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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 01:39:20 +02:00

test: unit tests of the simulation core, run as part of the build

eu07_unit_tests: C++ tests (doctest) of the simulation, which set up the
conditions, run the code and check the outcome. No game data, no window.

- the code under test is the core library (eu07_core), the very objects
  the game links, built with the game's settings; engine_stubs.cpp stands
  in for the logs, settings and scenery layers the library reaches for.
  python gets linked with the settings but isn't needed to run the tests
- test vehicles are JSON definitions in tests/unit/data, with the sections
  and keys of the game's vehicle definitions (tables as "rows", _keys are
  comments), changed by the tests where needed and loaded from memory by
  the game's own loader; an unknown section is an error rather than
  silently skipped
- test::vehicle creates the mover the way TDynamicObject::Init() does and
  steps it the way the simulation loop does, on a straight track of given
  friction and gradient, optionally holding the brake pipe pressure the
  way a coupled locomotive would
- the random numbers of the simulation are reseeded before every test
  case, so a test gives the same result alone (IDE) or among the others
- building the game runs the tests at the end, once the game is linked,
  and prints a one line summary ("Unit tests: 11/11 passed (80 checks)").
  A failure prints the full report and fails the build, in CI and locally
  alike, and removes the game binary so the next build reruns them. A
  change of the tests alone relinks the game so they run (Ninja and
  Makefile generators). -DWITH_TESTS=OFF leaves them out
- first tests: definitions reach the vehicle, KE service application and
  release, deeper reduction brakes harder, every implemented distributor
  valve charges/applies/releases, service braking stops a moving wagon

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
jerrrrycho
2026-10-14 16:36:40 +02:00
parent 6c7aea19c2
commit 3365d42c3a
11 changed files with 648 additions and 0 deletions

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@@ -77,6 +77,7 @@ option(WITH_ZMQ "Compile with cppzmq" OFF)
option(WITH_CRASHPAD "Compile with crashpad" OFF)
option(WITH_DISCORD_RPC "Compile with DISCORD RICH PRESENCE" ON)
option(USE_LTO "Use link-time optimization" OFF)
option(WITH_TESTS "Build and run the unit tests with the game, a failing test fails the build" ON)
option(WITH_BETTER_RENDERER "Experimental multi-backend renderer based on NVRHI" OFF)
option(GENERATE_PDB "Generate executable with program debugging symbols" ON)
option(ENABLE_MCC "Enable multicore compilation" ON)
@@ -715,3 +716,22 @@ if(ENABLE_AVX2)
target_compile_options(eu07_settings INTERFACE -mavx2)
endif()
endif()
if(WITH_TESTS)
enable_testing()
add_subdirectory(tests/unit)
# the unit tests run at the end of building the game, once it's linked: a failing one fails the build
# (and removes the game binary, so the next build links it again and reruns them)
add_dependencies(${PROJECT_NAME} eu07_unit_tests)
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND}
-DTESTS=$<TARGET_FILE:eu07_unit_tests>
-DGAME=$<TARGET_FILE:${PROJECT_NAME}>
-P "${CMAKE_CURRENT_SOURCE_DIR}/tests/unit/run_tests.cmake"
COMMENT "Running the unit tests"
VERBATIM)
# a change of the tests alone links the game again, so they run (Ninja and Makefile generators;
# Visual Studio builds rerun them with the next change of the game)
set_property(TARGET ${PROJECT_NAME} APPEND PROPERTY LINK_DEPENDS
$<TARGET_FILE:eu07_unit_tests> ${UNIT_TEST_DATA} "${CMAKE_CURRENT_SOURCE_DIR}/tests/unit/run_tests.cmake")
endif()

