/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "test.h" #include "nodedef.h" #include "itemdef.h" #include "gamedef.h" #include "modchannels.h" #include "mods.h" #include "util/numeric.h" content_t t_CONTENT_STONE; content_t t_CONTENT_GRASS; content_t t_CONTENT_TORCH; content_t t_CONTENT_WATER; content_t t_CONTENT_LAVA; content_t t_CONTENT_BRICK; //////////////////////////////////////////////////////////////////////////////// //// //// TestGameDef //// class TestGameDef : public IGameDef { public: TestGameDef(); ~TestGameDef(); IItemDefManager *getItemDefManager() { return m_itemdef; } const NodeDefManager *getNodeDefManager() { return m_nodedef; } ICraftDefManager *getCraftDefManager() { return m_craftdef; } ITextureSource *getTextureSource() { return m_texturesrc; } IShaderSource *getShaderSource() { return m_shadersrc; } ISoundManager *getSoundManager() { return m_soundmgr; } MtEventManager *getEventManager() { return m_eventmgr; } scene::ISceneManager *getSceneManager() { return m_scenemgr; } IRollbackManager *getRollbackManager() { return m_rollbackmgr; } EmergeManager *getEmergeManager() { return m_emergemgr; } scene::IAnimatedMesh *getMesh(const std::string &filename) { return NULL; } bool checkLocalPrivilege(const std::string &priv) { return false; } u16 allocateUnknownNodeId(const std::string &name) { return 0; } void defineSomeNodes(); virtual const std::vector &getMods() const { static std::vector testmodspec; return testmodspec; } virtual const ModSpec* getModSpec(const std::string &modname) const { return NULL; } virtual std::string getModStoragePath() const { return "."; } virtual bool registerModStorage(ModMetadata *meta) { return true; } virtual void unregisterModStorage(const std::string &name) {} bool joinModChannel(const std::string &channel); bool leaveModChannel(const std::string &channel); bool sendModChannelMessage(const std::string &channel, const std::string &message); ModChannel *getModChannel(const std::string &channel) { return m_modchannel_mgr->getModChannel(channel); } private: IItemDefManager *m_itemdef = nullptr; const NodeDefManager *m_nodedef = nullptr; ICraftDefManager *m_craftdef = nullptr; ITextureSource *m_texturesrc = nullptr; IShaderSource *m_shadersrc = nullptr; ISoundManager *m_soundmgr = nullptr; MtEventManager *m_eventmgr = nullptr; scene::ISceneManager *m_scenemgr = nullptr; IRollbackManager *m_rollbackmgr = nullptr; EmergeManager *m_emergemgr = nullptr; std::unique_ptr m_modchannel_mgr; }; TestGameDef::TestGameDef() : m_modchannel_mgr(new ModChannelMgr()) { m_itemdef = createItemDefManager(); m_nodedef = createNodeDefManager(); defineSomeNodes(); } TestGameDef::~TestGameDef() { delete m_itemdef; delete m_nodedef; } void TestGameDef::defineSomeNodes() { IWritableItemDefManager *idef = (IWritableItemDefManager *)m_itemdef; NodeDefManager *ndef = (NodeDefManager *)m_nodedef; ItemDefinition itemdef; ContentFeatures f; //// Stone itemdef = ItemDefinition(); itemdef.type = ITEM_NODE; itemdef.name = "default:stone"; itemdef.description = "Stone"; itemdef.groups["cracky"] = 3; itemdef.inventory_image = "[inventorycube" "{default_stone.png" "{default_stone.png" "{default_stone.png"; f = ContentFeatures(); f.name = itemdef.name; for (TileDef &tiledef : f.tiledef) tiledef.name = "default_stone.png"; f.is_ground_content = true; idef->registerItem(itemdef); t_CONTENT_STONE = ndef->set(f.name, f); //// Grass itemdef = ItemDefinition(); itemdef.type = ITEM_NODE; itemdef.name = "default:dirt_with_grass"; itemdef.description = "Dirt with grass"; itemdef.groups["crumbly"] = 3; itemdef.inventory_image = "[inventorycube" "{default_grass.png" "{default_dirt.png&default_grass_side.png" "{default_dirt.png&default_grass_side.png"; f = ContentFeatures(); f.name = itemdef.name; f.tiledef[0].name = "default_grass.png"; f.tiledef[1].name = "default_dirt.png"; for(int i = 2; i < 6; i++) f.tiledef[i].name = "default_dirt.png^default_grass_side.png"; f.is_ground_content = true; idef->registerItem(itemdef); t_CONTENT_GRASS = ndef->set(f.name, f); //// Torch (minimal definition for lighting tests) itemdef = ItemDefinition(); itemdef.type = ITEM_NODE; itemdef.name = "default:torch"; f = ContentFeatures(); f.name = itemdef.name; f.param_type = CPT_LIGHT; f.light_propagates = true; f.sunlight_propagates = true; f.light_source = LIGHT_MAX-1; idef->registerItem(itemdef); t_CONTENT_TORCH = ndef->set(f.name, f); //// Water itemdef = ItemDefinition(); itemdef.type = ITEM_NODE; itemdef.name = "default:water"; itemdef.description = "Water"; itemdef.inventory_image = "[inventorycube" "{default_water.png" "{default_water.png" "{default_water.png"; f = ContentFeatures(); f.name = itemdef.name; f.alpha = 128; f.liquid_type = LIQUID_SOURCE; f.liquid_viscosity = 4; f.is_ground_content = true; f.groups["liquids"] = 3; for (TileDef &tiledef : f.tiledef) tiledef.name = "default_water.png"; idef->registerItem(itemdef); t_CONTENT_WATER = ndef->set(f.name, f); //// Lava itemdef = ItemDefinition(); itemdef.type = ITEM_NODE; itemdef.name = "default:lava"; itemdef.description = "Lava"; itemdef.inventory_image = "[inventorycube" "{default_lava.png" "{default_lava.png" "{default_lava.png"; f = ContentFeatures(); f.name = itemdef.name; f.alpha = 128; f.liquid_type = LIQUID_SOURCE; f.liquid_viscosity = 7; f.light_source = LIGHT_MAX-1; f.is_ground_content = true; f.groups["liquids"] = 3; for (TileDef &tiledef : f.tiledef) tiledef.name = "default_lava.png"; idef->registerItem(itemdef); t_CONTENT_LAVA = ndef->set(f.name, f); //// Brick itemdef = ItemDefinition(); itemdef.type = ITEM_NODE; itemdef.name = "default:brick"; itemdef.description = "Brick"; itemdef.groups["cracky"] = 3; itemdef.inventory_image = "[inventorycube" "{default_brick.png" "{default_brick.png" "{default_brick.png"; f = ContentFeatures(); f.name = itemdef.name; for (TileDef &tiledef : f.tiledef) tiledef.name = "default_brick.png"; f.is_ground_content = true; idef->registerItem(itemdef); t_CONTENT_BRICK = ndef->set(f.name, f); } bool TestGameDef::joinModChannel(const std::string &channel) { return m_modchannel_mgr->joinChannel(channel, PEER_ID_SERVER); } bool TestGameDef::leaveModChannel(const std::string &channel) { return m_modchannel_mgr->leaveChannel(channel, PEER_ID_SERVER); } bool TestGameDef::sendModChannelMessage(const std::string &channel, const std::string &message) { if (!m_modchannel_mgr->channelRegistered(channel)) return false; return true; } //// //// run_tests //// bool run_tests() { u64 t1 = porting::getTimeMs(); TestGameDef gamedef; g_logger.setLevelSilenced(LL_ERROR, true); u32 num_modules_failed = 0; u32 num_total_tests_failed = 0; u32 num_total_tests_run = 0; std::vector &testmods = TestManager::getTestModules(); for (size_t i = 0; i != testmods.size(); i++) { if (!testmods[i]->testModule(&gamedef)) num_modules_failed++; num_total_tests_failed += testmods[i]->num_tests_failed; num_total_tests_run += testmods[i]->num_tests_run; } u64 tdiff = porting::getTimeMs() - t1; g_logger.setLevelSilenced(LL_ERROR, false); const char *overall_status = (num_modules_failed == 0) ? "PASSED" : "FAILED"; rawstream << "++++++++++++++++++++++++++++++++++++++++" << "++++++++++++++++++++++++++++++++++++++++" << std::endl << "Unit Test Results: " << overall_status << std::endl << " " << num_modules_failed << " / " << testmods.size() << " failed modules (" << num_total_tests_failed << " / " << num_total_tests_run << " failed individual tests)." << std::endl << " Testing took " << tdiff << "ms total." << std::endl << "++++++++++++++++++++++++++++++++++++++++" << "++++++++++++++++++++++++++++++++++++++++" << std::endl; return num_modules_failed; } //// //// TestBase //// bool TestBase::testModule(IGameDef *gamedef) { rawstream << "======== Testing module " << getName() << std::endl; u64 t1 = porting::getTimeMs(); runTests(gamedef); u64 tdiff = porting::getTimeMs() - t1; rawstream << "======== Module " << getName() << " " << (num_tests_failed ? "failed" : "passed") << " (" << num_tests_failed << " failures / " << num_tests_run << " tests) - " << tdiff << "ms" << std::endl; if (!m_test_dir.empty()) fs::RecursiveDelete(m_test_dir); return num_tests_failed == 0; } std::string TestBase::getTestTempDirectory() { if (!m_test_dir.empty()) return m_test_dir; char buf[32]; snprintf(buf, sizeof(buf), "%08X", myrand()); m_test_dir = fs::TempPath() + DIR_DELIM "mttest_" + buf; if (!fs::CreateDir(m_test_dir)) throw TestFailedException(); return m_test_dir; } std::string TestBase::getTestTempFile() { char buf[32]; snprintf(buf, sizeof(buf), "%08X", myrand()); return getTestTempDirectory() + DIR_DELIM + buf + ".tmp"; } /* NOTE: These tests became non-working then NodeContainer was removed. These should be redone, utilizing some kind of a virtual interface for Map (IMap would be fine). */ #if 0 struct TestMapBlock: public TestBase { class TC : public NodeContainer { public: MapNode node; bool position_valid; core::list validity_exceptions; TC() { position_valid = true; } virtual bool isValidPosition(v3s16 p) { //return position_valid ^ (p==position_valid_exception); bool exception = false; for(core::list::Iterator i=validity_exceptions.begin(); i != validity_exceptions.end(); i++) { if(p == *i) { exception = true; break; } } return exception ? !position_valid : position_valid; } virtual MapNode getNode(v3s16 p) { if(isValidPosition(p) == false) throw InvalidPositionException(); return node; } virtual void setNode(v3s16 p, MapNode & n) { if(isValidPosition(p) == false) throw InvalidPositionException(); }; virtual u16 nodeContainerId() const { return 666; } }; void Run() { TC parent; MapBlock b(&parent, v3s16(1,1,1)); v3s16 relpos(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE); UASSERT(b.getPosRelative() == relpos); UASSERT(b.getBox().MinEdge.X == MAP_BLOCKSIZE); UASSERT(b.getBox().MaxEdge.X == MAP_BLOCKSIZE*2-1); UASSERT(b.getBox().MinEdge.Y == MAP_BLOCKSIZE); UASSERT(b.getBox().MaxEdge.Y == MAP_BLOCKSIZE*2-1); UASSERT(b.getBox().MinEdge.Z == MAP_BLOCKSIZE); UASSERT(b.getBox().MaxEdge.Z == MAP_BLOCKSIZE*2-1); UASSERT(b.isValidPosition(v3s16(0,0,0)) == true); UASSERT(b.isValidPosition(v3s16(-1,0,0)) == false); UASSERT(b.isValidPosition(v3s16(-1,-142,-2341)) == false); UASSERT(b.isValidPosition(v3s16(-124,142,2341)) == false); UASSERT(b.isValidPosition(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1)) == true); UASSERT(b.isValidPosition(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE,MAP_BLOCKSIZE-1)) == false); /* TODO: this method should probably be removed if the block size isn't going to be set variable */ /*UASSERT(b.getSizeNodes() == v3s16(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE));*/ // Changed flag should be initially set UASSERT(b.getModified() == MOD_STATE_WRITE_NEEDED); b.resetModified(); UASSERT(b.getModified() == MOD_STATE_CLEAN); // All nodes should have been set to // .d=CONTENT_IGNORE and .getLight() = 0 for(u16 z=0; z light_sources; // The bottom block is invalid, because we have a shadowing node UASSERT(b.propagateSunlight(light_sources) == false); UASSERT(b.getNode(v3s16(1,4,0)).getLight(LIGHTBANK_DAY) == LIGHT_SUN); UASSERT(b.getNode(v3s16(1,3,0)).getLight(LIGHTBANK_DAY) == LIGHT_SUN); UASSERT(b.getNode(v3s16(1,2,0)).getLight(LIGHTBANK_DAY) == 0); UASSERT(b.getNode(v3s16(1,1,0)).getLight(LIGHTBANK_DAY) == 0); UASSERT(b.getNode(v3s16(1,0,0)).getLight(LIGHTBANK_DAY) == 0); UASSERT(b.getNode(v3s16(1,2,3)).getLight(LIGHTBANK_DAY) == LIGHT_SUN); UASSERT(b.getFaceLight2(1000, p, v3s16(0,1,0)) == LIGHT_SUN); UASSERT(b.getFaceLight2(1000, p, v3s16(0,-1,0)) == 0); UASSERT(b.getFaceLight2(0, p, v3s16(0,-1,0)) == 0); // According to MapBlock::getFaceLight, // The face on the z+ side should have double-diminished light //UASSERT(b.getFaceLight(p, v3s16(0,0,1)) == diminish_light(diminish_light(LIGHT_MAX))); // The face on the z+ side should have diminished light UASSERT(b.getFaceLight2(1000, p, v3s16(0,0,1)) == diminish_light(LIGHT_MAX)); } /* Check how the block handles being in between blocks with some non-sunlight while being underground */ { // Make neighbours to exist and set some non-sunlight to them parent.position_valid = true; b.setIsUnderground(true); parent.node.setLight(LIGHTBANK_DAY, LIGHT_MAX/2); core::map light_sources; // The block below should be valid because there shouldn't be // sunlight in there either UASSERT(b.propagateSunlight(light_sources, true) == true); // Should not touch nodes that are not affected (that is, all of them) //UASSERT(b.getNode(v3s16(1,2,3)).getLight() == LIGHT_SUN); // Should set light of non-sunlighted blocks to 0. UASSERT(b.getNode(v3s16(1,2,3)).getLight(LIGHTBANK_DAY) == 0); } /* Set up a situation where: - There is only air in this block - There is a valid non-sunlighted block at the bottom, and - Invalid blocks elsewhere. - the block is not underground. This should result in bottom block invalidity */ { b.setIsUnderground(false); // Clear block for(u16 z=0; z light_sources; // Bottom block is not valid UASSERT(b.propagateSunlight(light_sources) == false); } } }; struct TestMapSector: public TestBase { class TC : public NodeContainer { public: MapNode node; bool position_valid; TC() { position_valid = true; } virtual bool isValidPosition(v3s16 p) { return position_valid; } virtual MapNode getNode(v3s16 p) { if(position_valid == false) throw InvalidPositionException(); return node; } virtual void setNode(v3s16 p, MapNode & n) { if(position_valid == false) throw InvalidPositionException(); }; virtual u16 nodeContainerId() const { return 666; } }; void Run() { TC parent; parent.position_valid = false; // Create one with no heightmaps ServerMapSector sector(&parent, v2s16(1,1)); UASSERT(sector.getBlockNoCreateNoEx(0) == 0); UASSERT(sector.getBlockNoCreateNoEx(1) == 0); MapBlock * bref = sector.createBlankBlock(-2); UASSERT(sector.getBlockNoCreateNoEx(0) == 0); UASSERT(sector.getBlockNoCreateNoEx(-2) == bref); //TODO: Check for AlreadyExistsException /*bool exception_thrown = false; try{ sector.getBlock(0); } catch(InvalidPositionException &e){ exception_thrown = true; } UASSERT(exception_thrown);*/ } }; #endif