests.list[idx]
		if not def.done then
			def.done = await(function(cb)
				unittests.run_one(idx, counters, cb, player, pos)
			end)
		end
	end

	-- Print stats
	assert(#unittests.list == counters.total)
	print(string.rep("+", 80))
	print(string.format("Unit Test Results: %s",
	counters.total == counters.passed and "PASSED" or "FAILED"))
	print(string.format("    %d / %d failed tests.",
	counters.total - counters.passed, counters.total))
	print(string.format("    Testing took %dms total.", counters.time))
	print(string.rep("+", 80))
	unittests.on_finished(counters.total == counters.passed)
	return counters.total == counters.passed
end

--------------

local modpath = minetest.get_modpath("unittests")
dofile(modpath .. "/misc.lua")
dofile(modpath .. "/player.lua")
dofile(modpath .. "/crafting.lua")
dofile(modpath .. "/itemdescription.lua")

--------------

if core.settings:get_bool("devtest_unittests_autostart", false) then
	core.after(0, function()
		coroutine.wrap(unittests.run_all)()
	end)
else
	minetest.register_chatcommand("unittests", {
		privs = {basic_privs=true},
		description = "Runs devtest unittests (may modify player or map state)",
		func = function(name, param)
			unittests.on_finished = function(ok)
				core.chat_send_player(name,
					(ok and "All tests passed." or "There were test failures.") ..
					" Check the console for detailed output.")
			end
			coroutine.wrap(unittests.run_all)()
			return true, ""
		end,
	})
end