31
tests/unit/CMakeLists.txt Normal file
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@@ -0,0 +1,31 @@
# Unit tests of the simulation, built and run without the game data: the test vehicles are JSON
# definitions in data/ (see vehicle.h), loaded from memory by the game's own vehicle loader. The code
# under test is the game's core library (eu07_core), the very objects the game links; the rest of the
# engine it reaches for is replaced with stubs (engine_stubs.cpp). They run as part of the build,
# from the IDE, or with ctest.
set(UNIT_TESTS_NAME eu07_unit_tests)
# a new test_*.cpp file or data/*.json definition is picked up on its own
file(GLOB UNIT_TEST_CASES CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/test_*.cpp")
file(GLOB UNIT_TEST_DATA CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/data/*.json")
add_executable(${UNIT_TESTS_NAME}
main.cpp
vehicle.cpp
engine_stubs.cpp
${UNIT_TEST_CASES})
# the core library brings the game's build settings along
target_link_libraries(${UNIT_TESTS_NAME} PRIVATE eu07_core)
target_include_directories(${UNIT_TESTS_NAME} PRIVATE "${DEPS_DIR}/doctest")
target_compile_definitions(${UNIT_TESTS_NAME} PRIVATE EU07_UNIT_TESTS_DATA="${CMAKE_CURRENT_SOURCE_DIR}/data")
if (MSVC)
target_compile_options(${UNIT_TESTS_NAME} PRIVATE /bigobj)
endif()
set_target_properties(${UNIT_TESTS_NAME} PROPERTIES FOLDER "tests")
add_test(NAME ${UNIT_TESTS_NAME} COMMAND ${UNIT_TESTS_NAME})
# for running the tests at the end of building the game, see the main CMakeLists.txt
set(UNIT_TEST_DATA ${UNIT_TEST_DATA} PARENT_SCOPE)

68
tests/unit/README.md Normal file
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@@ -0,0 +1,68 @@
# Unit tests
C++ tests of the simulation logic: set up the conditions, run the code, check the outcome. They run
as part of every build of the game, in CI and locally alike, and from the IDE. They need no game
data and no window: the test vehicles are JSON definitions in `data/`, loaded from memory by the
game's own vehicle loader.
The code under test is `eu07_core`, the library of the simulation parts the game links as well
(physics, vehicle definition loader, ...): built once, with the game's settings, and tested as the
game uses it. The python library gets linked along with the game's settings, but the tests don't
use it and run without it.
## Running
- **With the build**: building the game (`WITH_TESTS`, on by default) runs them at the end, once the
game is linked, and prints `Unit tests: 11/11 passed (80 checks)`. A failing test prints the full
report and fails the build; the game binary gets removed, so the next build links it again and
reruns them. They also run when only the tests, a definition in `data/` or `run_tests.cmake`
changed (Ninja and Makefile generators). `-DWITH_TESTS=OFF` builds the game without them.
- **From the IDE**: run or debug the `eu07_unit_tests` target. CLion recognises doctest and lists the
test cases, so a single one can be run or debugged from the gutter.
- **By hand**: `ctest --test-dir <build dir> --build-config Release`, or the binary itself, which takes
[doctest options](https://github.com/doctest/doctest/blob/master/doc/markdown/commandline.md), e.g.
`eu07_unit_tests -tc="brakes*"`. `EU07_UNIT_TESTS_LOG=1` shows the engine log, quiet otherwise.
## Writing a test
Add a `test_<topic>.cpp` here, it's picked up on its own.
```cpp
#include "stdafx.h"
#include "doctest.h"
#include "vehicle.h"
TEST_CASE("brakes: service braking stops a heavier wagon too") {
// conditions: the wagon from data/wagon.json, heavier, running at 40 km/h
test::vehicle wagon{test::definition::load("wagon").set("Param", "M", 60000), 40.0 /* km/h */};
// action: full service application, as a coupled locomotive would make it
wagon.hold_brake_pipe(3.5); // bar
wagon.run(40.0 /* s */, test::track{0.15 /* friction */, 0.0 /* gradient */});
// outcome
CHECK(std::abs(wagon.speed()) < 0.1);
}
```
- `definition::load("<name>")` reads `data/<name>.json`, with the sections and keys of the game's
vehicle definitions; `set()` and `remove()` change it for the test. Table sections give their
rows as `"rows": [[...], ...]`, keys starting with `_` are comments. A section the loader doesn't
know is an error (the table of them is in `vehicle.cpp`); a misspelt key isn't caught, so check
in the test that the value the test is about made it to the vehicle. Keep the definitions
physically sensible: some parts need keys others don't (the ESt brake valves need `Brake.Size`),
and a test on a half-defined vehicle tests the definition rather than the simulation.
- The random numbers of the simulation are reseeded before every test case, so a test gives the
same result alone or among the others.
- `vehicle` creates the vehicle the way `TDynamicObject::Init()` does and steps it the way the
simulation loop does, on a straight track of the given friction and gradient. Coupled vehicles
aren't supported yet.
- Check behaviour (speeds, pressures, states the player sees) rather than internal flags, and make
the test check its own preconditions (`REQUIRE` that the braking skidded, before checking what a
skid leads to).
## Code to test, and when the tests fail to link
A source joins the tested code by moving from `SOURCES` to `CORE_SOURCES` in the main
`CMakeLists.txt`; the game links it from the library from then on. The library reaches for a little
of the rest of the engine, which `engine_stubs.cpp` stands in for in the tests (logs, settings,
scenery layers). If a change makes it use something new, either move the real source into the
library too, when it stands on its own, or add a stub to `engine_stubs.cpp`.

