Files
Bubberstation/code/modules/unit_tests/unit_test.dm
FalloutFalcon b3f204099b Display slowest unit tests in CL (#93587)
## About The Pull Request
Compiles and displays a sorted list of unit times by run length at the
end of all the unit tests.

<img width="679" height="617" alt="image"
src="https://github.com/user-attachments/assets/e3788de4-b58a-40f3-b7de-29695fc7b1f6"
/>
<img width="550" height="744" alt="image"
src="https://github.com/user-attachments/assets/6d794c07-9983-4250-bdcf-4ad07c737d47"
/>


Right now its just if its longer then 1 second but I could make it break
after like 10 entries.
## Why It's Good For The Game
Makes it way easier to spot ABNORMALLY slow unit tests. I understand
that there is not a ton of optimization that can be made for some of
these.
## Changelog
N/A

---------

Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com>
2025-10-25 07:19:32 -04:00

418 lines
16 KiB
Plaintext

/*
Usage:
Override /Run() to run your test code
Call TEST_FAIL() to fail the test (You should specify a reason)
You may use /New() and /Destroy() for setup/teardown respectively
You can use the run_loc_floor_bottom_left and run_loc_floor_top_right to get turfs for testing
*/
GLOBAL_DATUM(current_test, /datum/unit_test)
GLOBAL_VAR_INIT(failed_any_test, FALSE)
/// When unit testing, all logs sent to log_mapping are stored here and retrieved in log_mapping unit test.
GLOBAL_LIST_EMPTY(unit_test_mapping_logs)
/// Global assoc list of required mapping items, [item typepath] to [required item datum].
GLOBAL_LIST_EMPTY(required_map_items)
GLOBAL_LIST_EMPTY(test_run_times)
/// A list of every test that is currently focused.
/// Use the PERFORM_ALL_TESTS macro instead.
GLOBAL_VAR_INIT(focused_tests, focused_tests())
/proc/focused_tests()
var/list/focused_tests = list()
for (var/datum/unit_test/unit_test as anything in subtypesof(/datum/unit_test))
if (initial(unit_test.focus))
focused_tests += unit_test
return focused_tests.len > 0 ? focused_tests : null
/datum/unit_test
/// Do not instantiate if type matches this
abstract_type = /datum/unit_test
//Bit of metadata for the future maybe
var/list/procs_tested
/// The bottom left floor turf of the testing zone
var/turf/run_loc_floor_bottom_left
/// The top right floor turf of the testing zone
var/turf/run_loc_floor_top_right
///The priority of the test, the larger it is the later it fires
var/priority = TEST_DEFAULT
//internal shit
var/focus = FALSE
var/succeeded = TRUE
var/list/allocated
var/list/fail_reasons
/// List of atoms that we don't want to ever initialize in an agnostic context, like for Create and Destroy. Stored on the base datum for usability in other relevant tests that need this data.
var/static/list/uncreatables = null
var/static/datum/space_level/reservation
/proc/cmp_unit_test_priority(datum/unit_test/a, datum/unit_test/b)
return initial(a.priority) - initial(b.priority)
/datum/unit_test/New()
if (isnull(reservation))
var/datum/map_template/unit_tests/template = new
reservation = template.load_new_z()
if (isnull(uncreatables))
uncreatables = build_list_of_uncreatables()
allocated = new
run_loc_floor_bottom_left = get_turf(locate(/obj/effect/landmark/unit_test_bottom_left) in GLOB.landmarks_list)
run_loc_floor_top_right = get_turf(locate(/obj/effect/landmark/unit_test_top_right) in GLOB.landmarks_list)
if(priority > TEST_CREATE_AND_DESTROY) //the create and destroy test WILL wreck havok in the unit test room. You CANNOT stop the inevitable.
return
//Make sure that the top and bottom locations in the diagonal are floors. Anything else may get in the way of several tests.
TEST_ASSERT(isfloorturf(run_loc_floor_bottom_left), "run_loc_floor_bottom_left was not a floor ([run_loc_floor_bottom_left])")
TEST_ASSERT(isfloorturf(run_loc_floor_top_right), "run_loc_floor_top_right was not a floor ([run_loc_floor_top_right])")
/datum/unit_test/Destroy()
QDEL_LIST(allocated)
// clear the test area
for (var/turf/turf in Z_TURFS(run_loc_floor_bottom_left.z))
for (var/content in turf.contents)
if (istype(content, /obj/effect/landmark))
continue
qdel(content)
return ..()
/datum/unit_test/proc/Run()
TEST_FAIL("[type]/Run() called parent or not implemented")
/datum/unit_test/proc/Fail(reason = "No reason", file = "OUTDATED_TEST", line = 1)
succeeded = FALSE
if(!istext(reason))
reason = "FORMATTED: [reason != null ? reason : "NULL"]"
LAZYADD(fail_reasons, list(list(reason, file, line)))
/// Allocates an instance of the provided type, and places it somewhere in an available loc
/// Instances allocated through this proc will be destroyed when the test is over
/datum/unit_test/proc/allocate(type, ...)
if(priority > TEST_CREATE_AND_DESTROY) //I'm not using TEST_ASSERT here since these are just numbers that tell nothing useful about the problem.
