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			235 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			235 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
unittests = {}
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unittests.list = {}
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-- name: Name of the test
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-- func:
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--   for sync: function(player, pos), should error on failure
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--   for async: function(callback, player, pos)
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--     MUST call callback() or callback("error msg") in case of error once test is finished
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--     this means you cannot use assert() in the test implementation
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-- opts: {
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--   player = false, -- Does test require a player?
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--   map = false, -- Does test require map access?
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--   async = false, -- Does the test run asynchronously? (read notes above!)
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-- }
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function unittests.register(name, func, opts)
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	local def = table.copy(opts or {})
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	def.name = name
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	def.func = func
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	table.insert(unittests.list, def)
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end
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function unittests.on_finished(all_passed)
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	-- free to override
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end
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-- Calls invoke with a callback as argument
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-- Suspends coroutine until that callback is called
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-- Return values are passed through
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local function await(invoke)
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	local co = coroutine.running()
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	assert(co)
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	local called_early = true
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	invoke(function(...)
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		if called_early == true then
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			called_early = {...}
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		else
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			coroutine.resume(co, ...)
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			co = nil
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		end
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	end)
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	if called_early ~= true then
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		-- callback was already called before yielding
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		return unpack(called_early)
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	end
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	called_early = nil
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	return coroutine.yield()
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end
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function unittests.run_one(idx, counters, out_callback, player, pos)
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	local def = unittests.list[idx]
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	if not def.player then
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		player = nil
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	elseif player == nil then
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		out_callback(false)
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		return false
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	end
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	if not def.map then
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		pos = nil
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	elseif pos == nil then
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		out_callback(false)
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		return false
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	end
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	local tbegin = core.get_us_time()
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	local function done(status, err)
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		local tend = core.get_us_time()
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		local ms_taken = (tend - tbegin) / 1000
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		if not status then
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			core.log("error", err)
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		end
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		print(string.format("[%s] %s - %dms",
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			status and "PASS" or "FAIL", def.name, ms_taken))
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		counters.time = counters.time + ms_taken
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		counters.total = counters.total + 1
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		if status then
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			counters.passed = counters.passed + 1
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		end
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	end
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	if def.async then
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		core.log("info", "[unittest] running " .. def.name .. " (async)")
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		def.func(function(err)
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			done(err == nil, err)
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			out_callback(true)
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		end, player, pos)
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	else
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		core.log("info", "[unittest] running " .. def.name)
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		local status, err = pcall(def.func, player, pos)
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		done(status, err)
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		out_callback(true)
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	end
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	return true
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end
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local function wait_for_player(callback)
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	if #core.get_connected_players() > 0 then
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		return callback(core.get_connected_players()[1])
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	end
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	local first = true
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	core.register_on_joinplayer(function(player)
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		if first then
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			callback(player)
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			first = false
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		end
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	end)
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end
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local function wait_for_map(pos, callback)
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	local function check()
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		if core.get_node(pos).name ~= "ignore" then
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			callback()
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		else
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			core.after(0, check)
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		end
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	end
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	check()
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end
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-- This runs in a coroutine so it uses await()
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function unittests.run_all()
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	local counters = { time = 0, total = 0, passed = 0 }
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	-- Run standalone tests first
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	for idx = 1, #unittests.list do
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		local def = unittests.list[idx]
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		def.done = await(function(cb)
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			unittests.run_one(idx, counters, cb, nil, nil)
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		end)
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	end
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	-- Wait for a player to join, run tests that require a player
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	local player = await(wait_for_player)
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	for idx = 1, #unittests.list do
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		local def = unittests.list[idx]
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		if not def.done then
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			def.done = await(function(cb)
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				unittests.run_one(idx, counters, cb, player, nil)
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			end)
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		end
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	end
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	-- Wait for the world to generate/load, run tests that require map access
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	local pos = player:get_pos():round():offset(0, 5, 0)
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	core.forceload_block(pos, true, -1)
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	await(function(cb)
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		wait_for_map(pos, cb)
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	end)
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	for idx = 1, #unittests.list do
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		local def = unittests.list[idx]
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		if not def.done then
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			def.done = await(function(cb)
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				unittests.run_one(idx, counters, cb, player, pos)
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			end)
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		end
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	end
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	-- Print stats
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	assert(#unittests.list == counters.total)
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	print(string.rep("+", 80))
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	print(string.format("Devtest Unit Test Results: %s",
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	counters.total == counters.passed and "PASSED" or "FAILED"))
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	print(string.format("    %d / %d failed tests.",
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	counters.total - counters.passed, counters.total))
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	print(string.format("    Testing took %dms total.", counters.time))
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	print(string.rep("+", 80))
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	unittests.on_finished(counters.total == counters.passed)
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	return counters.total == counters.passed
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end
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--------------
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local modpath = core.get_modpath("unittests")
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dofile(modpath .. "/misc.lua")
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dofile(modpath .. "/player.lua")
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dofile(modpath .. "/crafting.lua")
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dofile(modpath .. "/itemdescription.lua")
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dofile(modpath .. "/async_env.lua")
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dofile(modpath .. "/entity.lua")
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dofile(modpath .. "/get_version.lua")
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dofile(modpath .. "/itemstack_equals.lua")
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dofile(modpath .. "/content_ids.lua")
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dofile(modpath .. "/metadata.lua")
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dofile(modpath .. "/raycast.lua")
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dofile(modpath .. "/inventory.lua")
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dofile(modpath .. "/load_time.lua")
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dofile(modpath .. "/on_shutdown.lua")
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--------------
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local function send_results(name, ok)
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	core.chat_send_player(name,
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		minetest.colorize(ok and "green" or "red",
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			(ok and "All devtest unit tests passed." or
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				"There were devtest unit test failures.") ..
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				" Check the console for detailed output."))
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end
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if core.settings:get_bool("devtest_unittests_autostart", false) then
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	local test_results = nil
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	core.after(0, function()
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		-- CI adds a mod which sets `unittests.on_finished`
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		-- to write status information to the filesystem
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		local old_on_finished = unittests.on_finished
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		unittests.on_finished = function(ok)
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			for _, player in ipairs(minetest.get_connected_players()) do
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				send_results(player:get_player_name(), ok)
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			end
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			test_results = ok
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			old_on_finished(ok)
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		end
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		coroutine.wrap(unittests.run_all)()
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	end)
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	minetest.register_on_joinplayer(function(player)
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		if test_results == nil then
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			return -- tests haven't completed yet
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		end
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		send_results(player:get_player_name(), test_results)
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	end)
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else
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	core.register_chatcommand("unittests", {
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		privs = {basic_privs=true},
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		description = "Runs devtest unittests (may modify player or map state)",
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		func = function(name, param)
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			unittests.on_finished = function(ok)
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				send_results(name, ok)
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			end
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			coroutine.wrap(unittests.run_all)()
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			return true, ""
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		end,
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	})
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end
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