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@@ -0,0 +1,12 @@
{
"_comment": "Passenger wagon with a KE distributor valve, made after a real one so the defaults make physical sense. Sections and keys are those of the game's vehicle definitions; tests change only the keys they're about.",
"Param": { "Category": "train", "M": 42200, "Vmax": 120 },
"Dimensions": { "L": 26.8, "H": 4.7, "W": 2.88, "Cx": 0.15 },
"Wheels": { "D": 0.96, "Tw": 1.435, "Axle": "2'2'", "Ad": 2.5, "Bd": 19.5, "Rmin": 80, "BearingType": "Roll" },
"Brake": {
"BrakeValve": "KE", "NBpA": 6, "MBF": 15, "MaxBP": 3.8, "TareMaxBP": 2.3,
"BCN": 12, "BCR": 0.127, "BCD": 0.04, "BCM": 1.5, "BCS": 1.2, "BSA": 0, "BM": "Disk1", "BVV": 125
},
"BuffCoupl": { "CType": "Screw", "kB": 9200, "DmaxB": 0.11, "FmaxB": 320, "kC": 4500, "DmaxC": 0.1, "FmaxC": 850, "beta": 0.58, "AllowedFlag": 115 },
"Cntrl": { "BrakeSystem": "Pneumatic", "LocalBrake": "ManualBrake", "BrakeDelays": "P", "MaxBPMass": 63 }
}

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@@ -0,0 +1,71 @@
// stand-ins for the parts of the engine which the core library (eu07_core) links against, but which the
// unit tests don't exercise. when a change makes the library use something new from the engine and the
// test build fails to link, either move the real source into the library (CORE_SOURCES in the main
// CMakeLists.txt, if it stands on its own) or add a stub here.
#include "stdafx.h"
#include "utilities/Globals.h"
#include "utilities/Logs.h"
#include "scene/scenenodegroups.h"
#include "scene/scenelayers.h"
#include <cstdlib>
#include <iostream>
// settings ---------------------------------------------------------------------------------------
global_settings &GetGlobalSettings() {
// defaults, as before reading eu07.ini
static global_settings settings;
return settings;
}
// logs: quiet, unless EU07_UNIT_TESTS_LOG is set --------------------------------------------------
namespace {
bool log_enabled() {
static bool const enabled{std::getenv("EU07_UNIT_TESTS_LOG") != nullptr};
return enabled;
}
} // namespace
void WriteLog(const char *str, logtype const, bool const isError) {
if (log_enabled() && str != nullptr) {
(isError ? std::cerr : std::cout) << str << "\n";
}
}
void WriteLog(const std::string &str, logtype const Type) {
WriteLog(str.c_str(), Type, false);
}
void ErrorLog(const std::string &str, logtype const Type) {
WriteLog(str.c_str(), Type, true);
}
// scenery structure, which the parser reports include directives to --------------------------------
namespace scene {
node_groups Groups;
node_layers Layers;
group_handle node_groups::create(bool const) {
return null_handle;
}
group_handle node_groups::close() {
return null_handle;
}
layer_handle node_layers::open(std::string const &, include_site) {
return null_handle;
}
layer_handle node_layers::close() {
return null_handle;
}
void node_layers::instance_begin(std::string const &, source_span const &) {}
} // namespace scene

