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author | sfan5 <sfan5@live.de> | 2021-12-18 20:36:43 +0100 |
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committer | GitHub <noreply@github.com> | 2021-12-18 20:36:43 +0100 |
commit | 8472141b79c25092c90dea24aa873bd7ff792142 (patch) | |
tree | f83851a66ec4b892786ae8a398bee3e8c5228c78 /games/devtest/mods/unittests/init.lua | |
parent | 1c5ece8334d050379eb99fe2ead52f9f4db44249 (diff) | |
download | minetest-8472141b79c25092c90dea24aa873bd7ff792142.tar.gz minetest-8472141b79c25092c90dea24aa873bd7ff792142.tar.bz2 minetest-8472141b79c25092c90dea24aa873bd7ff792142.zip |
Restructure devtest's unittests and run them in CI (#11859)
Diffstat (limited to 'games/devtest/mods/unittests/init.lua')
-rw-r--r-- | games/devtest/mods/unittests/init.lua | 199 |
1 files changed, 190 insertions, 9 deletions
diff --git a/games/devtest/mods/unittests/init.lua b/games/devtest/mods/unittests/init.lua index 12c67f78b..0754d507f 100644 --- a/games/devtest/mods/unittests/init.lua +++ b/games/devtest/mods/unittests/init.lua @@ -1,18 +1,199 @@ 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 .. "/random.lua") +dofile(modpath .. "/misc.lua") dofile(modpath .. "/player.lua") -dofile(modpath .. "/crafting_prepare.lua") dofile(modpath .. "/crafting.lua") dofile(modpath .. "/itemdescription.lua") -if minetest.settings:get_bool("devtest_unittests_autostart", false) then - unittests.test_random() - unittests.test_crafting() - unittests.test_short_desc() - minetest.register_on_joinplayer(function(player) - unittests.test_player(player) +-------------- + +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 - |