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function CreateTestPrints(output, tag, timestamp)
tag = tag or ""
local err_tag = "GT_ERROR " .. tag
GameTestsPrint = CreatePrint { tag, output = output }
GameTestsPrintf = CreatePrint { tag, output = output, format = string.format }
GameTestsError = CreatePrint { err_tag, output = output, timestamp = timestamp }
GameTestsErrorf = CreatePrint { err_tag, output = output, timestamp = timestamp, format = string.format }
end
if FirstLoad then
GameTestsRunning = false
GameTestsPrint = false
GameTestsPrintf = false
GameTestsError = false
GameTestsErrorf = false
GameTestsErrorsFilename = "svnAssets/Logs/GameTestsErrors.log"
GameTestsFlushErrors = empty_func -- if you want to see the prints from asserts inside the prints some sub-section of your test, call this when the sub-section ends
CreateTestPrints()
end
function RunGameTests(time_start_up, game_tests_name, ...)
time_start_up = os.time() - (time_start_up or os.time())
game_tests_name = game_tests_name or "GameTests"
CreateRealTimeThread( function(...)
AsyncFileDelete(GameTestsErrorsFilename)
local game_tests_errors_file, error_msg = io.open(GameTestsErrorsFilename, "w+")
if not game_tests_errors_file then
print("Failed to open GameTestsErrors.log:", error_msg)
end
local function GameTestOutput(s)
ConsolePrintNoLog(s)
if game_tests_errors_file then
game_tests_errors_file:write(s, "\n")
end
end
CreateTestPrints(GameTestOutput)
GameTestsPrintf("Lua rev: %d, Assets rev: %d", LuaRevision, AssetsRevision)
LoadBinAssets("") -- saving presets that include ColorizationPropSet requires knowledge about the number of colorization channels for entities
GameTestsRunning = true
Msg("GameTestsBegin", true)
SetAllDevDlcs(true)
table.change(config, "GameTests", {
Backtrace = false,
SilentVMEStack = true,
})
UpdateThreadDebugHook()
local game_tests_table = _G[game_tests_name]
local tests_to_run = {...}
if #tests_to_run == 0 then
tests_to_run = table.keys2(game_tests_table, "sorted")
end
local log_lines_processed = 0
local any_failed
local lua_error_prefix = "[LUA ERROR] "
GameTestsFlushErrors = function()
FlushLogFile()
local err, log_file = AsyncFileToString(GetLogFile(), false, false, "lines")
if not err then
for i = log_lines_processed+1, #log_file do
local line = log_file[i]
if line:starts_with(lua_error_prefix) then
GameTestsErrorf("%s", string.sub(line, #lua_error_prefix+1))
any_failed = true
elseif line:match("%)%: ASSERT.*failed") then
GameTestsErrorf("once", "%s", line)
any_failed = true
elseif line:match(".*%.lua%(%d*%): ") then
GameTestsErrorf("%s", line)
any_failed = true
elseif line:match("COMPILE!.*fx") then
GameTestsPrint("once", line)
end
end
log_lines_processed = #log_file
else
GameTestsPrint("Failed to load log file from game " .. GetLogFile() .. " : " .. err)
end
if game_tests_errors_file then
game_tests_errors_file:flush()
end
end
GameTestsFlushErrors()
local all_tests_start_time = GetPreciseTicks()
for _, test in ipairs(tests_to_run) do
if game_tests_table[test] then
CreateTestPrints(GameTestOutput, test, "gametime")
GameTestsPrint("Start...")
local time = GetPreciseTicks()
Msg("GameTestBegin", test)
local success = sprocall(game_tests_table[test], time_start_up, game_tests_name)
if not success then
any_failed = true
end
Msg("GameTestEnd", test)
GameTestsFlushErrors()
GameTestsPrint(string.format("...end. Duration %i ms. Since start %i sec.", GetPreciseTicks() - time , (GetPreciseTicks() - all_tests_start_time) / 1000))
else
GameTestsError("GameTest not found:", test)
end
end
if any_failed then
FlushLogFile()
local err, log_file = AsyncFileToString(GetLogFile(), false, false, "lines")
if not err then
CreateTestPrints(GameTestOutput, "GT_LOG")
GameTestsPrint("Complete log file from run follows:")
GameTestsPrint(string.rep("-", 80))
for _, line in ipairs(log_file) do
GameTestsPrint(line)
end
end
end
if game_tests_errors_file then
game_tests_errors_file:close()
end
GameTestsRunning = false
Msg("GameTestsEnd", true)
table.restore(config, "GameTests", true)
UpdateThreadDebugHook()
CreateTestPrints()
quit()
end, ...)