39
tests/unit/main.cpp Normal file
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@@ -0,0 +1,39 @@
#define DOCTEST_CONFIG_IMPLEMENT_WITH_MAIN
#include "stdafx.h"
#include "doctest.h"
#include "utilities/Globals.h"
namespace {
// the simulation draws random numbers (brake delays, pressures, wheel damage) from engines shared by
// everything. reseeding them before every run of a test case, subcases included, gives each test the
// same numbers whether it runs alone from the IDE or among all the others
class deterministic_random : public doctest::IReporter {
public:
explicit deterministic_random(doctest::ContextOptions const &) {}
void test_case_start(doctest::TestCaseData const &) override { reseed(); }
void test_case_reenter(doctest::TestCaseData const &) override { reseed(); }
void report_query(doctest::QueryData const &) override {}
void test_run_start() override {}
void test_run_end(doctest::TestRunStats const &) override {}
void test_case_end(doctest::CurrentTestCaseStats const &) override {}
void test_case_exception(doctest::TestCaseException const &) override {}
void subcase_start(doctest::SubcaseSignature const &) override {}
void subcase_end() override {}
void log_assert(doctest::AssertData const &) override {}
void log_message(doctest::MessageData const &) override {}
void test_case_skipped(doctest::TestCaseData const &) override {}
private:
static void reseed() {
Global.random_engine.seed(1);
Global.local_random_engine.seed(1);
}
};
} // namespace
DOCTEST_REGISTER_LISTENER("deterministic_random", 1, deterministic_random);

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@@ -0,0 +1,27 @@
# runs the unit tests at the end of building the game: cmake -DTESTS=<test binary> -DGAME=<game binary> -P run_tests.cmake
# prints a one line summary when they pass, the full report when they don't. a failure fails the build and
# removes the game binary, so the next build links it again and reruns the tests
execute_process(
COMMAND "${TESTS}" --no-intro --no-version
RESULT_VARIABLE result
OUTPUT_VARIABLE report
ERROR_VARIABLE report)
string(REGEX MATCH "test cases: *([0-9]+) *\\| *([0-9]+) passed *\\| *([0-9]+) failed" _ "${report}")
set(cases "${CMAKE_MATCH_1}")
set(passed "${CMAKE_MATCH_2}")
set(failed "${CMAKE_MATCH_3}")
string(REGEX MATCH "assertions: *([0-9]+)" _ "${report}")
set(checks "${CMAKE_MATCH_1}")
if(result EQUAL 0)
message("Unit tests: ${passed}/${cases} passed (${checks} checks)")
else()
message("${report}")
file(REMOVE "${GAME}")
if(cases STREQUAL "")
message(FATAL_ERROR "Unit tests: didn't run (${result}), see above. -DWITH_TESTS=OFF builds the game without them")
endif()
message(FATAL_ERROR "Unit tests: ${failed} of ${cases} FAILED, see above. -DWITH_TESTS=OFF builds the game without them")
endif()

