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