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mirror of https://github.com/Uberi/Minetest-WorldEdit.git synced 2025-07-04 00:51:04 +02:00

5 Commits

Author SHA1 Message Date
abc9efeeb8 Harden deserialize workaround against unexpected input
Otherwise it will stop working entirely soon when the
serialization inside Minetest is reworked.
This allows it to work at least in the cases where the original
bug (LuaJIT register limit) doesn't apply.
2022-06-06 20:39:15 +02:00
c223ca4cec Update IRC link in README
closes #207
2021-11-15 00:16:34 +01:00
c8afa95542 Make worldedit_gui error non-fatal
to allow worldedit to be used in worldmods
2021-09-21 20:47:57 +02:00
670e421f57 Rename util folder
because mod loading woes, minetest/minetest#11240
2021-09-21 01:34:10 +02:00
770601dd5d Add automated tests for WorldEdit API functions that run under CI
uses a real Minetest instance (Docker)
currently covers most basic manipulations
2021-09-20 23:10:04 +02:00
7 changed files with 501 additions and 5 deletions

11
.github/workflows/test.yml vendored Normal file
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@ -0,0 +1,11 @@
name: test
on: [push, pull_request]
jobs:
test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Run tests
run: MINETEST_VER=latest ./.util/run_tests.sh

30
.util/run_tests.sh Executable file
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@ -0,0 +1,30 @@
#!/bin/bash
tempdir=/tmp/mt
confpath=$tempdir/minetest.conf
worldpath=$tempdir/world
use_docker=y
[ -x ../../bin/minetestserver ] && use_docker=
rm -rf $tempdir
mkdir -p $worldpath
# the docker image doesn't have devtest
[ -n "$use_docker" ] || printf '%s\n' gameid=devtest >$worldpath/world.mt
printf '%s\n' mg_name=singlenode '[end_of_params]' >$worldpath/map_meta.txt
printf '%s\n' worldedit_run_tests=true max_forceloaded_blocks=9999 >$confpath
if [ -n "$use_docker" ]; then
chmod -R 777 $tempdir
docker run --rm -i \
-v $confpath:/etc/minetest/minetest.conf \
-v $tempdir:/var/lib/minetest/.minetest \
-v "$PWD/worldedit":/var/lib/minetest/.minetest/world/worldmods/worldedit \
registry.gitlab.com/minetest/minetest/server:${MINETEST_VER}
else
mkdir $worldpath/worldmods
ln -s "$PWD/worldedit" $worldpath/worldmods/worldedit
../../bin/minetestserver --config $confpath --world $worldpath --logfile /dev/null
fi
test -f $worldpath/tests_ok || exit 1
exit 0

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@ -23,7 +23,7 @@ There is a nice installation guide over at the [Minetest Wiki](http://wiki.minet
8. You should have a mod selection screen. Select the one named something like `Minetest-WorldEdit` by left clicking once and press the **Enable Modpack** button.
9. Press the **Save** button. You can now use WorldEdit in that world. Repeat steps 7 to 9 to enable WorldEdit for other worlds too.
If you are having trouble, try asking for help in the [IRC channel](https://webchat.freenode.net/?channels=#minetest) (faster but may not always have helpers online)
If you are having trouble, try asking for help in the [IRC channel](https://web.libera.chat/#minetest) (faster but may not always have helpers online)
or ask on the [forum topic](https://forum.minetest.net/viewtopic.php?id=572) (slower but more likely to get help).
Usage

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@ -38,3 +38,7 @@ if minetest.settings:get_bool("log_mods") then
print("[WorldEdit] Loaded!")
end
if minetest.settings:get_bool("worldedit_run_tests") then
dofile(path .. "/test.lua")
minetest.after(0, worldedit.run_tests)
end