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@@ -0,0 +1,93 @@
#include "stdafx.h"
#include "doctest.h"
#include "vehicle.h"
using test::definition;
using test::vehicle;
// the brake pipe of a lone wagon is held at a pressure the way a coupled locomotive would hold it.
// pressures are in bar, the brake pipe runs at 5.0, a 1.5 bar reduction is a full service application.
TEST_CASE("brakes: KE wagon applies up to its tare limit on a service application and releases again") {
vehicle wagon{definition::load("wagon")}; // empty wagon, TareMaxBP=2.3
wagon.hold_brake_pipe(5.0);
wagon.run(60.0);
CHECK(wagon->BrakePress < 0.1);
CHECK(wagon->Hamulec->GetBRP() > 4.5); // auxiliary reservoir charged
wagon.hold_brake_pipe(3.5);
wagon.run(10.0);
CHECK(wagon->BrakePress == doctest::Approx(2.3).epsilon(0.05));
wagon.hold_brake_pipe(5.0);
wagon.run(60.0);
CHECK(wagon->BrakePress < 0.1);
}
TEST_CASE("brakes: a deeper brake pipe reduction brakes harder") {
auto applied = [](double Pipe) {
vehicle wagon{definition::load("wagon").set("Brake", "TareMaxBP", 3.8)}; // no tare limit in the way
wagon.hold_brake_pipe(5.0);
wagon.run(60.0);
wagon.hold_brake_pipe(Pipe);
wagon.run(20.0);
return wagon->BrakePress;
};
auto const light{applied(4.6)};
auto const medium{applied(4.2)};
auto const full{applied(3.5)};
CHECK(light > 0.1);
CHECK(light < medium);
CHECK(medium < full);
CHECK(full <= 3.8 + 0.1); // MaxBP
}
// every distributor valve the engine implements goes through the same cycle; the ESt family needs the size
// of its reservoirs, as in the real .fiz files using it
TEST_CASE("brakes: every implemented distributor valve charges, applies and releases") {
for (auto const *valve : {"W", "K", "KE", "ESt", "ESt3", "NESt3", "ESt4", "ESt3AL2", "LSt", "EStED", "EP1", "EP2", "CV1"}) {
CAPTURE(valve);
vehicle wagon{definition::load("wagon").set("Brake", "BrakeValve", valve).set("Brake", "Size", 16)};
wagon.hold_brake_pipe(5.0);
wagon.run(90.0);
CHECK(wagon->BrakePress < 0.1);
wagon.hold_brake_pipe(3.5);
wagon.run(20.0);
CHECK(wagon->BrakePress > 1.0);
CHECK(wagon->BrakePress <= 3.8 + 0.1); // MaxBP
wagon.hold_brake_pipe(5.0);
wagon.run(90.0);
CHECK(wagon->BrakePress < 0.1);
}
}
TEST_CASE("brakes: service braking stops a wagon running at 60 km/h and keeps it stopped") {
vehicle wagon{definition::load("wagon"), 60.0};
wagon.hold_brake_pipe(5.0);
wagon.run(10.0);
REQUIRE(wagon.speed() > 50.0); // still running before the braking
wagon.hold_brake_pipe(3.5);
wagon.run(30.0);
CHECK(std::abs(wagon.speed()) < 0.1);
wagon.run(30.0);
CHECK(std::abs(wagon.speed()) < 0.1);
}
TEST_CASE("brakes: a released wagon rolls on") {
vehicle wagon{definition::load("wagon"), 60.0};
wagon.hold_brake_pipe(5.0);
wagon.run(30.0);
CHECK(wagon.speed() > 50.0);
CHECK(wagon.speed() < 60.0); // running resistance slows it down a little
}
// the example in README.md
TEST_CASE("brakes: service braking stops a heavier wagon too") {
// the default wagon, with the keys the test is about changed
test::vehicle wagon{test::definition::load("wagon").set("Param", "M", 60000), 40.0 /* km/h */};
wagon.hold_brake_pipe(3.5); // bar, as a coupled locomotive would hold it
wagon.run(40.0 /* s */, test::track{0.15 /* friction */, 0.0 /* gradient */});
CHECK(std::abs(wagon.speed()) < 0.1);
}

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@@ -0,0 +1,45 @@
#include "stdafx.h"
#include "doctest.h"
#include "vehicle.h"
using test::definition;
using test::vehicle;
TEST_CASE("definition: the wagon from data/wagon.json loads with its values") {
vehicle wagon{definition::load("wagon")};
CHECK(wagon->Mass == doctest::Approx(42200.0));
CHECK(wagon->Vmax == doctest::Approx(120.0));
CHECK(wagon->Dim.L == doctest::Approx(26.8));
CHECK(wagon->WheelDiameter == doctest::Approx(0.96));
CHECK(wagon->NAxles == 4);
CHECK(wagon->MaxBrakePress[3] == doctest::Approx(3.8));
CHECK(wagon->BrakeSystem == TBrakeSystem::Pneumatic);
}
TEST_CASE("definition: keys set by the test reach the vehicle") {
vehicle heavy{definition::load("wagon").set("Param", "M", 60000).set("Wheels", "D", 1.0)};
CHECK(heavy->Mass == doctest::Approx(60000.0));
CHECK(heavy->WheelDiameter == doctest::Approx(1.0));
}
TEST_CASE("definition: an unknown test vehicle is an error, not a silently empty one") {
CHECK_THROWS(definition::load("no such vehicle"));
}
TEST_CASE("definition: a misspelt section is an error, not silently skipped by the loader") {
CHECK_THROWS(definition::load("wagon").set("Brakes", "MBF", 30));
}
TEST_CASE("definition: rows of a table section reach the vehicle") {
auto const pc1{light::headlight_left | light::headlight_upper | light::headlight_right};
vehicle wagon{definition::load("wagon")
.set("LightsList", "Size", 2)
.set("LightsList", "Default", 1)
.set("LightsList", "rows", {{0, 0}, {pc1, 0}})};
CHECK(wagon->LightsPosNo == 2);
CHECK(wagon->LightsPos == 1);
CHECK(wagon->Lights[end::front][1] == pc1);
}

