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luanti/src/unittest/test.h

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// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#pragma once
#include <functional>
#include <exception>
#include <sstream>
#include <vector>
#include "irrlichttypes_bloated.h"
#include "porting.h"
#include "filesys.h"
#include "mapnode.h"
class TestFailedException { // dont derive from std::exception to avoid accidental catch
public:
TestFailedException(std::string in_message, const char *in_file, int in_line)
: message(std::move(in_message))
, file(fs::GetFilenameFromPath(in_file))
, line(in_line)
{}
const std::string message;
const std::string file;
const int line;
};
// Runs a unit test and reports results
#define TEST(fxn, ...) runTest(#fxn, [&] () { fxn(__VA_ARGS__); });
// Asserts the specified condition is true, or fails the current unit test
#define UASSERT(x) \
if (!(x)) { \
throw TestFailedException(#x, __FILE__, __LINE__); \
}
// Asserts the specified condition is true, or fails the current unit test
// and prints the format specifier fmt
#define UTEST(x, fmt, ...) \
if (!(x)) { \
char utest_buf[1024]; \
snprintf(utest_buf, sizeof(utest_buf), fmt, __VA_ARGS__); \
throw TestFailedException(utest_buf, __FILE__, __LINE__); \
}
// Asserts the comparison specified by CMP is true, or fails the current unit test
#define UASSERTCMP(T, CMP, actual, expected) { \
T a = (actual); \
T e = (expected); \
if (!(a CMP e)) { \
std::ostringstream message; \
message << #actual " " #CMP " " #expected; \
message << std::endl << " actual : " << a; \
message << std::endl << " expected: " << e; \
throw TestFailedException(message.str(), __FILE__, __LINE__); \
} \
}
#define UASSERTEQ(T, actual, expected) UASSERTCMP(T, ==, actual, expected)
// UASSERTs that the specified exception occurs
#define EXCEPTION_CHECK(EType, code) { \
bool exception_thrown = false; \
try { \
code; \
} catch (EType &e) { \
exception_thrown = true; \
} \
UASSERT(exception_thrown); \
}
class IGameDef;
class TestBase {
public:
bool testModule(IGameDef *gamedef);
std::string getTestTempDirectory();
std::string getTestTempFile();
virtual void runTests(IGameDef *gamedef) = 0;
virtual const char *getName() = 0;
u32 num_tests_failed;
u32 num_tests_run;
void runTest(const char *name, std::function<void()> &&test);
private:
std::string m_test_dir;
};
class TestManager {
public:
static std::vector<TestBase *> &getTestModules()
{
static std::vector<TestBase *> m_modules_to_test;
return m_modules_to_test;
}
static void registerTestModule(TestBase *module)
{
getTestModules().push_back(module);
}
};
// A few item and node definitions for those tests that need them
extern content_t t_CONTENT_STONE;
extern content_t t_CONTENT_GRASS;
extern content_t t_CONTENT_TORCH;
extern content_t t_CONTENT_WATER;
extern content_t t_CONTENT_LAVA;
extern content_t t_CONTENT_BRICK;
bool run_tests();
bool run_tests(const std::string &module_name);