TEST_FAIL("allocate() was called for a unit test after 'create_and_destroy' has finished. The unit test room is no longer a reliable testing ground for atoms.")
return null //you deserve runtime errors for it
var/list/arguments = args.Copy(2)
if(ispath(type, /atom))
if (!arguments.len)
arguments = list(run_loc_floor_bottom_left)
else if (arguments[1] == null)
arguments[1] = run_loc_floor_bottom_left
var/instance
// Byond will throw an index out of bounds if arguments is empty in that arglist call. Sigh
if(length(arguments))
instance = new type(arglist(arguments))
else
instance = new type()
allocated += instance
return instance
/// Resets the air of our testing room to its default
/datum/unit_test/proc/restore_atmos()
var/area/working_area = run_loc_floor_bottom_left.loc
var/list/turf/to_restore = working_area.get_turfs_from_all_zlevels()
for(var/turf/open/restore in to_restore)
var/datum/gas_mixture/GM = SSair.parse_gas_string(restore.initial_gas_mix, /datum/gas_mixture/turf)
restore.copy_air(GM)
restore.temperature = initial(restore.temperature)
restore.air_update_turf(update = FALSE, remove = FALSE)
/datum/unit_test/proc/test_screenshot(name, icon/icon)
if (!istype(icon))
TEST_FAIL("[icon] is not an icon.")
return
var/path_prefix = replacetext(replacetext("[type]", "/datum/unit_test/", ""), "/", "_")
name = replacetext(name, "/", "_")
var/filename = "code/modules/unit_tests/screenshots/[path_prefix]_[name].png"
if (fexists(filename))
var/data_filename = "data/screenshots/[path_prefix]_[name].png"
fcopy(icon, data_filename)
log_test("\t[path_prefix]_[name] was found, putting in data/screenshots")
else
#ifdef CIBUILDING
// We are runing in real CI, so just pretend it worked and move on
fcopy(icon, "data/screenshots_new/[path_prefix]_[name].png")
log_test("\t[path_prefix]_[name] was put in data/screenshots_new")
#else
// We are probably running in a local build
fcopy(icon, filename)
TEST_FAIL("Screenshot for [name] did not exist. One has been created.")
#endif
/// Helper for screenshot tests to take an image of an atom from all directions and insert it into one icon
/datum/unit_test/proc/get_flat_icon_for_all_directions(atom/thing, no_anim = TRUE)
var/icon/output = icon('icons/effects/effects.dmi', "nothing")
for (var/direction in GLOB.cardinals)
var/icon/partial = getFlatIcon(thing, defdir = direction, no_anim = no_anim)
output.Insert(partial, dir = direction)
return output
/// Logs a test message. Will use GitHub action syntax found at https://docs.github.com/en/actions/using-workflows/workflow-commands-for-github-actions
/datum/unit_test/proc/log_for_test(text, priority, file, line)
var/map_name = SSmapping.current_map.map_name
// Need to escape the text to properly support newlines.
var/annotation_text = replacetext(text, "%", "%25")
annotation_text = replacetext(annotation_text, "\n", "%0A")
log_world("::[priority] file=[file],line=[line],title=[map_name]: [type]::[annotation_text]")
/**
* Helper to perform a click
*
* * clicker: The mob that will be clicking
* * clicked_on: The atom that will be clicked
* * passed_params: A list of parameters to pass to the click
*/
/datum/unit_test/proc/click_wrapper(mob/living/clicker, atom/clicked_on, list/passed_params = list(LEFT_CLICK = 1, BUTTON = LEFT_CLICK))
clicker.next_click = -1
clicker.next_move = -1
clicker.ClickOn(clicked_on, list2params(passed_params))
/proc/RunUnitTest(datum/unit_test/test_path, list/test_results)
if(ispath(test_path, /datum/unit_test/focus_only))
return
if(initial(test_path.abstract_type) == test_path)
return
var/datum/unit_test/test = new test_path
GLOB.current_test = test
var/duration = REALTIMEOFDAY
var/skip_test = (test_path in SSmapping.current_map.skipped_tests)
var/test_output_desc = "[test_path]"
var/message = ""
log_world("::group::[test_path]")
if(skip_test)
log_world("[TEST_OUTPUT_YELLOW("SKIPPED")] Skipped run on map [SSmapping.current_map.map_name].")
