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GM-TestFramework

Repository for GameMaker's Test Framework

This repository was established to showcase the internal test framework to users and to offer a platform for the community to contribute their own unit tests for identifying bugs, as well as to improve the framework itself.


Usage

This project is written in pure GML and should work on all available exports.

From the IDE

Note

When running the project from the IDE, there are limitations on tests that require external servers to function. These servers are initialized and managed by the command line launcher, and you'll need to initialize them manually.

python .\launcher.py runserver --proj-config-file 'E:\Source\GM-TestFramework\projects\xUnit\datafiles\config.json'

The command line above will start the servers and keep them running until "SPACE" is pressed. The project config file parameter should be the path to a config.json this file is created automatically if it doesn't exist and is used by the TestFramework internally.

To utilize the project within the IDE, simply select the desired platform and press the 'Run' button.

Tip

If you wish to run a single test you can do so by:

  • Double clicking the objRunner and going to it's [Create Event]
  • Setting the macro SINGLE_TEST_MODE to true at the top of the file
  • Setting the variable single_test_path to the path to the test you want to run (ie.: <TestSuiteName>@<TestName> or <TestSuiteName>)

From the Command Line

Important

The command line framework launcher tool is only compatible with Windows OS and is available exclusively for Enterprise users. You'll need to obtain an Access Key from the following link.

To run the launcher from the command line, you need to have Python installed. Then, follow these steps:

  1. Run the setup.bat script, which will install all Python dependencies.
  2. Run python launcher.py igorRunTests --config-file 'E:\Source\GM-TestFramework.configs\config_windows.json' script with the following arguments:
  • --config-file : path to a config file (ie.: 'E:\Source\GM-TestFramework.configs\config_windows.json')
{
    "access-key": "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx",
    "user-folder": "E:\\Source\\GM-TestFramework.configs\\userFolder\\",

    "runners": "vm,yyc",
    "targets": "windows|Local",
    "feed": "https://gms.yoyogames.com/Zeus-Runtime-NuBeta-I.rss",
    "project-path": "projects\\xUnit\\xUnit.yyp",

    "Logger.level": 20
}

Note

The command line parameters listed below are optional and can be omitted if they are already specified in the configuration file, and vice versa. However, if provided, they will overwrite the corresponding values in the configuration file.


  • -ak followed by your Access Key
  • -uf followed by the a GameMaker's user folder path (ex: C:\Users\<User>\AppData\Roaming\GameMakerStudio2\<username>)
  • -t followed by a comma separated list of platform|device pairs (valid platforms: [windows mac linux android ios tvos HTML5 ps4 ps5])
  • -r followed by a comma separated list of runners (valid runners: [vm yyc])
  • -f followed by the RSS feed to be used for retrieving the runtime (defaults to BETA)
  • -rv followed by the version of the runtime to be tested (defaults to latest)
  • -h5r followed by the path to the HTML5 scripts folder (defaults to selected runtime)


Adding TestsSuites and Tests

To create your own TestSuite using the framework, follow these steps:

  1. Create a new constructor function that inherits TestSuite, as shown in the example below:
function MyTestSuite() : TestSuite() constructor {
}

  1. After creating the TestSuite, you need to register it. Inside the Create Event of objRunner, add your TestSuite:
// ################# TEST SUITE REGISTRATION #################

// Register test suites here...
testFramework.addSuite(BasicArrayTestSuite); 
testFramework.addSuite(BasicBufferTestSuite);
testFramework.addSuite(BasicDataStructuresGridTestSuite);
testFramework.addSuite(BasicDataStructuresListTestSuite);
// ....

testFramework.addSuite(MyTestSuite); // This is our test suite.

// ###########################################################

  1. With the TestSuite registered, you can now start creating unit tests.

Synchronous Tests

Synchronous tests are simple tests that can exist in two forms:

  • Facts: These are regular synchronous tests executed with a single function call.
  • Theories: These are data-driven synchronous tests expanded into multiple Facts at runtime.

