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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "log.h"
#include "nodedef.h"
#include "itemdef.h"
#include "gamedef.h"
content_t t_CONTENT_STONE;
content_t t_CONTENT_GRASS;
content_t t_CONTENT_TORCH;
content_t t_CONTENT_WATER;
content_t t_CONTENT_LAVA;
content_t t_CONTENT_BRICK;
////////////////////////////////////////////////////////////////////////////////
////
//// 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);
t_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);
t_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);
t_CONTENT_TORCH = ndef->set(f.name, f);
//// Water
itemdef = ItemDefinition();
itemdef.type = ITEM_NODE;
itemdef.name = "default:water";
itemdef.description = "Water";
itemdef.inventory_image = "[inventorycube"
"{default_water.png"
"{default_water.png"
"{default_water.png";
f = ContentFeatures();
f.name = itemdef.name;
f.alpha = 128;
f.liquid_type = LIQUID_SOURCE;
f.liquid_viscosity = 4;
f.is_ground_content = true;
f.groups["liquids"] = 3;
for(int i = 0; i < 6; i++)
f.tiledef[i].name = "default_water.png";
idef->registerItem(itemdef);
t_CONTENT_WATER = ndef->set(f.name, f);
//// Lava
itemdef = ItemDefinition();
itemdef.type = ITEM_NODE;
itemdef.name = "default:lava";
itemdef.description = "Lava";
itemdef.inventory_image = "[inventorycube"
"{default_lava.png"
"{default_lava.png"
"{default_lava.png";
f = ContentFeatures();
f.name = itemdef.name;
f.alpha = 128;
f.liquid_type = LIQUID_SOURCE;
f.liquid_viscosity = 7;
f.light_source = LIGHT_MAX-1;
f.is_ground_content = true;
f.groups["liquids"] = 3;
for(int i = 0; i < 6; i++)
f.tiledef[i].name = "default_lava.png";
idef->registerItem(itemdef);
t_CONTENT_LAVA = ndef->set(f.name, f);
//// Brick
itemdef = ItemDefinition();
itemdef.type = ITEM_NODE;
itemdef.name = "default:brick";
itemdef.description = "Brick";
itemdef.groups["cracky"] = 3;
itemdef.inventory_image = "[inventorycube"
"{default_brick.png"
"{default_brick.png"
"{default_brick.png";
f = ContentFeatures();
f.name = itemdef.name;
for(int i = 0; i < 6; i++)
f.tiledef[i].name = "default_brick.png";
f.is_ground_content = true;
idef->registerItem(itemdef);
t_CONTENT_BRICK = ndef->set(f.name, f);
}
////
//// run_tests
////
bool run_tests()
{
DSTACK(FUNCTION_NAME);
u32 t1 = porting::getTime(PRECISION_MILLI);
TestGameDef gamedef;
g_logger.setLevelSilenced(LL_ERROR, true);
u32 num_modules_failed = 0;
u32 num_total_tests_failed = 0;
u32 num_total_tests_run = 0;
std::vector<TestBase *> &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;
g_logger.setLevelSilenced(LL_ERROR, false);
const char *overall_status = (num_modules_failed == 0) ? "PASSED" : "FAILED";
rawstream
<< "++++++++++++++++++++++++++++++++++++++++"
<< "++++++++++++++++++++++++++++++++++++++++" << 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;
return num_modules_failed;
}
////
//// TestBase
////
bool TestBase::testModule(IGameDef *gamedef)
{
rawstream << "======== Testing module " << getName() << std::endl;
u32 t1 = porting::getTime(PRECISION_MILLI);
runTests(gamedef);
u32 tdiff = porting::getTime(PRECISION_MILLI) - t1;
rawstream << "======== Module " << getName() << " "
<< (num_tests_failed ? "failed" : "passed") << " (" << num_tests_failed
<< " failures / " << num_tests_run << " tests) - " << tdiff
<< "ms" << std::endl;
if (!m_test_dir.empty())
fs::RecursiveDelete(m_test_dir);
return num_tests_failed == 0;
}
std::string TestBase::getTestTempDirectory()
{
if (!m_test_dir.empty())
return m_test_dir;
char buf[32];
snprintf(buf, sizeof(buf), "%08X", myrand());
m_test_dir = fs::TempPath() + DIR_DELIM "mttest_" + buf;
if (!fs::CreateDir(m_test_dir))
throw TestFailedException();
return m_test_dir;
}
std::string TestBase::getTestTempFile()
{
char buf[32];
