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https://github.com/minetest/minetest.git
synced 2024-08-18 20:44:16 +02:00
Add unit tests for SAO load / unload behaviour
This commit is contained in:
parent
8339594206
commit
e3b9828f24
@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "server.h"
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#include "log.h"
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#include "settings.h"
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#include "filesys.h"
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#include "cpp_api/s_internal.h"
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#include "lua_api/l_areastore.h"
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#include "lua_api/l_auth.h"
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@ -89,6 +90,12 @@ ServerScripting::ServerScripting(Server* server):
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infostream << "SCRIPTAPI: Initialized game modules" << std::endl;
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}
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void ServerScripting::loadBuiltin()
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{
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loadMod(Server::getBuiltinLuaPath() + DIR_DELIM "init.lua", BUILTIN_MOD_NAME);
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checkSetByBuiltin();
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}
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void ServerScripting::saveGlobals()
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{
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SCRIPTAPI_PRECHECKHEADER
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@ -49,6 +49,7 @@ class ServerScripting:
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public:
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ServerScripting(Server* server);
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void loadBuiltin();
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// use ScriptApiBase::loadMod() to load mods
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// Save globals that are copied into other Lua envs
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@ -471,8 +471,7 @@ void Server::init()
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// Must be created before mod loading because we have some inventory creation
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m_inventory_mgr = std::make_unique<ServerInventoryManager>();
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m_script->loadMod(getBuiltinLuaPath() + DIR_DELIM "init.lua", BUILTIN_MOD_NAME);
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m_script->checkSetByBuiltin();
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m_script->loadBuiltin();
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m_gamespec.checkAndLog();
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m_modmgr->loadMods(m_script);
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@ -1642,7 +1642,8 @@ void ServerEnvironment::step(float dtime)
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}
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// Send outdated detached inventories
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m_server->sendDetachedInventories(PEER_ID_INEXISTENT, true);
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if (!m_players.empty())
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m_server->sendDetachedInventories(PEER_ID_INEXISTENT, true);
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// Notify mods of modified mapblocks
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if (m_on_mapblocks_changed_receiver.receiving &&
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@ -26,6 +26,7 @@ set (UNITTEST_SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/test_objdef.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_profiler.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_random.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_sao.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_schematic.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_serialization.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_serveractiveobjectmgr.cpp
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@ -19,7 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#pragma once
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#include <server.h>
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#include "server.h"
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class MockServer : public Server
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{
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@ -31,6 +31,9 @@ public:
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)
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{}
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void start() = delete;
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void stop() = delete;
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private:
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void SendChatMessage(session_t peer_id, const ChatMessage &message) {}
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};
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@ -22,11 +22,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mock_inventorymanager.h"
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#include "mock_server.h"
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#include "mock_serveractiveobject.h"
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#include "scripting_server.h"
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#include "server/mods.h"
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class TestMoveAction : public TestBase
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{
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public:
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@ -63,7 +61,7 @@ void TestMoveAction::runTests(IGameDef *gamedef)
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server.m_modmgr = std::make_unique<ServerModManager>(server.m_path_world);
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std::string builtin = Server::getBuiltinLuaPath() + DIR_DELIM;
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server_scripting.loadMod(builtin + "init.lua", BUILTIN_MOD_NAME);
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server_scripting.loadBuiltin();
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server_scripting.loadMod(builtin + "game" DIR_DELIM "tests" DIR_DELIM "test_moveaction.lua", BUILTIN_MOD_NAME);
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} catch (ModError &e) {
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// Print backtrace in case of syntax errors
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315
src/unittest/test_sao.cpp
Normal file
315
src/unittest/test_sao.cpp
Normal file
@ -0,0 +1,315 @@
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/*
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Minetest
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Copyright (C) 2024 sfan5
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "test.h"
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#include "mock_server.h"
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#include "scripting_server.h"
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#include "server/luaentity_sao.h"
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#include "emerge.h"
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/*
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* Tests how SAOs behave in the server environment.
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* See also test_serveractiveobjectmgr.cpp and test_activeobject.cpp for other tests.