Here's an example of how to create Facts and Theories using the TestFramework in GameMaker:

function MyTestSuite() : TestSuite() constructor {

   // Notes:
   //    * The test result is automatically determined by the existence of failed assertions
   //    * A test can be forcibly ended using the test_end([_forcedResult]) function
   //    * When force ending a test, you can pass it a custom TestResult value (which will overwrite the automatic value)

   // This defines a synchronous unit test (the test will end as soon as the function ends)
   // Synchronous tests in the TestFramework are called 'Facts'
   addFact("a fact test description (unique name is recommended)", function() {

      // This is your test code!
      assert_equals(5, 5, "Two equal number literals should be equal!") // This assert will pass

   });

   // This defines a synchronous data-driven unit test (the test will end as soon as the function ends)
   // Data-driven synchronous tests in the TestFramework are called 'Theories'
   // Theories allow for creating manageable multiple input tests
   addTheory("a theory test description (unique name is recommended)", 
   [
      [ 1, 1, 2 ], // These will be the values of the first input
      [ 2, 2, 4 ], // These will be the values of the second input
      [ 3, 3, 6 ], // These will be the values of the third input
      [ 4, 4, 8 ], // There will be the values of the fourth input
   ],
   function(_arg1, _arg2, _result) {

      // This is your test code!
      assert_equals(_arg1 + _arg2, _result, "The sum failed") // This assert will pass for all inputs

      // NOTE: For each failed assert in a 'Theory', the input parameters will be included as part of the failed assertion data.
   });
}

Asynchronous Tests

Asynchronous tests offer better control over the test's lifespan and are executed with the help of a mediator objTestAsync object (or an object inheriting from it). These mediator objects act as glue between the test and the object events and should inherit objTestAsync. The default objTestAsync object handles the following events:

  • ev_create
  • ev_step
  • ev_cleanup

Note

If you require more events, create your own objTestAsync<SubName> object with the respective handlers (refer to existing objTestAsyncSaveLoad and objTestAsyncNetworking, stored inside Modules/TestModule/Objects).


Below is an example of how to create a TestAsync using the TestFramework in GameMaker:

function MyTestSuite() : TestSuite() constructor {

   // ...
  
   // This defines an asynchronous unit test (the test will only end when 'test_end()' is explicitly called)
   // NOTES:
   //    * Async tests need to be ended manually by calling the test_end([_forcedResult]) function
   //    * The test result is automatically determined by the existance of failed assertions
   //    * When ending a test you can pass it a custom TestResult value (will overwrite the automatic value)
   //    * The test 'addTestAsync' function requires a mediator object (ex.: objTestAsync)
   //    * The test 'addTestAsync' function requires a struct of event-function pairs.
   addTestAsync("an async test description (unique name is recommended)", objTestAsync, {

      ev_create: function() {
         oldRoom = room;
         room_goto(rm_test1);
      },

      ev_step: function() {
         assert_equals(room, rm_test1, "The room should have changed");
         test_end(); // This will end the test, destroy the test instance and automatically call 'ev_cleanup' function.
      },

      ev_cleanup: function() {
         room_goto(oldRoom);
      }
  
  });
  


Test and TestSuite options

To apply specific options to a test, test suite, or the entire framework run, it is necessary to provide the relevant configuration during the creation of each entity.

When configuring options for a test, the configuration should be provided during its creation. On the other hand, for test suites, the configuration must be provided within the constructor body of the given test suite.

Examples of these configurations are shown below:

function MyTestSuite() : TestSuite() constructor {

   addFact("a fact test description (unique name is recommended)", function() {

      // This is your test code!
      assert_equals(5, 5, "Two equal number literals should be equal!") // This assert will pass

   }, {

      // NOTES:
      //    * These options will be applied to the current test.
      //    * These options will overwrite any of the defaults being applied.
      //    * The 'test_filter' expects a predicate function that will filter execution (there are are already some 'platform_*' functions to help on that)
      //    * The 'test_timeout_millis' is used mostly for async tests and will terminate the test after the given amount of time with an 'expired' result
      test_filter: platform_desktop,
      test_timeout_millis: 1000,
   });


