Files
Aurora.3/code/unit_tests/unit_test.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* 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
2017-05-02 14:40:40 -04:00

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/* Unit Tests originally designed by Ccomp5950
*
* Tests are created to prevent changes that would create bugs or change expected behaviour.
* 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
*
* 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
* tests be a "child object" of those templates. Be sure and name your templates with the word "template" somewhere in var/name.
*
* The goal is to have all sorts of tests that run and to run them as quickly as possible.
*
* 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.
* This allows us to finish unit testing quicker since we can start other tests while we're waiting on that one to finish.
*
* 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.
* After 10 life ticks for that mob we check it's oxyloss but while that is going on we've already ran other tests.
*
* 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
* 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.
*
* At the same time, Unit tests are intended to reflect standard usage so avoid changing to much about how stuff is processed.
*
*
* WRITE UNIT TEST TEMPLATES AS GENERIC AS POSSIBLE (makes for easy reusability)
*
*/
var/all_unit_tests_passed = 1
var/failed_unit_tests = 0
var/total_unit_tests = 0
// For console out put in Linux/Bash makes the output green or red.
// Should probably only be used for unit tests/Travis since some special folks use winders to host servers.
var/ascii_esc = ascii2text(27)
var/ascii_red = "[ascii_esc]\[31m"
var/ascii_green = "[ascii_esc]\[32m"
var/ascii_reset = "[ascii_esc]\[0m"
// We list these here so we can remove them from the for loop running this.
// 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.
datum/unit_test
var/name = "template - should not be ran."
var/disabled = 0 // If we want to keep a unit test in the codebase but not run it for some reason.
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.
var/reported = 0 // If it's reported a success or failure. Any tests that have not are assumed to be failures.
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.
datum/unit_test/proc/fail(var/message)
all_unit_tests_passed = 0
failed_unit_tests++
reported = 1
log_unit_test("[ascii_red]!!! FAILURE !!! \[[name]\]: [message][ascii_reset]")
datum/unit_test/proc/pass(var/message)
reported = 1
log_unit_test("[ascii_green]*** SUCCESS *** \[[name]\]: [message][ascii_reset]")
datum/unit_test/proc/start_test()
fail("No test proc.")
datum/unit_test/proc/check_result()
fail("No check results proc")
return 1
proc/load_unit_test_changes()
/*
//This takes about 60 seconds to run on Travis and is only used for the ZAS vacume check on The Asteroid.
if(config.generate_asteroid != 1)
log_unit_test("Overiding Configuration option for Asteroid Generation to ENABLED")
config.generate_asteroid = 1 // The default map requires it, the example config doesn't have this enabled.
*/