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@ -114,12 +114,15 @@ function worldedit.serialize(pos1, pos2)
return LATEST_SERIALIZATION_HEADER .. result, count
end
-- Contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile)
-- by ChillCode, available under the MIT license.
local function deserialize_workaround(content)
local nodes
if not minetest.global_exists("jit") then
nodes = minetest.deserialize(content, true)
elseif not content:match("^%s*return%s*{") then
-- The data doesn't look like we expect it to so we can't apply the workaround.
-- hope for the best
minetest.log("warning", "WorldEdit: deserializing data but can't apply LuaJIT workaround")
nodes = minetest.deserialize(content, true)
else
-- XXX: This is a filthy hack that works surprisingly well
-- in LuaJIT, `minetest.deserialize` will fail due to the register limit
@ -130,7 +133,7 @@ local function deserialize_workaround(content)
local startpos, startpos1 = 1, 1
local endpos
while true do -- go through each individual node entry (except the last)
startpos, endpos = escaped:find("},%s*{", startpos)
startpos, endpos = escaped:find("}%s*,%s*{", startpos)
if not startpos then
break
end

448
worldedit/test.lua Normal file
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@ -0,0 +1,448 @@
---------------------
-- Helpers
---------------------
local vec = vector.new
local vecw = function(axis, n, base)
local ret = vec(base)
ret[axis] = n
return ret
end
local pos2str = minetest.pos_to_string
local get_node = minetest.get_node
local set_node = minetest.set_node
---------------------
-- Nodes
---------------------
local air = "air"
local testnode1
local testnode2
local testnode3
-- Loads nodenames to use for tests
local function init_nodes()
testnode1 = minetest.registered_aliases["mapgen_stone"]
testnode2 = minetest.registered_aliases["mapgen_dirt"]
testnode3 = minetest.registered_aliases["mapgen_cobble"] or minetest.registered_aliases["mapgen_dirt_with_grass"]
assert(testnode1 and testnode2 and testnode3)
end
-- Writes repeating pattern into given area
local function place_pattern(pos1, pos2, pattern)
local pos = vec()
local node = {name=""}
local i = 1
for z = pos1.z, pos2.z do
pos.z = z
for y = pos1.y, pos2.y do
pos.y = y
for x = pos1.x, pos2.x do
pos.x = x
node.name = pattern[i]
set_node(pos, node)
i = i % #pattern + 1
end
end
end
end
---------------------
-- Area management
---------------------
assert(minetest.get_mapgen_setting("mg_name") == "singlenode")
local area = {}
do
local areamin, areamax
local off
local c_air = minetest.get_content_id(air)
local vbuffer = {}
-- Assign a new area for use, will emerge and then call ready()
area.assign = function(min, max, ready)
areamin = min
areamax = max
minetest.emerge_area(min, max, function(bpos, action, remaining)
assert(action ~= minetest.EMERGE_ERRORED)
if remaining > 0 then return end
minetest.after(0, function()
area.clear()
ready()
end)
end)
end
-- Reset area contents and state
area.clear = function()
local vmanip = minetest.get_voxel_manip(areamin, areamax)
local vpos1, vpos2 = vmanip:get_emerged_area()
local vcount = (vpos2.x - vpos1.x + 1) * (vpos2.y - vpos1.y + 1) * (vpos2.z - vpos1.z + 1)
if #vbuffer ~= vcount then
vbuffer = {}
for i = 1, vcount do
vbuffer[i] = c_air
end
end
vmanip:set_data(vbuffer)
vmanip:write_to_map()
off = vec(0, 0, 0)
end
-- Returns an usable area [pos1, pos2] that does not overlap previous ones
area.get = function(sizex, sizey, sizez)
local size
if sizey == nil or sizez == nil then
