Restructure devtest's unittests and run them in CI (#11859)
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@@ -20,7 +20,7 @@ waitfor () {
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}
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gdbrun () {
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gdb -q -ex 'set confirm off' -ex 'r' -ex 'bt' -ex 'quit' --args "$@"
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gdb -q -batch -ex 'set confirm off' -ex 'r' -ex 'bt' --args "$@"
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}
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[ -e $minetest ] || { echo "executable $minetest missing"; exit 1; }
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@@ -33,17 +33,27 @@ printf '%s\n' >$testspath/client1.conf \
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enable_{sound,minimap,shaders}=false
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printf '%s\n' >$testspath/server.conf \
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max_block_send_distance=1
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max_block_send_distance=1 devtest_unittests_autostart=true
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cat >$worldpath/worldmods/test/init.lua <<"LUA"
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core.after(0, function()
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io.close(io.open(core.get_worldpath() .. "/startup", "w"))
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end)
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core.register_on_joinplayer(function(player)
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io.close(io.open(core.get_worldpath() .. "/player_joined", "w"))
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local function callback(test_ok)
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if not test_ok then
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io.close(io.open(core.get_worldpath() .. "/test_failure", "w"))
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end
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io.close(io.open(core.get_worldpath() .. "/done", "w"))
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core.request_shutdown("", false, 2)
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end)
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end
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if core.settings:get_bool("devtest_unittests_autostart") then
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unittests.on_finished = callback
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else
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core.register_on_joinplayer(function() callback(true) end)
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end
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LUA
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printf '%s\n' >$worldpath/worldmods/test/mod.conf \
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name=test optional_depends=unittests
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echo "Starting server"
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gdbrun $minetest --server --config $conf_server --world $worldpath --gameid $gameid 2>&1 | sed -u 's/^/(server) /' &
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@@ -51,10 +61,14 @@ waitfor $worldpath/startup
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echo "Starting client"
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gdbrun $minetest --config $conf_client1 --go --address 127.0.0.1 2>&1 | sed -u 's/^/(client) /' &
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waitfor $worldpath/player_joined
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waitfor $worldpath/done
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echo "Waiting for client and server to exit"
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wait
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if [ -f $worldpath/test_failure ]; then
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echo "There were test failures."
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exit 1
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fi
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echo "Success"
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exit 0
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