Files
Aurora.3/code/unit_tests/unit_test.dm
ccomp5950 5e1629768d Unit Tests: Disables asteroid generation.
Speeds the startup by 60 seconds.

Unable to test the asteroid for a vacuum though.
2016-01-08 01:27:47 -05:00

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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.
*/
proc/initialize_unit_tests()
log_unit_test("Initializing Unit Testing")
//
//Start the Round.
//
if(!ticker)
crash_with("No Ticker")
world.Del()
var/said_msg = 0
while(ticker.pregame_timeleft && ticker.pregame_timeleft > 160) // Make sure the initial startup is complete.
if(ticker.pregame_timeleft < 175 && !said_msg)
said_msg = 1
log_unit_test("Pregame Count down has started, giving it 20 seconds to finish.")
sleep(1)
world.save_mode("extended")
sleep(1)
ticker.current_state = GAME_STATE_SETTING_UP
log_unit_test("Round has been started. Waiting 10 seconds to start tests.")
sleep(100)
//
// Run Tests
//
var/list/test_datums = typesof(/datum/unit_test)
var/list/async_test = list()
var/list/started_tests = list()
log_unit_test("Testing Started.")
for (var/test in test_datums)
var/datum/unit_test/d = new test()
if(d.disabled)
d.pass("[ascii_red]Check Disabled: [d.why_disabled]")
continue
if(findtext(d.name, "template"))
continue
if(isnull(d.start_test())) // Start the test.
d.fail("Test Runtimed")
if(d.async) // If it's async then we'll need to check back on it later.
async_test.Add(d)
total_unit_tests++
//
// Check the async tests to see if they are finished.
//
while(async_test.len)
for(var/datum/unit_test/test in async_test)
if(test.check_result())
async_test.Remove(test)
sleep(1)
//
// Make sure all Unit Tests reported a result
//
for(var/datum/unit_test/test in started_tests)
if(!test.reported)
test.fail("Test failed to report a result.")
if(all_unit_tests_passed)
log_unit_test("[ascii_green]**** All Unit Tests Passed \[[total_unit_tests]\] ****[ascii_reset]")
world.Del()
else
log_unit_test("[ascii_red]**** \[[failed_unit_tests]\\[total_unit_tests]\] Unit Tests Failed ****[ascii_reset]")
world.Del()