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* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
76 lines
3.7 KiB
Plaintext
76 lines
3.7 KiB
Plaintext
/* Unit Tests originally designed by Ccomp5950
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*
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* Tests are created to prevent changes that would create bugs or change expected behaviour.
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* For the most part I think any test can be created that doesn't require a client in a mob or require a game mode other then extended
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*
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* The easiest way to make effective tests is to create a "template" if you intend to run the same test over and over and make your actual
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* tests be a "child object" of those templates. Be sure and name your templates with the word "template" somewhere in var/name.
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*
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* The goal is to have all sorts of tests that run and to run them as quickly as possible.
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*
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* Tests that require time to run we instead just check back on their results later instead of waiting around in a sleep(1) for each test.
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* This allows us to finish unit testing quicker since we can start other tests while we're waiting on that one to finish.
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*
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* An example of that is listed in mob_tests.dm with the human_breath test. We spawn the mob in space and set the async flag to 1 so that we run the check later.
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* After 10 life ticks for that mob we check it's oxyloss but while that is going on we've already ran other tests.
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*
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* If your test requires a significant amount of time...cheat on the timers. Either speed up the process/life runs or do as we did in the timers for the shuttle
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* transfers in zas_tests.dm we move a shuttle but instead of waiting 3 minutes we set the travel time to a very low number.
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*
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* At the same time, Unit tests are intended to reflect standard usage so avoid changing to much about how stuff is processed.
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*
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*
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* WRITE UNIT TEST TEMPLATES AS GENERIC AS POSSIBLE (makes for easy reusability)
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*
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*/
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var/all_unit_tests_passed = 1
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var/failed_unit_tests = 0
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var/total_unit_tests = 0
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// For console out put in Linux/Bash makes the output green or red.
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// Should probably only be used for unit tests/Travis since some special folks use winders to host servers.
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var/ascii_esc = ascii2text(27)
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var/ascii_red = "[ascii_esc]\[31m"
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var/ascii_green = "[ascii_esc]\[32m"
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var/ascii_reset = "[ascii_esc]\[0m"
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// We list these here so we can remove them from the for loop running this.
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// Templates aren't intended to be ran but just serve as a way to create child objects of it with inheritable tests for quick test creation.
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datum/unit_test
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var/name = "template - should not be ran."
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var/disabled = 0 // If we want to keep a unit test in the codebase but not run it for some reason.
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var/async = 0 // If the check can be left to do it's own thing, you must define a check_result() proc if you use this.
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var/reported = 0 // If it's reported a success or failure. Any tests that have not are assumed to be failures.
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var/why_disabled = "No reason set." // If we disable a unit test we will display why so it reminds us to check back on it later.
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datum/unit_test/proc/fail(var/message)
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all_unit_tests_passed = 0
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failed_unit_tests++
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reported = 1
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log_unit_test("[ascii_red]!!! FAILURE !!! \[[name]\]: [message][ascii_reset]")
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datum/unit_test/proc/pass(var/message)
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reported = 1
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log_unit_test("[ascii_green]*** SUCCESS *** \[[name]\]: [message][ascii_reset]")
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datum/unit_test/proc/start_test()
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fail("No test proc.")
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datum/unit_test/proc/check_result()
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fail("No check results proc")
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return 1
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proc/load_unit_test_changes()
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/*
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//This takes about 60 seconds to run on Travis and is only used for the ZAS vacume check on The Asteroid.
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if(config.generate_asteroid != 1)
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log_unit_test("Overiding Configuration option for Asteroid Generation to ENABLED")
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config.generate_asteroid = 1 // The default map requires it, the example config doesn't have this enabled.
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*/
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