   // NOTES
   //    * These options will be applied to the current suite.
   //    * These options will overwrite any of the defaults being applied.
   //    * The 'suite_filter' expects a predicate function that will filter execution (there are are already some 'platform_*' functions to help on that)
   //    * The 'suite_timeout_millis' will terminate the suite after the given amount of time with an 'expired' result
   //    * The 'suite_bail_on_fail' will bail out of suite execution upon the first failed test
   //    * The 'suite_delay_seconds' will allow for a time gap between tests inside the test suite.
   config({
      suite_filter: platform_desktop,
      suite_timeout_millis: 1000,
      suite_bail_on_fail: true,
      suite_delay_seconds: 0.100
   })

}


Configuring the TestFramework (ADVANCED)

To configure advanced functionality of the test framework, you can refer to the frameworkSetup script. This script is responsible for defining default configurations utilized by the different classes and constructors within the various modules.

Within the frameworkSetup script, you can make use of the config_set(...) function, which is part of the configuration manager. This function allows you to configure specific properties associated with the test framework.

Test Properties

The Test constructor allows these default properties:

  • test_end_hook {Function} Hook function that will be executed at the end of the test.
  • test_start_hook {Function} Hook function that will be executed at the start of the test.
  • test_filter {Function} Predicate function that determines whether the test should run or not.
  • test_timeout_millis {Function} The number of millis to wait until the test timesout.

Note

An alternative option is to utilize a config.json file to provide all the aforementioned configurations. This approach is commonly employed by the framework launcher tool to streamline the configuration process.


Important

It is important to note that function callbacks and delegates cannot be defined directly within the external config.json file. This limitation exists because functions cannot be stored in JSON format.


TestSuite Properties

The TestSuite constructor allows these default properties:

  • suite_end_hook {Function} Hook function that will be executed at the end of the suite.
  • suite_start_hook {Function} Hook function that will be executed at the start of the suite.
  • suite_filter {Function} Predicate function that determines whether the suite should run or not.
  • suite_timeout_millis {Function} The number of millis to wait until the suite timesout.
  • suite_bail_on_fail {Bool} Should the suite bail execution after the first failed suite.
  • suite_delay_seconds {Real} The number of seconds to wait between tests.

Note

An alternative option is to utilize a config.json file to provide all the aforementioned configurations. This approach is commonly employed by the framework launcher tool to streamline the configuration process.


Important

It is important to note that function callbacks and delegates cannot be defined directly within the external config.json file. This limitation exists because functions cannot be stored in JSON format.


TestFramework Properties

The TestFramework constructor allows these default properties:

  • framework_end_hook {Function} Hook function that will be executed at the end of the framework.
  • framework_start_hook {Function} Hook function that will be executed at the start of the framework.
  • framework_filter {Function} Predicate function that determines whether the framework should run or not.
  • framework_timeout_millis {Function} The number of millis to wait until the framework timesout.
  • framework_bail_on_fail {Bool} Should the suite bail execution after the first failed framework.
  • framework_delay_seconds {Real} The number of seconds to wait between suites.

Note

An alternative option is to utilize a config.json file to provide all the aforementioned configurations. This approach is commonly employed by the framework launcher tool to streamline the configuration process.


Important

It is important to note that function callbacks and delegates cannot be defined directly within the external config.json file. This limitation exists because functions cannot be stored in JSON format.


Assert Properties

The Assert constructor allows these default properties:

  • assert_failed_hook {Function} Hook function that will be executed on every failed assertion.
  • assert_passed_hook {Function} Hook function that will be executed on every passed assertion.
  • assert_stack_base_depth {Real} The value used to specify the base depth for the stack (number of function calls from the assert call until the debug_get_callstack call)
  • assert_stack_depth {Real} The number of stack entries to show in the assert information.

Note

An alternative option is to utilize a config.json file to provide all the aforementioned configurations. This approach is commonly employed by the framework launcher tool to streamline the configuration process.


Important

It is important to note that function callbacks and delegates cannot be defined directly within the external config.json file. This limitation exists because functions cannot be stored in JSON format.


