mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +00:00
changes: Maps are no longer compiled in, instead loaded directly from the DMMs at runtime. Z level defines have been moved from the config to map datums. Unit tests now use typecaches. DMMS now actually works. DMMS has been updated slightly. DMMS is now capable of loading simple lists of non-text types. DMMS is now faster when loading many types without mapped in attributes and when loading area instances. Asteroid generation is now defined on the map datum instead of being hard-coded in SSasteroid. Holodeck presets are now defined on the map datum. Atmos machinery now uses Initialize().
113 lines
2.5 KiB
Plaintext
113 lines
2.5 KiB
Plaintext
// This file exists so unit tests work with SMC.
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// It initializes last in the subsystem order, and queues
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// the tests to start about 20 seconds after init is done.
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#ifdef UNIT_TEST
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/datum/controller/subsystem/unit_tests
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name = "Unit Tests"
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init_order = -1e6 // last.
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var/list/queue = list()
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var/list/async_tests = list()
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var/list/current_async
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var/stage = 0
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wait = 2 SECONDS
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flags = SS_FIRE_IN_LOBBY
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/datum/controller/subsystem/unit_tests/Initialize(timeofday)
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log_unit_test("Initializing Unit Testing")
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//
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//Start the Round.
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//
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world.save_mode("extended")
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for (var/thing in subtypesof(/datum/unit_test) - typecacheof(current_map.excluded_test_types))
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var/datum/unit_test/D = new thing
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if(findtext(D.name, "template"))
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qdel(D)
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continue
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queue += D
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log_unit_test("[queue.len] unit tests loaded.")
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..()
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/datum/controller/subsystem/unit_tests/proc/start_game()
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if (SSticker.current_state == GAME_STATE_PREGAME)
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SSticker.current_state = GAME_STATE_SETTING_UP
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log_unit_test("Round has been started.")
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stage++
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else
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log_unit_test("Unable to start testing; SSticker.current_state=[SSticker.current_state]!")
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del world
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/datum/controller/subsystem/unit_tests/proc/handle_tests()
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var/list/curr = queue
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while (curr.len)
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var/datum/unit_test/test = curr[curr.len]
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curr.len--
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if (test.disabled)
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test.pass("[ascii_red]Check Disabled: [test.why_disabled]")
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if (MC_TICK_CHECK)
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return
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continue
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if (test.start_test() == null) // Runtimed.
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test.fail("Test Runtimed")
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if (test.async)
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async_tests += test
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total_unit_tests++
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if (MC_TICK_CHECK)
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return
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if (!curr.len)
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stage++
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/datum/controller/subsystem/unit_tests/proc/handle_async(resumed = 0)
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if (!resumed)
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current_async = async_tests.Copy()
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var/list/async = current_async
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while (async.len)
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var/datum/unit_test/test = current_async[current_async.len]
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current_async.len--
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if (test.check_result())
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async_tests -= test
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if (MC_TICK_CHECK)
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return
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if (!async.len)
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stage++
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/datum/controller/subsystem/unit_tests/fire(resumed = 0)
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switch (stage)
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if (0)
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start_game()
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if (1)
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// wait a moment
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stage++
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if (2) // do normal tests
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handle_tests()
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if (3)
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handle_async(resumed)
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if (4) // Finalization.
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if(all_unit_tests_passed)
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log_unit_test("[ascii_green]**** All Unit Tests Passed \[[total_unit_tests]\] ****[ascii_reset]")
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else
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log_unit_test("[ascii_red]**** \[[failed_unit_tests]\\[total_unit_tests]\] Unit Tests Failed ****[ascii_reset]")
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del world
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#endif
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