size = {x=sizex, y=sizex, z=sizex}
else
size = {x=sizex, y=sizey, z=sizez}
end
local pos1 = vector.add(areamin, off)
local pos2 = vector.subtract(vector.add(pos1, size), 1)
if pos2.x > areamax.x or pos2.y > areamax.y or pos2.z > areamax.z then
error("Internal failure: out of space")
end
off = vector.add(off, size)
return pos1, pos2
end
-- Returns an axis and count (= n) relative to the last-requested area that is unoccupied
area.dir = function(n)
local pos1 = vector.add(areamin, off)
if pos1.x + n <= areamax.x then
off.x = off.x + n
return "x", n
elseif pos1.x + n <= areamax.y then
off.y = off.y + n
return "y", n
elseif pos1.z + n <= areamax.z then
off.z = off.z + n
return "z", n
end
error("Internal failure: out of space")
end
-- Returns [XYZ] margin (list of pos pairs) of n around last-requested area
-- (may actually be larger but doesn't matter)
area.margin = function(n)
local pos1, pos2 = area.get(n)
return {
{ vec(areamin.x, areamin.y, pos1.z), pos2 }, -- X/Y
{ vec(areamin.x, pos1.y, areamin.z), pos2 }, -- X/Z
{ vec(pos1.x, areamin.y, areamin.z), pos2 }, -- Y/Z
}
end
end
-- Split an existing area into two non-overlapping [pos1, half1], [half2, pos2] parts; returns half1, half2
area.split = function(pos1, pos2)
local axis
if pos2.x - pos1.x >= 1 then
axis = "x"
elseif pos2.y - pos1.y >= 1 then
axis = "y"
elseif pos2.z - pos1.z >= 1 then
axis = "z"
else
error("Internal failure: area too small to split")
end
local hspan = math.floor((pos2[axis] - pos1[axis] + 1) / 2)
local half1 = vecw(axis, pos1[axis] + hspan - 1, pos2)
local half2 = vecw(axis, pos1[axis] + hspan, pos2)
return half1, half2
end
---------------------
-- Checks
---------------------
local check = {}
-- Check that all nodes in [pos1, pos2] are the node(s) specified
check.filled = function(pos1, pos2, nodes)
if type(nodes) == "string" then
nodes = { nodes }
end
local _, counts = minetest.find_nodes_in_area(pos1, pos2, nodes)
local total = worldedit.volume(pos1, pos2)
local sum = 0
for _, n in pairs(counts) do
sum = sum + n
end
if sum ~= total then
error((total - sum) .. " " .. table.concat(nodes, ",") .. " nodes missing in " ..
pos2str(pos1) .. " -> " .. pos2str(pos2))
end
end
-- Check that none of the nodes in [pos1, pos2] are the node(s) specified
check.not_filled = function(pos1, pos2, nodes)
if type(nodes) == "string" then
nodes = { nodes }
end
local _, counts = minetest.find_nodes_in_area(pos1, pos2, nodes)
for nodename, n in pairs(counts) do
if n ~= 0 then
error(counts[nodename] .. " " .. nodename .. " nodes found in " ..
pos2str(pos1) .. " -> " .. pos2str(pos2))
end
end
end
-- Check that all of the areas are only made of node(s) specified
check.filled2 = function(list, nodes)
for _, pos in ipairs(list) do
check.filled(pos[1], pos[2], nodes)
end
end
-- Check that none of the areas contain the node(s) specified
check.not_filled2 = function(list, nodes)
for _, pos in ipairs(list) do
check.not_filled(pos[1], pos[2], nodes)
end
end
-- Checks presence of a repeating pattern in [pos1, po2] (cf. place_pattern)
check.pattern = function(pos1, pos2, pattern)
local pos = vec()
local i = 1
for z = pos1.z, pos2.z do
pos.z = z
for y = pos1.y, pos2.y do
pos.y = y
for x = pos1.x, pos2.x do
pos.x = x
local node = get_node(pos)
if node.name ~= pattern[i] then
error(pattern[i] .. " not found at " .. pos2str(pos) .. " (i=" .. i .. ")")
end
i = i % #pattern + 1
end
end
end
end
---------------------
-- The actual tests
---------------------
local tests = {}
