Add automated tests for WorldEdit API functions that run under CI

uses a real Minetest instance (Docker)
currently covers most basic manipulations
This commit is contained in:
sfan5 2021-09-20 23:00:21 +02:00
parent 2f2f5a7def
commit 770601dd5d
4 changed files with 493 additions and 0 deletions

11
.github/workflows/test.yml vendored Normal file

@ -0,0 +1,11 @@
name: test
on: [push, pull_request]
jobs:
test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Run tests
run: MINETEST_VER=latest ./util/run_tests.sh

30
util/run_tests.sh Executable file

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#!/bin/bash
tempdir=/tmp/mt
confpath=$tempdir/minetest.conf
worldpath=$tempdir/world
use_docker=y
[ -x ../../bin/minetestserver ] && use_docker=
rm -rf $tempdir
mkdir -p $worldpath
# the docker image doesn't have devtest
[ -n "$use_docker" ] || printf '%s\n' gameid=devtest >$worldpath/world.mt
printf '%s\n' mg_name=singlenode '[end_of_params]' >$worldpath/map_meta.txt
printf '%s\n' worldedit_run_tests=true max_forceloaded_blocks=9999 >$confpath
if [ -n "$use_docker" ]; then
chmod -R 777 $tempdir
docker run --rm -i \
-v $confpath:/etc/minetest/minetest.conf \
-v $tempdir:/var/lib/minetest/.minetest \
-v "$PWD/worldedit":/var/lib/minetest/.minetest/world/worldmods/worldedit \
registry.gitlab.com/minetest/minetest/server:${MINETEST_VER}
else
mkdir $worldpath/worldmods
ln -s "$PWD/worldedit" $worldpath/worldmods/worldedit
../../bin/minetestserver --config $confpath --world $worldpath --logfile /dev/null
fi
test -f $worldpath/tests_ok || exit 1
exit 0

@ -38,3 +38,7 @@ if minetest.settings:get_bool("log_mods") then
print("[WorldEdit] Loaded!")
end
if minetest.settings:get_bool("worldedit_run_tests") then
dofile(path .. "/test.lua")
minetest.after(0, worldedit.run_tests)
end