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*/
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class TestSAO : public TestBase
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{
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public:
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TestSAO() { TestManager::registerTestModule(this); }
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const char *getName() { return "TestSAO"; }
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void runTests(IGameDef *gamedef);
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void testStaticSave(ServerEnvironment *env);
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void testNotSaved(ServerEnvironment *env);
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void testActivate(ServerEnvironment *env);
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void testStaticToFalse(ServerEnvironment *env);
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void testStaticToTrue(ServerEnvironment *env);
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private:
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// enough for both removeRemovedObjects and deactivateFarObjects to be called
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// use as param to ServerEnvironment::step()
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float m_step_interval;
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};
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static TestSAO g_test_instance;
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const static char *helper_lua_src = R"(
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core.register_entity(":test:static", {})
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core.register_entity(":test:non_static", {
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initial_properties = {
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static_save = false,
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}
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})
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)";
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void TestSAO::runTests(IGameDef *gamedef)
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{
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MockServer server(getTestTempDirectory());
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const auto helper_lua = getTestTempFile();
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{
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std::ofstream ofs(helper_lua, std::ios::out | std::ios::binary);
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ofs << helper_lua_src;
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std::ofstream ofs2(server.getWorldPath() + DIR_DELIM "world.mt",
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std::ios::out | std::ios::binary);
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ofs2 << "backend = dummy\n";
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}
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ServerScripting server_scripting(&server);
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try {
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server_scripting.loadBuiltin();
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server_scripting.loadMod(helper_lua, BUILTIN_MOD_NAME);
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} catch (ModError &e) {
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rawstream << e.what() << std::endl;
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num_tests_failed = 1;
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return;
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}
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// unfortunately we have to create a lot since a DummyMap doesn't cut it.
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// TODO: best to factor entity mgmt out of ServerEnvironment, also
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// EmergeManager should become mockable
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MetricsBackend mb;
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EmergeManager emerge(&server, &mb);
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auto *map = new ServerMap(server.getWorldPath(), gamedef, &emerge, &mb);
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ServerEnvironment env(map, &server_scripting, &server, "", &mb);
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env.loadMeta();
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m_step_interval = std::max(
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g_settings->getFloat("active_block_mgmt_interval"), 0.5f) + 0.1f;
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TEST(testStaticSave, &env);
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TEST(testNotSaved, &env);
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TEST(testActivate, &env);
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TEST(testStaticToFalse, &env);
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TEST(testStaticToTrue, &env);
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env.deactivateBlocksAndObjects();
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}
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static LuaEntitySAO *add_entity(ServerEnvironment *env, v3f pos, const char *name)
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{
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auto obj_u = std::make_unique<LuaEntitySAO>(env, pos, name, "");
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auto obj = obj_u.get();
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u16 id = env->addActiveObject(std::move(obj_u));
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if (!id || obj->isGone())
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return nullptr;
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return obj;
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}
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static u16 assert_active_in_block(MapBlock *block, u16 obj_id = 0)
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{
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const auto &so = block->m_static_objects;
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UASSERTEQ(size_t, so.getStoredSize(), 0);
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UASSERTEQ(size_t, so.getActiveSize(), 1);
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if (obj_id) {
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UASSERT(so.getAllActives().count(obj_id) == 1);
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} else {
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obj_id = so.getAllActives().begin()->first;
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UASSERT(obj_id != 0);
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}
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return obj_id;
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}
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void TestSAO::testStaticSave(ServerEnvironment *env)
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{
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Map &map = env->getMap();
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const v3f testpos(0, -66 * BS, 0);
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const v3s16 testblockpos = getNodeBlockPos(floatToInt(testpos, BS));
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auto obj = add_entity(env, testpos, "test:static");
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UASSERT(obj);
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const u16 obj_id = obj->getId();
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// static data should have been created
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UASSERT(obj->accessObjectProperties()->static_save);
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UASSERT(obj->m_static_exists);
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UASSERTEQ(auto, obj->m_static_block, testblockpos);
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// check that it's really in there
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auto *block = map.getBlockNoCreateNoEx(testblockpos);
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UASSERT(block);
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assert_active_in_block(block, obj_id);
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// Since we have no active blocks, stepping will deactivate it.
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env->step(m_step_interval);
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obj = nullptr; // dangling reference
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UASSERT(!env->getActiveObject(obj_id));
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UASSERTEQ(size_t, block->m_static_objects.getStoredSize(), 1);
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UASSERTEQ(size_t, block->m_static_objects.getActiveSize(), 0);
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}
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void TestSAO::testNotSaved(ServerEnvironment *env)
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{
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Map &map = env->getMap();
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const v3f testpos(0, 4 * BS, 0);
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const v3s16 testblockpos = getNodeBlockPos(floatToInt(testpos, BS));
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// make sure matching block exists (see below)
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auto *block = map.emergeBlock(testblockpos, true);
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UASSERT(block);
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auto obj = add_entity(env, testpos, "test:non_static");
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UASSERT(obj);
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const u16 obj_id = obj->getId();
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UASSERT(!obj->accessObjectProperties()->static_save);
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UASSERT(!obj->m_static_exists);
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UASSERTEQ(size_t, block->m_static_objects.size(), 0);
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// Non-static objects are only unloaded together with their block, so doing
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// this will *not* delete it.
