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Tests: Modularize unit testing
Split unit tests into separate files under src/unittest/ Give better unittest diagnostics Clean up some code
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25 changed files with 3402 additions and 2502 deletions
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src/unittest/test_voxelalgorithms.cpp
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src/unittest/test_voxelalgorithms.cpp
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/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "test.h"
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#include "gamedef.h"
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#include "voxelalgorithms.h"
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class TestVoxelAlgorithms : public TestBase {
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public:
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TestVoxelAlgorithms() { TestManager::registerTestModule(this); }
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const char *getName() { return "TestVoxelAlgorithms"; }
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void runTests(IGameDef *gamedef);
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void testPropogateSunlight(INodeDefManager *ndef);
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void testClearLightAndCollectSources(INodeDefManager *ndef);
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};
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static TestVoxelAlgorithms g_test_instance;
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void TestVoxelAlgorithms::runTests(IGameDef *gamedef)
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{
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INodeDefManager *ndef = gamedef->getNodeDefManager();
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TEST(testPropogateSunlight, ndef);
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TEST(testClearLightAndCollectSources, ndef);
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}
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////////////////////////////////////////////////////////////////////////////////
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void TestVoxelAlgorithms::testPropogateSunlight(INodeDefManager *ndef)
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{
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VoxelManipulator v;
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for (u16 z = 0; z < 3; z++)
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for (u16 y = 0; y < 3; y++)
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for (u16 x = 0; x < 3; x++) {
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v3s16 p(x,y,z);
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v.setNodeNoRef(p, MapNode(CONTENT_AIR));
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}
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VoxelArea a(v3s16(0,0,0), v3s16(2,2,2));
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, true, light_sources, ndef);
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//v.print(dstream, ndef, VOXELPRINT_LIGHT_DAY);
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UASSERT(res.bottom_sunlight_valid == true);
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UASSERT(v.getNode(v3s16(1,1,1)).getLight(LIGHTBANK_DAY, ndef)
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== LIGHT_SUN);
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}
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v.setNodeNoRef(v3s16(0,0,0), MapNode(CONTENT_STONE));
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, true, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == true);
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UASSERT(v.getNode(v3s16(1,1,1)).getLight(LIGHTBANK_DAY, ndef)
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== LIGHT_SUN);
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}
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, false, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == true);
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UASSERT(v.getNode(v3s16(2,0,2)).getLight(LIGHTBANK_DAY, ndef)
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== 0);
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}
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v.setNodeNoRef(v3s16(1,3,2), MapNode(CONTENT_STONE));
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, true, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == true);
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UASSERT(v.getNode(v3s16(1,1,2)).getLight(LIGHTBANK_DAY, ndef)
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== 0);
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}
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, false, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == true);
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UASSERT(v.getNode(v3s16(1,0,2)).getLight(LIGHTBANK_DAY, ndef)
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== 0);
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}
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{
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MapNode n(CONTENT_AIR);
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n.setLight(LIGHTBANK_DAY, 10, ndef);
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v.setNodeNoRef(v3s16(1,-1,2), n);
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}
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, true, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == true);
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}
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, false, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == true);
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}
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{
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MapNode n(CONTENT_AIR);
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n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
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v.setNodeNoRef(v3s16(1,-1,2), n);
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}
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, true, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == false);
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}
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, false, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == false);
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}
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v.setNodeNoRef(v3s16(1,3,2), MapNode(CONTENT_IGNORE));
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, true, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == true);
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}
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}
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void TestVoxelAlgorithms::testClearLightAndCollectSources(INodeDefManager *ndef)
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{
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VoxelManipulator v;
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for (u16 z = 0; z < 3; z++)
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for (u16 y = 0; y < 3; y++)
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for (u16 x = 0; x < 3; x++) {
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v3s16 p(x,y,z);
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v.setNode(p, MapNode(CONTENT_AIR));
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}
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VoxelArea a(v3s16(0,0,0), v3s16(2,2,2));
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v.setNodeNoRef(v3s16(0,0,0), MapNode(CONTENT_STONE));
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v.setNodeNoRef(v3s16(1,1,1), MapNode(CONTENT_TORCH));
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{
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MapNode n(CONTENT_AIR);
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n.setLight(LIGHTBANK_DAY, 1, ndef);
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v.setNode(v3s16(1,1,2), n);
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}
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{
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std::set<v3s16> light_sources;
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std::map<v3s16, u8> unlight_from;
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voxalgo::clearLightAndCollectSources(v, a, LIGHTBANK_DAY,
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ndef, light_sources, unlight_from);
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//v.print(dstream, ndef, VOXELPRINT_LIGHT_DAY);
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UASSERT(v.getNode(v3s16(0,1,1)).getLight(LIGHTBANK_DAY, ndef) == 0);
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UASSERT(light_sources.find(v3s16(1,1,1)) != light_sources.end());
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UASSERT(light_sources.size() == 1);
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UASSERT(unlight_from.find(v3s16(1,1,2)) != unlight_from.end());
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UASSERT(unlight_from.size() == 1);
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}
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}
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