448
worldedit/test.lua Normal file

@ -0,0 +1,448 @@
---------------------
-- Helpers
---------------------
local vec = vector.new
local vecw = function(axis, n, base)
local ret = vec(base)
ret[axis] = n
return ret
end
local pos2str = minetest.pos_to_string
local get_node = minetest.get_node
local set_node = minetest.set_node
---------------------
-- Nodes
---------------------
local air = "air"
local testnode1
local testnode2
local testnode3
-- Loads nodenames to use for tests
local function init_nodes()
testnode1 = minetest.registered_aliases["mapgen_stone"]
testnode2 = minetest.registered_aliases["mapgen_dirt"]
testnode3 = minetest.registered_aliases["mapgen_cobble"] or minetest.registered_aliases["mapgen_dirt_with_grass"]
assert(testnode1 and testnode2 and testnode3)
end
-- Writes repeating pattern into given area
local function place_pattern(pos1, pos2, pattern)
local pos = vec()
local node = {name=""}
local i = 1
for z = pos1.z, pos2.z do
pos.z = z
for y = pos1.y, pos2.y do
pos.y = y
for x = pos1.x, pos2.x do
pos.x = x
node.name = pattern[i]
set_node(pos, node)
i = i % #pattern + 1
end
end
end
end
---------------------
-- Area management
---------------------
assert(minetest.get_mapgen_setting("mg_name") == "singlenode")
local area = {}
do
local areamin, areamax
local off
local c_air = minetest.get_content_id(air)
local vbuffer = {}
-- Assign a new area for use, will emerge and then call ready()
area.assign = function(min, max, ready)
areamin = min
areamax = max
minetest.emerge_area(min, max, function(bpos, action, remaining)
assert(action ~= minetest.EMERGE_ERRORED)
if remaining > 0 then return end
minetest.after(0, function()
area.clear()
ready()
end)
end)
end
-- Reset area contents and state
area.clear = function()
local vmanip = minetest.get_voxel_manip(areamin, areamax)
local vpos1, vpos2 = vmanip:get_emerged_area()
local vcount = (vpos2.x - vpos1.x + 1) * (vpos2.y - vpos1.y + 1) * (vpos2.z - vpos1.z + 1)
if #vbuffer ~= vcount then
vbuffer = {}
for i = 1, vcount do
vbuffer[i] = c_air
end
end
vmanip:set_data(vbuffer)
vmanip:write_to_map()
off = vec(0, 0, 0)
end
-- Returns an usable area [pos1, pos2] that does not overlap previous ones
area.get = function(sizex, sizey, sizez)
local size
if sizey == nil or sizez == nil then
size = {x=sizex, y=sizex, z=sizex}
else
size = {x=sizex, y=sizey, z=sizez}
end
local pos1 = vector.add(areamin, off)
local pos2 = vector.subtract(vector.add(pos1, size), 1)
if pos2.x > areamax.x or pos2.y > areamax.y or pos2.z > areamax.z then
error("Internal failure: out of space")
end
off = vector.add(off, size)
return pos1, pos2
end
-- Returns an axis and count (= n) relative to the last-requested area that is unoccupied
area.dir = function(n)
local pos1 = vector.add(areamin, off)
if pos1.x + n <= areamax.x then
off.x = off.x + n
return "x", n
elseif pos1.x + n <= areamax.y then
off.y = off.y + n
return "y", n
elseif pos1.z + n <= areamax.z then
off.z = off.z + n
return "z", n
end
error("Internal failure: out of space")
end
-- Returns [XYZ] margin (list of pos pairs) of n around last-requested area
-- (may actually be larger but doesn't matter)
area.margin = function(n)
local pos1, pos2 = area.get(n)
return {
{ vec(areamin.x, areamin.y, pos1.z), pos2 }, -- X/Y
{ vec(areamin.x, pos1.y, areamin.z), pos2 }, -- X/Z
{ vec(pos1.x, areamin.y, areamin.z), pos2 }, -- Y/Z
}
end
end
-- Split an existing area into two non-overlapping [pos1, half1], [half2, pos2] parts; returns half1, half2
area.split = function(pos1, pos2)
local axis
if pos2.x - pos1.x >= 1 then
axis = "x"
elseif pos2.y - pos1.y >= 1 then
axis = "y"
elseif pos2.z - pos1.z >= 1 then
axis = "z"
else
error("Internal failure: area too small to split")
end
local hspan = math.floor((pos2[axis] - pos1[axis] + 1) / 2)
local half1 = vecw(axis, pos1[axis] + hspan - 1, pos2)
local half2 = vecw(axis, pos1[axis] + hspan, pos2)
return half1, half2
end
---------------------
-- Checks
---------------------
local check = {}
-- Check that all nodes in [pos1, pos2] are the node(s) specified
check.filled = function(pos1, pos2, nodes)
if type(nodes) == "string" then
nodes = { nodes }
end