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env->step(m_step_interval);
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UASSERT(env->getActiveObject(obj_id) == obj);
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// Here we force the block to be unloaded, this has the expected effect.
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map.timerUpdate(10.0f, 5.0f, -1);
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env->step(m_step_interval);
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block = nullptr;
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obj = nullptr;
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UASSERT(!env->getActiveObject(obj_id));
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block = map.emergeBlock(testblockpos, false);
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if (block)
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UASSERTEQ(size_t, block->m_static_objects.size(), 0);
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}
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void TestSAO::testActivate(ServerEnvironment *env)
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{
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Map &map = env->getMap();
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const v3f testpos(0, 0, 100 * BS);
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const v3s16 testblockpos = getNodeBlockPos(floatToInt(testpos, BS));
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// this time insert the static object manually
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StaticObject s_obj;
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{
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auto obj = std::make_unique<LuaEntitySAO>(env, testpos, "test:static", "");
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s_obj = StaticObject(obj.get(), obj->getBasePosition());
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}
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auto *block = map.emergeBlock(testblockpos, true);
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UASSERT(block);
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block->m_static_objects.insert(0, s_obj);
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// Activating the block will convert it to active.
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env->activateBlock(block);
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const u16 obj_id = assert_active_in_block(block);
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auto *obj = env->getActiveObject(obj_id);
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UASSERT(obj);
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// same conditions as testStaticSave
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UASSERT(obj->m_static_exists);
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UASSERTEQ(auto, obj->m_static_block, testblockpos);
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// let the object be deactivated, it causes a warning when we unload
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// MapBlocks in further tests otherwise
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// FIXME: figure out if this is a bug that needs to be fixed
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env->step(m_step_interval);
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}
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void TestSAO::testStaticToFalse(ServerEnvironment *env)
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{
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Map &map = env->getMap();
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const v3f testpos(0, 0, -22 * BS);
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const v3s16 testblockpos = getNodeBlockPos(floatToInt(testpos, BS));
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/*
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* This test represents an edge case where static_save changed from true
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* to false while the server was off.
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*/
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StaticObject s_obj;
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{
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auto obj = std::make_unique<LuaEntitySAO>(env, testpos, "test:non_static", "");
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// since the object is not added, it doesn't read info from Lua and retains
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// the default value. This is what allows us to do this.
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UASSERT(obj->isStaticAllowed());
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s_obj = StaticObject(obj.get(), obj->getBasePosition());
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}
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auto *block = map.emergeBlock(testblockpos, true);
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UASSERT(block);
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block->m_static_objects.insert(0, s_obj);
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env->activateBlock(block);
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const u16 obj_id = assert_active_in_block(block);
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auto *obj = env->getActiveObject(obj_id);
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UASSERT(obj);
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// environment must remember place of static data
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UASSERT(obj->m_static_exists);
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UASSERTEQ(auto, obj->m_static_block, testblockpos);
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#if 0
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/*
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* FIXME: needs investigation
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* When using this code path the test fails and there's also a warning.
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* The problem is that the block is unloaded while the object is still in the
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* active list, removeFarObjects() has no chance at doing something.
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* This seems to be a general issue that in practice only applies with static_save=false.
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*/
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map.timerUpdate(10.0f, 5.0f, -1);
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env->step(m_step_interval);
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#else
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obj->markForRemoval();
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env->step(m_step_interval);
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#endif
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block = nullptr;
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obj = nullptr;
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UASSERT(!env->getActiveObject(obj_id));
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// static data must have been deleted
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block = map.emergeBlock(testblockpos, false);
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if (block)
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UASSERTEQ(size_t, block->m_static_objects.size(), 0);
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}
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void TestSAO::testStaticToTrue(ServerEnvironment *env)
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{
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Map &map = env->getMap();
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const v3f testpos(123 * BS, 5 * BS, 0);
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const v3s16 testblockpos = getNodeBlockPos(floatToInt(testpos, BS));
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auto obj = add_entity(env, testpos, "test:non_static");
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UASSERT(obj);
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const u16 obj_id = obj->getId();
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UASSERT(!obj->m_static_exists);
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obj->accessObjectProperties()->static_save = true;
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env->step(m_step_interval);
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obj = nullptr;
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UASSERT(!env->getActiveObject(obj_id));
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// data must have been newly saved
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auto *block = map.getBlockNoCreateNoEx(testblockpos);
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UASSERT(block);
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UASSERTEQ(size_t, block->m_static_objects.getStoredSize(), 1);
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UASSERTEQ(size_t, block->m_static_objects.getActiveSize(), 0);
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}
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