local function register_test(name, func, opts)
assert(type(name) == "string")
assert(func == nil or type(func) == "function")
if not opts then
opts = {}
else
opts = table.copy(opts)
end
opts.name = name
opts.func = func
table.insert(tests, opts)
end
-- How this works:
-- register_test registers a test with a name and function
-- The function should return if the test passes or otherwise cause a Lua error
-- The basic structure is: get areas + do operations + check results
-- Helpers:
-- area.get must be used to retrieve areas that can be operated on (these will be cleared before each test)
-- check.filled / check.not_filled can be used to check the result
-- area.margin + check.filled2 is useful to make sure nodes weren't placed too far
-- place_pattern + check.pattern is useful to test ops that operate on existing data
register_test("Internal self-test")
register_test("is area loaded?", function()
local pos1, _ = area.get(1)
assert(get_node(pos1).name == "air")
end, {dry=true})
register_test("area.split", function()
for i = 2, 6 do
local pos1, pos2 = area.get(1, 1, i)
local half1, half2 = area.split(pos1, pos2)
assert(pos1.x == half1.x and pos1.y == half1.y)
assert(half1.x == half2.x and half1.y == half2.y)
assert(half1.z + 1 == half2.z)
if i % 2 == 0 then
assert((half1.z - pos1.z) == (pos2.z - half2.z)) -- divided equally
end
end
end, {dry=true})
register_test("check.filled", function()
local pos1, pos2 = area.get(1, 2, 1)
set_node(pos1, {name=testnode1})
set_node(pos2, {name=testnode2})
check.filled(pos1, pos1, testnode1)
check.filled(pos1, pos2, {testnode1, testnode2})
check.not_filled(pos1, pos1, air)
check.not_filled(pos1, pos2, {air, testnode3})
end)
register_test("pattern", function()
local pos1, pos2 = area.get(3, 2, 1)
local pattern = {testnode1, testnode3}
place_pattern(pos1, pos2, pattern)
assert(get_node(pos1).name == testnode1)
check.pattern(pos1, pos2, pattern)
end)
register_test("Generic node manipulations")
register_test("worldedit.set", function()
local pos1, pos2 = area.get(10)
local m = area.margin(1)
worldedit.set(pos1, pos2, testnode1)
check.filled(pos1, pos2, testnode1)
check.filled2(m, air)
end)
register_test("worldedit.set mix", function()
local pos1, pos2 = area.get(10)
local m = area.margin(1)
worldedit.set(pos1, pos2, {testnode1, testnode2})
check.filled(pos1, pos2, {testnode1, testnode2})
check.filled2(m, air)
end)
register_test("worldedit.replace", function()
local pos1, pos2 = area.get(10)
local half1, half2 = area.split(pos1, pos2)
worldedit.set(pos1, half1, testnode1)
worldedit.set(half2, pos2, testnode2)
worldedit.replace(pos1, pos2, testnode1, testnode3)
check.not_filled(pos1, pos2, testnode1)
check.filled(pos1, half1, testnode3)
check.filled(half2, pos2, testnode2)
end)
register_test("worldedit.replace inverse", function()
local pos1, pos2 = area.get(10)
local half1, half2 = area.split(pos1, pos2)
worldedit.set(pos1, half1, testnode1)
worldedit.set(half2, pos2, testnode2)
worldedit.replace(pos1, pos2, testnode1, testnode3, true)
check.filled(pos1, half1, testnode1)
check.filled(half2, pos2, testnode3)
end)
-- FIXME?: this one looks overcomplicated
register_test("worldedit.copy", function()
local pos1, pos2 = area.get(4)
local axis, n = area.dir(2)
local m = area.margin(1)
local b = pos1[axis]
-- create one slice with testnode1, one with testnode2
worldedit.set(pos1, vecw(axis, b + 1, pos2), testnode1)
worldedit.set(vecw(axis, b + 2, pos1), pos2, testnode2)
worldedit.copy(pos1, pos2, axis, n)
-- should have three slices now