local _, counts = minetest.find_nodes_in_area(pos1, pos2, nodes)
local total = worldedit.volume(pos1, pos2)
local sum = 0
for _, n in pairs(counts) do
sum = sum + n
end
if sum ~= total then
error((total - sum) .. " " .. table.concat(nodes, ",") .. " nodes missing in " ..
pos2str(pos1) .. " -> " .. pos2str(pos2))
end
end
-- Check that none of the nodes in [pos1, pos2] are the node(s) specified
check.not_filled = function(pos1, pos2, nodes)
if type(nodes) == "string" then
nodes = { nodes }
end
local _, counts = minetest.find_nodes_in_area(pos1, pos2, nodes)
for nodename, n in pairs(counts) do
if n ~= 0 then
error(counts[nodename] .. " " .. nodename .. " nodes found in " ..
pos2str(pos1) .. " -> " .. pos2str(pos2))
end
end
end
-- Check that all of the areas are only made of node(s) specified
check.filled2 = function(list, nodes)
for _, pos in ipairs(list) do
check.filled(pos[1], pos[2], nodes)
end
end
-- Check that none of the areas contain the node(s) specified
check.not_filled2 = function(list, nodes)
for _, pos in ipairs(list) do
check.not_filled(pos[1], pos[2], nodes)
end
end
-- Checks presence of a repeating pattern in [pos1, po2] (cf. place_pattern)
check.pattern = function(pos1, pos2, pattern)
local pos = vec()
local i = 1
for z = pos1.z, pos2.z do
pos.z = z
for y = pos1.y, pos2.y do
pos.y = y
for x = pos1.x, pos2.x do
pos.x = x
local node = get_node(pos)
if node.name ~= pattern[i] then
error(pattern[i] .. " not found at " .. pos2str(pos) .. " (i=" .. i .. ")")
end
i = i % #pattern + 1
end
end
end
end
---------------------
-- The actual tests
---------------------
local tests = {}
local function register_test(name, func, opts)
assert(type(name) == "string")
assert(func == nil or type(func) == "function")
if not opts then
opts = {}
else
opts = table.copy(opts)
end
opts.name = name
opts.func = func
table.insert(tests, opts)
end
-- How this works:
-- register_test registers a test with a name and function
-- The function should return if the test passes or otherwise cause a Lua error
-- The basic structure is: get areas + do operations + check results
-- Helpers:
-- area.get must be used to retrieve areas that can be operated on (these will be cleared before each test)
-- check.filled / check.not_filled can be used to check the result
-- area.margin + check.filled2 is useful to make sure nodes weren't placed too far
-- place_pattern + check.pattern is useful to test ops that operate on existing data
register_test("Internal self-test")
register_test("is area loaded?", function()
local pos1, _ = area.get(1)
assert(get_node(pos1).name == "air")
end, {dry=true})
register_test("area.split", function()
for i = 2, 6 do
local pos1, pos2 = area.get(1, 1, i)
local half1, half2 = area.split(pos1, pos2)
assert(pos1.x == half1.x and pos1.y == half1.y)
assert(half1.x == half2.x and half1.y == half2.y)
assert(half1.z + 1 == half2.z)
if i % 2 == 0 then
assert((half1.z - pos1.z) == (pos2.z - half2.z)) -- divided equally
end
end
end, {dry=true})
register_test("check.filled", function()
local pos1, pos2 = area.get(1, 2, 1)
set_node(pos1, {name=testnode1})
set_node(pos2, {name=testnode2})
check.filled(pos1, pos1, testnode1)
check.filled(pos1, pos2, {testnode1, testnode2})
check.not_filled(pos1, pos1, air)
check.not_filled(pos1, pos2, {air, testnode3})
end)
register_test("pattern", function()
local pos1, pos2 = area.get(3, 2, 1)
local pattern = {testnode1, testnode3}
place_pattern(pos1, pos2, pattern)
assert(get_node(pos1).name == testnode1)
check.pattern(pos1, pos2, pattern)
end)
register_test("Generic node manipulations")
register_test("worldedit.set", function()
local pos1, pos2 = area.get(10)
local m = area.margin(1)
worldedit.set(pos1, pos2, testnode1)
check.filled(pos1, pos2, testnode1)
check.filled2(m, air)
end)
register_test("worldedit.set mix", function()
local pos1, pos2 = area.get(10)
local m = area.margin(1)
worldedit.set(pos1, pos2, {testnode1, testnode2})
check.filled(pos1, pos2, {testnode1, testnode2})
check.filled2(m, air)
end)
register_test("worldedit.replace", function()
local pos1, pos2 = area.get(10)
local half1, half2 = area.split(pos1, pos2)