else
test.Run()
if(test.priority < TEST_CREATE_AND_DESTROY) //We shouldn't care about restoring atmos after create_and_destroy.
test.restore_atmos()
duration = REALTIMEOFDAY - duration
GLOB.current_test = null
GLOB.failed_any_test |= !test.succeeded
var/list/log_entry = list()
var/list/fail_reasons = test.fail_reasons
for(var/reasonID in 1 to LAZYLEN(fail_reasons))
var/text = fail_reasons[reasonID][1]
var/file = fail_reasons[reasonID][2]
var/line = fail_reasons[reasonID][3]
test.log_for_test(text, "error", file, line)
// Normal log message
log_entry += "\tFAILURE #[reasonID]: [text] at [file]:[line]"
if(length(log_entry))
message = log_entry.Join("\n")
log_test(message)
test_output_desc += " [duration / 10]s"
if(duration > 10)
GLOB.test_run_times[test_path] = duration
if (test.succeeded)
log_world("[TEST_OUTPUT_GREEN("PASS")] [test_output_desc]")
log_world("::endgroup::")
if (!test.succeeded && !skip_test)
log_world("::error::[TEST_OUTPUT_RED("FAIL")] [test_output_desc]")
var/final_status = skip_test ? UNIT_TEST_SKIPPED : (test.succeeded ? UNIT_TEST_PASSED : UNIT_TEST_FAILED)
test_results[test_path] = list("status" = final_status, "message" = message, "name" = test_path)
qdel(test)
/// Builds (and returns) a list of atoms that we shouldn't initialize in generic testing, like Create and Destroy.
/// It is appreciated to add the reason why the atom shouldn't be initialized if you add it to this list.
/datum/unit_test/proc/build_list_of_uncreatables()
RETURN_TYPE(/list)
var/list/returnable_list = list()
// The following are just generic, singular types.
returnable_list = list(
//Never meant to be created, errors out the ass for mobcode reasons
/mob/living/carbon,
//And another
/obj/item/slimecross/recurring,
//This should be obvious
/obj/machinery/doomsday_device,
//Yet more templates
/obj/machinery/restaurant_portal,
//Template type
/obj/machinery/power/turbine,
//Template type
/obj/effect/mob_spawn,
//Template type
/obj/structure/holosign/robot_seat,
//Singleton
/mob/dview,
//Template type
/obj/item/bodypart,
//This is meant to fail extremely loud every single time it occurs in any environment in any context, and it falsely alarms when this unit test iterates it. Let's not spawn it in.
/obj/merge_conflict_marker,
//briefcase launchpads erroring
/obj/machinery/launchpad/briefcase,
//Wings abstract path
/obj/item/organ/wings,
//Not meant to spawn without the machine wand
/obj/effect/bug_moving,
//The abstract grown item expects a seed, but doesn't have one
/obj/item/food/grown,
//Single use case holder atom requiring a user
/atom/movable/looking_holder,
//Should not exist outside of holders
/obj/effect/decal/cleanable/blood/trail,
)
// Everything that follows is a typesof() check.
//Say it with me now, type template
returnable_list += typesof(/obj/effect/mapping_helpers)
//This turf existing is an error in and of itself
returnable_list += typesof(/turf/baseturf_skipover)
returnable_list += typesof(/turf/baseturf_bottom)
//This demands a borg, so we'll let if off easy
returnable_list += typesof(/obj/item/modular_computer/pda/silicon)
//This one demands a computer, ditto
returnable_list += typesof(/obj/item/modular_computer/processor)
//Very finiky, blacklisting to make things easier
returnable_list += typesof(/obj/item/poster/wanted)
//Needs clients / mobs to observe it to exist. Also includes hallucinations.
returnable_list += typesof(/obj/effect/client_image_holder)
//Same to above. Needs a client / mob / hallucination to observe it to exist.
returnable_list += typesof(/obj/projectile/hallucination)
returnable_list += typesof(/obj/item/hallucinated)
//We don't have a pod
returnable_list += typesof(/obj/effect/pod_landingzone_effect)
returnable_list += typesof(/obj/effect/pod_landingzone)
//We have a baseturf limit of 10, adding more than 10 baseturf helpers will kill CI, so here's a future edge case to fix.
