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MCInGameTester

Engine for tests, that requires minecraft to be loaded.

GitHub issues GitHub forks GitHub stars GitHub license JitPack JitCI status GitHub CI test status

Usage

Adding to gradle

Just add next line after apply plugin: 'forge':

apply from: 'https://raw.githubusercontent.com/MJaroslav/MCInGameTester/master/gradle/configurations/v1.gradle'

Note: This build script extension just adds some tasks and last project version to dependencies. If you want to use specific version of engine, add next to your build script:

configurations.all {
    resolutionStrategy {
        force 'com.github.MJaroslav:MCInGameTester:VERSION:dev'
    }
}

Where VERSION is a selected engine version.

Tasks

  • testClient - runs client with test engine and test source set added in classpath.
  • testServer - runs server with test engine and test source set added in classpath.
  • testJar - builds temp jar from test source set. You no needs in this, its utility task.

Note: Any game test task will stop game after all test execution if configuration don't say else.

Declaring tests

All that you need for making tests, contains in com.github.mjaroslav.mcingametester.api (API) package.
If you need to log something, use com.github.mjaroslav.mcingametester.lib.ModInfo#LOG logger.

Test-like method - it's a non-static void method without parameters.
Test container - it's a simple class with test-like methods.

Note: All annotated things by annotations from API in test containers can be with any access modifier.

For begin, just create test containers in your test source set and then annotate them with @Client (for only client side), @Server (for only server side) or @Common (for both side).

Note: For these three annotations, you can use when parameter with LoaderState type for setting loading state when tests should be run.

Now, you can write tests in these classes. Just write test-like methods and annotate them with @Test.

If you needs in executing something before or after each test, you can make test-like method but annotate it with @BeforeEach or @AfterEach instead of @Test.

If you needs in executing something before or after all tests in class, you can make static test-like method but annotate it with @BeforeClass or @AfterClass instead of @Test.

In addition, for Server sided tests you can make non-static World-typed field with @WorldShadow annotation. It's sets Overworld World object to this field.

Note: Only logger from ModInfo showed in game test tasks by default.

Examples

// Tests from this test container will executed on both sides.
@Common
public class TestCommomSide {
    // Be careful, all before/after methods should not throwing any exceptions.
    @BeforeClass
    static void beforeClass() {
        // Static imported LOG from ModInfo.
        LOG.info("Will executed on both sides before all tests from this class");
    }
    
    @Test
    void test$common() {
        LOG.info("Will executed on both sides");
    }
}

// Tests from this test container will executed only on server side.
@Server(when = LoaderState.INITIALIZATION) // Tests will executed in end (after other mods) of initialization state.
public class TestServerSide {
    @WorldShadow
    World overworld; // Getter for server Overworld (dim 0). 

    @AfterEach
    void afterEach() {
        LOG.info("Will executed after each test of this class on server side");
    }
    
    @Test
    void test$server() {
        LOG.info("Will executed on server side");
    }
}

Test writing

Every test can return one of three results:

  • SUCCESS - expected throwable was thrown (if present by expected parameter in @Test) and anything else wasn't thrown.
  • FAILED - expected throwable wasn't thrown (if present by expected parameter in @Test) or AssertionError was thrown and anything else wasn't thrown.
  • ERROR - just error in test engine, for example bad test syntax. It will crash the game.

Note: For not throwing AssertionErrors in tests manually, you can use Assert class from API. You can also use same name class from JUnit or any helper for throwing AssertionError from another libs.

Examples

@Test(expected = ClassNotFoundException.class)
void test$clientClassOnServer() throws ClassNotFoundException {
    // Test will cause ClassNotFoundException on server and fail test.
    // All unexpected exceptions will wrapped in AssertionError and cause test fail.
    Class.forName("net.minecraft.client.Minecraft"); 
   // Use deobf names without any problems.
   // I hope you don't run this in obfuscated environment, do you?
}

@Test
void test$isServerSide() {
    // Fails test if condition return false.
    Assert.isTrue(FMLCommonHandler.instance().getSide().isServer(), "Non server side");
}

@WorldShadow // Only for server side test containers.
World overworld;

@Test
void test$shadowWorld() {
    // You can combine several assertions.
    Assert.isTrue(overworld != null, "Null world");
    Assert.isEquals(overworld.provider.dimensionId, 0, "Not Overworld");
}

Test execution

For run tests manually you should execute testClient and/or testServer task.