snprintf(buf, sizeof(buf), "%08X", myrand());
return getTestTempDirectory() + DIR_DELIM + buf + ".tmp";
}
/*
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<v3s16> validity_exceptions;
TC()
{
position_valid = true;
}
virtual bool isValidPosition(v3s16 p)
{
//return position_valid ^ (p==position_valid_exception);
bool exception = false;
for(core::list<v3s16>::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<MAP_BLOCKSIZE; z++)
for(u16 y=0; y<MAP_BLOCKSIZE; y++)
for(u16 x=0; x<MAP_BLOCKSIZE; x++)
{
//UASSERT(b.getNode(v3s16(x,y,z)).getContent() == CONTENT_AIR);
UASSERT(b.getNode(v3s16(x,y,z)).getContent() == CONTENT_IGNORE);
UASSERT(b.getNode(v3s16(x,y,z)).getLight(LIGHTBANK_DAY) == 0);
UASSERT(b.getNode(v3s16(x,y,z)).getLight(LIGHTBANK_NIGHT) == 0);
}
{
MapNode n(CONTENT_AIR);
for(u16 z=0; z<MAP_BLOCKSIZE; z++)
for(u16 y=0; y<MAP_BLOCKSIZE; y++)
for(u16 x=0; x<MAP_BLOCKSIZE; x++)
{
b.setNode(v3s16(x,y,z), n);
}
}
/*
Parent fetch functions
*/
parent.position_valid = false;
parent.node.setContent(5);
MapNode n;
// Positions in the block should still be valid
UASSERT(b.isValidPositionParent(v3s16(0,0,0)) == true);
UASSERT(b.isValidPositionParent(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1)) == true);
n = b.getNodeParent(v3s16(0,MAP_BLOCKSIZE-1,0));
UASSERT(n.getContent() == CONTENT_AIR);
// ...but outside the block they should be invalid
UASSERT(b.isValidPositionParent(v3s16(-121,2341,0)) == false);
UASSERT(b.isValidPositionParent(v3s16(-1,0,0)) == false);
UASSERT(b.isValidPositionParent(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE)) == false);
{
bool exception_thrown = false;
try{
// This should throw an exception
MapNode n = b.getNodeParent(v3s16(0,0,-1));
}
catch(InvalidPositionException &e)
{
exception_thrown = true;
}
UASSERT(exception_thrown);
}
parent.position_valid = true;
// Now the positions outside should be valid
UASSERT(b.isValidPositionParent(v3s16(-121,2341,0)) == true);
UASSERT(b.isValidPositionParent(v3s16(-1,0,0)) == true);
UASSERT(b.isValidPositionParent(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE)) == true);
n = b.getNodeParent(v3s16(0,0,MAP_BLOCKSIZE));
UASSERT(n.getContent() == 5);
/*
Set a node
*/
v3s16 p(1,2,0);
n.setContent(4);
b.setNode(p, n);
UASSERT(b.getNode(p).getContent() == 4);
//TODO: Update to new system
/*UASSERT(b.getNodeTile(p) == 4);
UASSERT(b.getNodeTile(v3s16(-1,-1,0)) == 5);*/
/*
propagateSunlight()
*/
// Set lighting of all nodes to 0
for(u16 z=0; z<MAP_BLOCKSIZE; z++){
for(u16 y=0; y<MAP_BLOCKSIZE; y++){
for(u16 x=0; x<MAP_BLOCKSIZE; x++){
MapNode n = b.getNode(v3s16(x,y,z));
n.setLight(LIGHTBANK_DAY, 0);
n.setLight(LIGHTBANK_NIGHT, 0);
b.setNode(v3s16(x,y,z), n);
}
}
}
{
/*
Check how the block handles being a lonely sky block
*/
parent.position_valid = true;
b.setIsUnderground(false);
parent.node.setContent(CONTENT_AIR);
parent.node.setLight(LIGHTBANK_DAY, LIGHT_SUN);
parent.node.setLight(LIGHTBANK_NIGHT, 0);
core::map<v3s16, bool> 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<v3s16, bool> 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<MAP_BLOCKSIZE; z++){
for(u16 y=0; y<MAP_BLOCKSIZE; y++){
for(u16 x=0; x<MAP_BLOCKSIZE; x++){
MapNode n;
n.setContent(CONTENT_AIR);
n.setLight(LIGHTBANK_DAY, 0);
b.setNode(v3s16(x,y,z), n);
}
}
}
// Make neighbours invalid
parent.position_valid = false;
// Add exceptions to the top of the bottom block
for(u16 x=0; x<MAP_BLOCKSIZE; x++)
for(u16 z=0; z<MAP_BLOCKSIZE; z++)
{
parent.validity_exceptions.push_back(v3s16(MAP_BLOCKSIZE+x, MAP_BLOCKSIZE-1, MAP_BLOCKSIZE+z));
}
// Lighting value for the valid nodes
parent.node.setLight(LIGHTBANK_DAY, LIGHT_MAX/2);
core::map<v3s16, bool> 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
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