worldedit.set(pos1, half1, testnode1)
worldedit.set(half2, pos2, testnode2)
worldedit.replace(pos1, pos2, testnode1, testnode3)
check.not_filled(pos1, pos2, testnode1)
check.filled(pos1, half1, testnode3)
check.filled(half2, pos2, testnode2)
end)
register_test("worldedit.replace inverse", function()
local pos1, pos2 = area.get(10)
local half1, half2 = area.split(pos1, pos2)
worldedit.set(pos1, half1, testnode1)
worldedit.set(half2, pos2, testnode2)
worldedit.replace(pos1, pos2, testnode1, testnode3, true)
check.filled(pos1, half1, testnode1)
check.filled(half2, pos2, testnode3)
end)
-- FIXME?: this one looks overcomplicated
register_test("worldedit.copy", function()
local pos1, pos2 = area.get(4)
local axis, n = area.dir(2)
local m = area.margin(1)
local b = pos1[axis]
-- create one slice with testnode1, one with testnode2
worldedit.set(pos1, vecw(axis, b + 1, pos2), testnode1)
worldedit.set(vecw(axis, b + 2, pos1), pos2, testnode2)
worldedit.copy(pos1, pos2, axis, n)
-- should have three slices now
check.filled(pos1, vecw(axis, b + 1, pos2), testnode1)
check.filled(vecw(axis, b + 2, pos1), pos2, testnode1)
check.filled(vecw(axis, b + 4, pos1), vector.add(pos2, vecw(axis, n)), testnode2)
check.filled2(m, "air")
end)
register_test("worldedit.copy2", function()
local pos1, pos2 = area.get(6)
local m1 = area.margin(1)
local pos1_, pos2_ = area.get(6)
local m2 = area.margin(1)
local pattern = {testnode1, testnode2, testnode3, testnode1, testnode2}
place_pattern(pos1, pos2, pattern)
worldedit.copy2(pos1, pos2, vector.subtract(pos1_, pos1))
check.pattern(pos1, pos2, pattern)
check.pattern(pos1_, pos2_, pattern)
check.filled2(m1, "air")
check.filled2(m2, "air")
end)
register_test("worldedit.move (overlap)", function()
local pos1, pos2 = area.get(7)
local axis, n = area.dir(2)
local m = area.margin(1)
local pattern = {testnode2, testnode1, testnode2, testnode3, testnode3}
place_pattern(pos1, pos2, pattern)
worldedit.move(pos1, pos2, axis, n)
check.filled(pos1, vecw(axis, pos1[axis] + n - 1, pos2), "air")
check.pattern(vecw(axis, pos1[axis] + n, pos1), vecw(axis, pos2[axis] + n, pos2), pattern)
check.filled2(m, "air")
end)
register_test("worldedit.move", function()
local pos1, pos2 = area.get(10)
local axis, n = area.dir(10)
local m = area.margin(1)
local pattern = {testnode1, testnode3, testnode3, testnode2}
place_pattern(pos1, pos2, pattern)
worldedit.move(pos1, pos2, axis, n)
check.filled(pos1, pos2, "air")
check.pattern(vecw(axis, pos1[axis] + n, pos1), vecw(axis, pos2[axis] + n, pos2), pattern)
check.filled2(m, "air")
end)
-- TODO: the rest (also testing param2 + metadata)
---------------------
-- Main function
---------------------
worldedit.run_tests = function()
do
local v = minetest.get_version()
print("Running " .. #tests .. " tests for WorldEdit " ..
worldedit.version_string .. " on " .. v.project .. " " .. (v.hash or v.string))
end
init_nodes()
-- emerge area from (0,0,0) ~ (56,56,56) and keep it loaded
-- Note: making this area smaller speeds up tests
local wanted = vec(56, 56, 56)
for x = 0, math.floor(wanted.x/16) do
for y = 0, math.floor(wanted.y/16) do
for z = 0, math.floor(wanted.z/16) do
assert(minetest.forceload_block({x=x*16, y=y*16, z=z*16}, true))
end
end
end
area.assign(vec(0, 0, 0), wanted, function()
local failed = 0
for _, test in ipairs(tests) do
if not test.func then
local s = "---- " .. test.name .. " "
print(s .. string.rep("-", 60 - #s))
else
if not test.dry then
area.clear()
end
local ok, err = pcall(test.func)
print(string.format("%-60s %s", test.name, ok and "pass" or "FAIL"))
if not ok then
print(" " .. err)
failed = failed + 1
end
end
end
print("Done, " .. failed .. " tests failed.")
if failed == 0 then
io.close(io.open(minetest.get_worldpath() .. "/tests_ok", "w"))
end
minetest.request_shutdown()
end)
end
-- for debug purposes
minetest.register_on_joinplayer(function(player)
minetest.set_player_privs(player:get_player_name(),
minetest.string_to_privs("fly,fast,noclip,basic_debug,debug,interact"))
end)
minetest.register_on_punchnode(function(pos, node, puncher)
minetest.chat_send_player(puncher:get_player_name(), pos2str(pos))
end)