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