minetest/games/devtest/mods/unittests/init.lua

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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, ...)
co = nil
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
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local function wait_for_map(pos, callback)
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local function check()
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if core.get_node(pos).name ~= "ignore" then
callback()
else
core.after(0, check)
end
end
check()
end
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-- This runs in a coroutine so it uses await()
function unittests.run_all()
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
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local pos = player:get_pos():round():offset(0, 5, 0)
core.forceload_block(pos, true, -1)
await(function(cb)
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wait_for_map(pos, cb)
end)
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("Devtest 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 = core.get_modpath("unittests")
dofile(modpath .. "/misc.lua")
dofile(modpath .. "/player.lua")
dofile(modpath .. "/crafting.lua")
dofile(modpath .. "/itemdescription.lua")
dofile(modpath .. "/async_env.lua")
dofile(modpath .. "/entity.lua")
dofile(modpath .. "/get_version.lua")
dofile(modpath .. "/itemstack_equals.lua")
dofile(modpath .. "/content_ids.lua")
dofile(modpath .. "/metadata.lua")
dofile(modpath .. "/raycast.lua")
dofile(modpath .. "/inventory.lua")
dofile(modpath .. "/load_time.lua")
dofile(modpath .. "/on_shutdown.lua")
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dofile(modpath .. "/color.lua")
--------------
local function send_results(name, ok)
core.chat_send_player(name,
minetest.colorize(ok and "green" or "red",
(ok and "All devtest unit tests passed." or
"There were devtest unit test failures.") ..
" Check the console for detailed output."))
end
if core.settings:get_bool("devtest_unittests_autostart", false) then
local test_results = nil
core.after(0, function()
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-- CI adds a mod which sets `unittests.on_finished`
-- to write status information to the filesystem
local old_on_finished = unittests.on_finished
unittests.on_finished = function(ok)
for _, player in ipairs(minetest.get_connected_players()) do
send_results(player:get_player_name(), ok)
end
test_results = ok
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old_on_finished(ok)
end
coroutine.wrap(unittests.run_all)()
end)
minetest.register_on_joinplayer(function(player)
if test_results == nil then
return -- tests haven't completed yet
end
send_results(player:get_player_name(), test_results)
end)
else
core.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)
send_results(name, ok)
end
coroutine.wrap(unittests.run_all)()
return true, ""
end,
})
end