178
tests/unit/vehicle.cpp Normal file
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@@ -0,0 +1,178 @@
#include "stdafx.h"
#include "vehicle.h"
#include <fstream>
#include <stdexcept>
namespace test {
namespace {
struct section_format {
char separator; // the game's definitions end section names with either '.' or ':'
char const *table_end{nullptr}; // the line closing the rows of a table section
};
// the sections TMoverParameters::LoadFIZ() reads, see its issection() calls. a section missing here
// would be silently skipped by the loader, and the test would run on the defaults instead
std::map<std::string, section_format> const sections{
{"Param", {'.'}},
{"Load", {':'}},
{"Dimensions", {':'}},
{"Wheels", {':'}},
{"Brake", {':'}},
{"Doors", {':'}},
{"BuffCoupl", {'.'}},
{"BuffCoupl1", {'.'}},
{"BuffCoupl2", {'.'}},
{"TurboPos", {':'}},
{"Cntrl", {'.'}},
{"Blending", {':'}},
{"DCEMUED", {':'}},
{"SpringBrake", {':'}},
{"Light", {':'}},
{"Headlights", {':'}},
{"Clima", {':'}},
{"Power", {':'}},
{"SpeedControl", {':'}},
{"Engine", {':'}},
{"Switches", {':'}},
{"Security", {':'}},
{"Circuit", {':'}},
{"AI", {':'}},
{"LightsList", {':', "endL"}},
{"DimmerList", {':', "endDimmerList"}},
{"WiperList", {':', "endwl"}},
{"CompressorList", {':', "endCL"}},
};
section_format const &format_of(std::string const &Section) {
auto const lookup{sections.find(Section)};
if (lookup == sections.end()) {
throw std::runtime_error("unknown vehicle definition section " + Section + ", see tests/unit/vehicle.cpp");
}
return lookup->second;
}
std::string value_text(nlohmann::ordered_json const &Value) {
if (Value.is_string()) {
return Value.get<std::string>();
}
if (Value.is_boolean()) {
return Value.get<bool>() ? "Yes" : "No";
}
return Value.dump();
}
} // namespace
definition definition::load(std::string const &Name) {
auto const path{std::string{EU07_UNIT_TESTS_DATA} + "/" + Name + ".json"};
std::ifstream file(path);
if (false == file.is_open()) {
throw std::runtime_error("no test vehicle definition " + path);
}
definition result;
auto const json{nlohmann::ordered_json::parse(file, nullptr, true, true)};
for (auto const &[section, keys] : json.items()) {
// keys starting with _ are comments
if (section.starts_with('_')) {
continue;
}
format_of(section);
result.m_sections[section] = keys;
}
return result;
}
definition &definition::set(std::string const &Section, std::string const &Key, nlohmann::ordered_json const &Value) {
format_of(Section);
m_sections[Section][Key] = Value;
return *this;
}
definition &definition::remove(std::string const &Section) {
m_sections.erase(Section);
return *this;
}
definition &definition::remove(std::string const &Section, std::string const &Key) {
if (m_sections.contains(Section)) {
m_sections[Section].erase(Key);
}
return *this;
}
std::string definition::text() const {
std::string text;
for (auto const &[section, keys] : m_sections.items()) {
auto const &format{format_of(section)};
text += section + format.separator;
for (auto const &[key, value] : keys.items()) {
if (key != "rows") {
text += " " + key + "=" + value_text(value);
}
}
text += "\n";
// table sections give their rows as a list of rows, each a list of values
if (keys.contains("rows")) {
if (format.table_end == nullptr) {
throw std::runtime_error("vehicle definition section " + section + " has no rows");
}
for (auto const &row : keys["rows"]) {
for (auto const &value : row) {
text += value_text(value) + " ";
}
text += "\n";
}
text += std::string{format.table_end} + "\n";
}
}
return text;
}
vehicle::vehicle(definition const &Definition, double Velocity, std::string const &Name) {
// the same steps as TDynamicObject::Init()
m_mover = std::make_unique<TMoverParameters>(Velocity, Name, Name, 0);
if (false == m_mover->LoadFIZ_Text(Definition.text())) {
throw std::runtime_error("the test vehicle definition didn't load");
}
m_mover->AssignLoad("", 0.f);
m_mover->ComputeMass();
auto const driveractive{Velocity != 0.0};
if (false == m_mover->CheckLocomotiveParameters(driveractive, Velocity >= 0.0 ? 1 : -1)) {
throw std::runtime_error("parameters mismatch in the test vehicle definition");
}
m_mover->MainCtrlPos = m_mover->MainCtrlNoPowerPos();
m_mover->LocalBrakePosA = 0.0;
m_mover->BrakeCtrlPos = static_cast<int>(std::floor(m_mover->Handle->GetPos(driveractive ? bh_RP : bh_NP)));
m_mover->BrakeLevelSet(m_mover->BrakeCtrlPos);
}
void vehicle::step(track const &Track, double Dt) {
TTrackShape shape;
shape.Len = 1000.0;
shape.dHtrack = Track.gradient;
TTrackParam param;
param.Width = 1.435;
param.friction = Track.friction;
param.CategoryFlag = 1;
TTractionParam const traction;
TLocation const location{0.0, 0.0, 0.0};
TRotation const rotation{0.0, 0.0, 0.0};
if (m_pipepressure >= 0.0) {
m_mover->Pipe->CreatePress(m_pipepressure);
}
m_mover->ComputeTotalForce(Dt);
m_mover->ComputeMovement(Dt, Dt, shape, param, traction, location, rotation);
}
void vehicle::run(double Seconds, track const &Track, double Dt) {
// whole steps: summing up Dt would make the step count depend on the rounding
auto const steps{std::lround(Seconds / Dt)};
for (long i = 0; i < steps; ++i) {
step(Track, Dt);
}
}
} // namespace test