check.filled(pos1, vecw(axis, b + 1, pos2), testnode1)
check.filled(vecw(axis, b + 2, pos1), pos2, testnode1)
check.filled(vecw(axis, b + 4, pos1), vector.add(pos2, vecw(axis, n)), testnode2)
check.filled2(m, "air")
end)
register_test("worldedit.copy2", function()
local pos1, pos2 = area.get(6)
local m1 = area.margin(1)
local pos1_, pos2_ = area.get(6)
local m2 = area.margin(1)
local pattern = {testnode1, testnode2, testnode3, testnode1, testnode2}
place_pattern(pos1, pos2, pattern)
worldedit.copy2(pos1, pos2, vector.subtract(pos1_, pos1))
check.pattern(pos1, pos2, pattern)
check.pattern(pos1_, pos2_, pattern)
check.filled2(m1, "air")
check.filled2(m2, "air")
end)
register_test("worldedit.move (overlap)", function()
local pos1, pos2 = area.get(7)
local axis, n = area.dir(2)
local m = area.margin(1)
local pattern = {testnode2, testnode1, testnode2, testnode3, testnode3}
place_pattern(pos1, pos2, pattern)
worldedit.move(pos1, pos2, axis, n)
check.filled(pos1, vecw(axis, pos1[axis] + n - 1, pos2), "air")
check.pattern(vecw(axis, pos1[axis] + n, pos1), vecw(axis, pos2[axis] + n, pos2), pattern)
check.filled2(m, "air")
end)
register_test("worldedit.move", function()
local pos1, pos2 = area.get(10)
local axis, n = area.dir(10)
local m = area.margin(1)
local pattern = {testnode1, testnode3, testnode3, testnode2}
place_pattern(pos1, pos2, pattern)
worldedit.move(pos1, pos2, axis, n)
check.filled(pos1, pos2, "air")
check.pattern(vecw(axis, pos1[axis] + n, pos1), vecw(axis, pos2[axis] + n, pos2), pattern)
check.filled2(m, "air")
end)
-- TODO: the rest (also testing param2 + metadata)
---------------------
-- Main function
---------------------
worldedit.run_tests = function()
do
local v = minetest.get_version()
print("Running " .. #tests .. " tests for WorldEdit " ..
worldedit.version_string .. " on " .. v.project .. " " .. (v.hash or v.string))
end
init_nodes()
-- emerge area from (0,0,0) ~ (56,56,56) and keep it loaded
-- Note: making this area smaller speeds up tests
local wanted = vec(56, 56, 56)
for x = 0, math.floor(wanted.x/16) do
for y = 0, math.floor(wanted.y/16) do
for z = 0, math.floor(wanted.z/16) do
assert(minetest.forceload_block({x=x*16, y=y*16, z=z*16}, true))
end
end
end
area.assign(vec(0, 0, 0), wanted, function()
local failed = 0
for _, test in ipairs(tests) do
if not test.func then
local s = "---- " .. test.name .. " "
print(s .. string.rep("-", 60 - #s))
else
if not test.dry then
area.clear()
end
local ok, err = pcall(test.func)
print(string.format("%-60s %s", test.name, ok and "pass" or "FAIL"))
if not ok then
print(" " .. err)
failed = failed + 1
end
end
end
print("Done, " .. failed .. " tests failed.")
if failed == 0 then
io.close(io.open(minetest.get_worldpath() .. "/tests_ok", "w"))
end
minetest.request_shutdown()
end)
end
-- for debug purposes
minetest.register_on_joinplayer(function(player)
minetest.set_player_privs(player:get_player_name(),
minetest.string_to_privs("fly,fast,noclip,basic_debug,debug,interact"))
end)
minetest.register_on_punchnode(function(pos, node, puncher)
minetest.chat_send_player(puncher:get_player_name(), pos2str(pos))
end)

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@ -216,7 +216,7 @@ elseif minetest.global_exists("sfinv") then -- sfinv installed
end
end
else
error(
return minetest.log("error",
"worldedit_gui requires a supported gui management mod to be installed.\n"..
"To use the it you need to either:\n"..
"* use minetest_game or another sfinv-compatible subgame\n"..