returnable_list += typesof(/obj/effect/baseturf_helper)
//No tauma to pass in
returnable_list += typesof(/mob/eye/imaginary_friend)
//No heart to give
returnable_list += typesof(/obj/structure/ethereal_crystal)
//No linked console
returnable_list += typesof(/mob/eye/camera/remote/base_construction)
//See above
returnable_list += typesof(/mob/eye/camera/remote/shuttle_docker)
//Hangs a ref post invoke async, which we don't support. Could put a qdeleted check but it feels hacky
returnable_list += typesof(/obj/effect/anomaly/grav/high)
//See above
returnable_list += typesof(/obj/effect/timestop)
//Sparks can ignite a number of things, causing a fire to burn the floor away. Only you can prevent CI fires
returnable_list += typesof(/obj/effect/particle_effect/sparks)
//See above - These are one of those things.
returnable_list += typesof(/obj/effect/decal/cleanable/fuel_pool)
//Invoke async in init, skippppp
returnable_list += typesof(/mob/living/silicon/robot/model)
//This lad also sleeps
returnable_list += typesof(/obj/item/hilbertshotel)
//this boi spawns turf changing stuff, and it stacks and causes pain. Let's just not
returnable_list += typesof(/obj/effect/sliding_puzzle)
//these can explode and cause the turf to be destroyed at unexpected moments
returnable_list += typesof(/obj/effect/mine)
returnable_list += typesof(/obj/effect/spawner/random/contraband/landmine)
returnable_list += typesof(/obj/item/minespawner)
//Stacks baseturfs, can't be tested here
returnable_list += typesof(/obj/effect/temp_visual/lava_warning)
//Stacks baseturfs, can't be tested here
returnable_list += typesof(/obj/effect/landmark/ctf)
//Our system doesn't support it without warning spam from unregister calls on things that never registered
returnable_list += typesof(/obj/docking_port)
//Asks for a shuttle that may not exist, let's leave it alone
returnable_list += typesof(/obj/item/pinpointer/shuttle)
//This spawns beams as a part of init, which can sleep past an async proc. This hangs a ref, and fucks us. It's only a problem here because the beam sleeps with CHECK_TICK
returnable_list += typesof(/obj/structure/alien/resin/flower_bud)
//Needs a linked mecha
returnable_list += typesof(/obj/effect/skyfall_landingzone)
//Expects a mob to holderize, we have nothing to give
returnable_list += typesof(/obj/item/mob_holder)
//Needs cards passed into the initilazation args
returnable_list += typesof(/obj/item/toy/cards/cardhand)
//Needs a holodeck area linked to it which is not guarenteed to exist and technically is supposed to have a 1:1 relationship with computer anyway.
returnable_list += typesof(/obj/machinery/computer/holodeck)
//runtimes if not paired with a landmark
returnable_list += typesof(/obj/structure/transport/linear)
// Runtimes if the associated machinery does not exist, but not the base type
returnable_list += subtypesof(/obj/machinery/airlock_controller)
// Always ought to have an associated escape menu. Any references it could possibly hold would need one regardless.
returnable_list += subtypesof(/atom/movable/screen/escape_menu)
// Can't spawn openspace above nothing, it'll get pissy at me
returnable_list += typesof(/turf/open/space/openspace)
returnable_list += typesof(/turf/open/openspace)
returnable_list += typesof(/obj/item/robot_model) // These should never be spawned outside of a robot.
return returnable_list
/proc/RunUnitTests()
CHECK_TICK
var/list/tests_to_run = subtypesof(/datum/unit_test)
var/list/focused_tests = list()
for (var/_test_to_run in tests_to_run)
var/datum/unit_test/test_to_run = _test_to_run
if (initial(test_to_run.focus))
focused_tests += test_to_run
if(length(focused_tests))
tests_to_run = focused_tests
sortTim(tests_to_run, GLOBAL_PROC_REF(cmp_unit_test_priority))
var/list/test_results = list()
//Hell code, we're bound to end the round somehow so let's stop if from ending while we work
SSticker.delay_end = TRUE
for(var/unit_path in tests_to_run)
CHECK_TICK //We check tick first because the unit test we run last may be so expensive that checking tick will lock up this loop forever
RunUnitTest(unit_path, test_results)
SSticker.delay_end = FALSE
log_world("::group::Expensive Unit Test Times")
sortTim(GLOB.test_run_times, cmp = GLOBAL_PROC_REF(cmp_numeric_dsc), associative = TRUE)
for(var/type, duration in GLOB.test_run_times)
log_world("[type] took [duration/10]s")
log_world("::endgroup::")
var/file_name = "data/unit_tests.json"
fdel(file_name)
file(file_name) << json_encode(test_results)
SSticker.force_ending = ADMIN_FORCE_END_ROUND
//We have to call this manually because del_text can preceed us, and SSticker doesn't fire in the post game
SSticker.declare_completion()
/datum/map_template/unit_tests
name = "Unit Tests Zone"
mappath = "_maps/templates/unit_tests.dmm"