64
tests/unit/vehicle.h Normal file
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#pragma once
#include <memory>
#include <string>
#include <nlohmann/json.hpp>
#include "McZapkie/MOVER.h"
namespace test {
// definition of a test vehicle: one of the JSON files in tests/unit/data, with the sections and keys
// of the game's vehicle definitions, changed by the test where it needs to:
// auto heavy = definition::load("wagon").set("Param", "M", 60000).set("Brake", "BrakeValve", "ESt3");
class definition {
public:
// tests/unit/data/<Name>.json
static definition load(std::string const &Name);
// sets the key of the section, adding either one when it's missing
definition &set(std::string const &Section, std::string const &Key, nlohmann::ordered_json const &Value);
// drops the whole section, or one key of it
definition &remove(std::string const &Section);
definition &remove(std::string const &Section, std::string const &Key);
// the definition in the form the game's vehicle loader reads
std::string text() const;
private:
nlohmann::ordered_json m_sections;
};
// conditions the vehicle runs in: straight track of the given friction and gradient (rise/run)
struct track {
double friction{0.15};
double gradient{0.0};
};
// one vehicle created the way TDynamicObject::Init() creates it, from the given definition
class vehicle {
public:
explicit vehicle(definition const &Definition, double Velocity = 0.0, std::string const &Name = "test");
TMoverParameters &mover() { return *m_mover; }
TMoverParameters *operator->() { return m_mover.get(); }
// keeps the brake pipe at the given pressure [bar], as a locomotive coupled to the vehicle would;
// a negative value leaves the pipe alone
void hold_brake_pipe(double Pressure) { m_pipepressure = Pressure; }
// advances the physics by one step of Dt, the way the simulation loop does
void step(track const &Track = {}, double Dt = 0.01);
// advances the physics by Seconds in steps of Dt
void run(double Seconds, track const &Track = {}, double Dt = 0.01);
// vehicle speed [km/h], signed
double speed() const { return m_mover->V * 3.6; }
private:
std::unique_ptr<TMoverParameters> m_mover;
double m_pipepressure{-1.0};
};
} // namespace test