Logger Properties

The Logger constructor allows these default properties:

  • logger_level {Real} The filter level for showing log messages (see LoggerLevel enum)
  • logger_time_format {String} The format used for the time (ie.: "{H}:{M}:{S}"). Allows the following:
    • {Y} for displaying the year in a XXXX format
    • {m} for displaying the month
    • {d} for displaying the day
    • {H} for displaying the hours
    • {M} for displaying the minutes
    • {S} for displaying the seconds
  • logger_message_format {String} The format used for the message (ie.: "[{level}] {message}"). Allows for following:
    • {message} displays the actual message)
    • {time} displays the time (see logger_time_format above)
    • {level} displays the string representation of the current log type (INFO, WARNING, ERROR, ...)

Note

An alternative option is to utilize a config.json file to provide all the aforementioned configurations. This approach is commonly employed by the framework launcher tool to streamline the configuration process.



Project Structure (ADVANCED)

To facilitate improvements and contributions, the xUnit (TestFramework) project is structured into different modules:

  1. ConfigModule: This module (Modules/ConfigModule/) manages the default configurations for the framework.

  2. PropertyModule: Serving as a superclass to other modules (such as Assert, Test, Logger, and Publisher), the PropertyModule (Modules/PropertyModule) handles properties and their access levels (private or public). A PropertyHolder is an IConfigurable entity that can utilize the ConfigModule to load default configurations.

  3. LoggerModule: Responsible for logging operations within the framework, the LoggerModule is located in Modules/LoggerModule/. Its default API is exposed through the Modules/LoggerModule/LoggerAPI script.

  4. AssertModule: Handling assertions, the AssertModule is situated in Modules/AssertModule/Internal/Assert, where the assert functions are defined as members of the Assert constructor. The framework incorporates the AssertAPI script found in Modules/AssertModule.

  5. PublisherModule: The PublisherModule, found in Modules/PublisherModule/, facilitates the publication of test framework results. It acts as an abstraction layer that supports the implementation of multiple publishers.

  6. TestModule: Responsible for test execution, the TestModule exposes constructors such as Test, TestSuite, and TestFramework.

By organizing the xUnit (TestFramework) project into these modules, it becomes easier to manage and enhance the functionality of the framework.


Important

It is essential to acknowledge that contributions to the framework can influence its internal mechanisms. However, it is crucial to maintain the integrity of the existing public API that is utilized by the tests during runtime. While additions to the API are acceptable, modifications to the existing API should be avoided.



Contributions

We welcome and appreciate well-documented contributions to the project, which can be made in two key areas:

  • Framework Modules: You can contribute by improving or adding to the framework modules themselves, making them more powerful, versatile, and user-friendly.

  • Unit Tests: Enhance the existing collection of unit tests by contributing new tests that cover different aspects of the GameMaker engine and ensure the reliability of the framework.

To contribute to this repo, please follow the standard Git workflow:

  1. Write up an issue in our repo, using the templates we have provided, so you can document your proposed changes and accordingly everyone else knows what you're changing and therefore your changes can be reviewed properly later on
  2. Fork the repository into your own GitHub space (if you have not already done so)
  3. Back on your issue in our repository, set the branch in the right-hand side to be a new branch back on your own fork
  4. Make your changes on that branch in your own repo - be sure to test your changes thoroughly and provide clear comments in yur code as necessary!
  5. When you are done, update your issue with any final information/known issues/etc.
  6. Submit a pull request and ensure the title says "Fixes #your issue number - Some comment" or that your issue is clearly linked in the right-hand panel of the PR - note that you should not need to add much further documentation into the PR, as you should have already added final info into the original issue!
  7. Your PR will then be reviewed in conjunction with the original issue and approved/rejected accordingly

If in any doubt about the flow above, please refer to #51 for an example of writing a detailed issue and linking it to a new branch, then you can click the link in the issue's side bar to see its accompanying #56 for the PR and review steps which came later on.

Thanks! Your contributions will help make the framework more robust and valuable for the entire GameMaker community.

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