Configuration

Engine options

You can change next options of engine by system environments or JVM system properties (-Dkey=value):

Parameter Description Default value
MCIGT_STOP_AFTER_SUCCESS
or
MCInGameTester.stopAfterSuccess
Stop game after success tests execution. true
MCIGT_FORCED_GAME_STOP_STATE
or
MCInGameTester.forcedGameStopState
Forces LoaderState for game stopping. All tests in test containers where when parameter set with LoaderState that should be after forced, will ignored. Used max value from annotations when parameter.
MCIGT_STOP_NO_TESTS
or
MCInGameTester.stopNoTests
Stop game if no tests loaded. true
MCIGT_STOP_FIRST_FAIL
or
MCInGameTester.stopFirstFail
Stop game on first failed test. false
MCIGT_HALT_EXIT
or
MCInGameTester.haltExit
Use System.halt instead of System.exit for game stopping. false

Note: Value from environment variable will force JVM system property value.

Build script

You can configure testClient/testServer like as runClient/runServer tasks (it's JavaExec-typed tasks), but these tasks contains some additional parameters:

testServer { // or testClient
    // Recreate working dir before game launch.
    clearWorkingDirBeforeLaunch = true
    // Auto accepting eula for server.
    eula = true // (false for testClient)
    // Use custom Log4J configuration (mcingametester.xml) for showning only ModInfo#LOG logger.
    logOnlyTests = true
    // Copies mapping to `../conf` of working directory. It's can be useful
    // if you use CodeChickenLib in project: version from GregTech repository 
    // can find mappings automatically, witout showing Java Swing File Chooser.
    copyMappingsLocally = true
    
    // In additional, testServer have default "nogui" program argument.
}

Script extension also can set testClient and testServer as test task dependencies if CI environment variable is true, but for client also required environment variable MCIGT_HAS_DISPLAY with same value. It's required because OS can be headless and client game will crash. In this case use any display faker for it, for example XVFB.

CI environments

GitHub actions

This action will run all tests (test with testClient and testServer as dependencies) on any push or pull request.

name: Run gradle tests

on: [push, pull_request]

permissions:
  contents: read

jobs:
  build:
    runs-on: ubuntu-latest
    steps:
    - uses: actions/checkout@v3
    - name: Set up JDK 8
      uses: actions/setup-java@v3
      with:
        java-version: '8'
        distribution: 'temurin'
    - name: Grant execute permission for gradlew
      run: chmod +x gradlew
    - name: Run all tests headless
      uses: GabrielBB/xvfb-action@v1
      with:
        run: ./gradlew test
      env:
        MCIGT_HAS_DISPLAY: true

JitCI

Thanks jitpack.io command for adding XVFB to their docker containers by my request.

I use next non-standard settings for this project:

  • Environment variable MCIGT_HAS_DISPLAY that equals true
  • Replace test command by xvfb-run -e /dev/stdout -s "-screen 0 1280x1024x24 -ac -nolisten tcp -nolisten unix" -a ./gradlew test

Note: Disable dependency cache in init command if you have cache('http') or something problem.

Note: In jitpack.yml I use next configuration for building without CI (but you can try use XVFB too):

jdk:
  - openjdk8
install:
  - ./gradlew build publishToMavenLocal
env:
  CI: false

Released and planned features

  • "Engine".
  • Run tasks.
  • CI integration.
  • Real Gradle Plugin.
  • JUtil implementation.
  • JUnit report implementation.
  • Port to next game versions without alternative frameworks.
  • Implement fake display or make mocked client graphics.

Post Scriptum

Feel free to correct typos and errors in the text or code :)