end
function DbgRunGameTests(game_tests_table, names)
if not IsRealTimeThread() then
return CreateRealTimeThread(DbgRunGameTests, game_tests_table, names)
end
GameTestsRunning = true
Msg("GameTestsBegin")
local old = LocalStorage.DisableDLC
SetAllDevDlcs(true)
game_tests_table = game_tests_table or GameTests
names = names or table.keys(game_tests_table, true)
local times = {}
local st = GetPreciseTicks()
for _, name in ipairs(names) do
local func = game_tests_table[name]
if not func then
printf("No such test", name)
else
CreateTestPrints(print, name)
Msg("GameTestBegin", name)
print("Testing", name)
CloseMenuDialogs()
local time = GetPreciseTicks()
sprocall(func)
time = GetPreciseTicks() - time
Msg("GameTestEnd", name)
printf("Done testing %s in %d ms", name, time)
times[name] = time
end
end
if #names > 1 then
printf("Done testing all in %d ms", GetPreciseTicks() - st)
for _, name in ipairs(names) do
printf("\t%s: %d ms", name, times[name])
end
print()
end
LocalStorage.DisableDLC = old
SaveLocalStorage()
CreateTestPrints()
GameTestsRunning = false
Msg("GameTestsEnd")
end
function DbgRunGameTest(name, game_tests_table)
return DbgRunGameTests(game_tests_table, {name})
end
GameTests = {}
GameTestsNightly = {}
-- these are defined per project
g_UIAutoTestButtonsMap = false
g_UIGameChangeMap = ChangeMap
g_UIGetContentTop = function() return GetInGameInterface() end
g_UIGetBuildingsList = false
g_UISpecialToggleButton = {match = false} -- match is function checking button properties to recognize special ones
g_UIBlacklistButton = {match = false} -- match is function checking button properties to recognize black listed
g_UIPrepareTest = false -- funtion to call on UI test start, e.g. cheat for research all
local function IsSpecialToggleButton(button, id)
if g_UISpecialToggleButton[id] then return true end
local match = g_UISpecialToggleButton.match
return match and match(button)
end
local function IsBlacklistedButton(button, id)
local id = rawget(button, "Id")
if id and g_UIBlacklistButton[id] then
return true
end
local match = g_UIBlacklistButton.match
return match and match(button)
end
local function GetContentSnapshot(content)
content = content or g_UIGetContentTop()
local snapshot, used = {}, {}
for idx, window in ipairs(content) do
if not used[window] then
used[window] = true
snapshot[idx] = GetContentSnapshot(window)
end
end
return snapshot, used
end
local function DetectNewWindows(snapshot, used)
local new_snapshot, new_used = GetContentSnapshot()
local windows = setmetatable({}, weak_keys_meta)
for window in pairs(new_used) do
if not used[window] then
table.insert(windows, window)
end
end
return windows
end
local function GetButtons(windows, buttons)
buttons = buttons or {}
for _, control in ipairs(windows) do
if control:IsKindOf("XButton") then
if not IsBlacklistedButton(control) then
table.insert(buttons, control)
end
else
GetButtons(control, buttons)
end
end
return buttons
end
local function FilterWindowsWithButtons(windows)
local windows_with_buttons = {}
for _, window in ipairs(windows) do
local buttons = GetButtons(window)
if #buttons > 0 then
table.insert(windows_with_buttons, {window = window, buttons = buttons})
end
end
return windows_with_buttons
end
local function GetSelectObjContainer(obj)
local snapshot, used = GetContentSnapshot()
SelectObj(obj)
WaitMsg("SelectionChange", 1000)
local windows = DetectNewWindows(snapshot, used)
local windows_with_buttons = FilterWindowsWithButtons(windows)
assert(#windows_with_buttons <= 1)
return #windows_with_buttons == 1 and windows_with_buttons[1]
end
local function GetButtonPressContainer(button)
local snapshot, used = GetContentSnapshot()
button:Press()
local windows = DetectNewWindows(snapshot, used)
local windows_with_buttons = FilterWindowsWithButtons(windows)
assert(#windows_with_buttons <= 1)
return #windows_with_buttons == 1 and windows_with_buttons[1]
end
local function GetButtonId(button, idx)
return button.Id or string.format("idChild_%d", idx)
end
function FindButton(container, id)
for _, control in ipairs(container) do
if control:IsKindOf("XButton") then
if GetButtonId(control) == id then
return control
end
else
local button = FindButton(control, id)
if button then
return button
end
end
end
end
local function ExpandGraph(node, buttons)
node.children = node.children or {}
for idx, button in ipairs(buttons) do
local id = GetButtonId(button, idx)
table.insert(node.children, {processed = {}, children = {}, parent = node, id = id, expanded = false})
end
node.expanded = true
end
local function MarkNodeProcessed(node)
node.parent.processed[node.id] = true
end
local function GenNodePath(node, nodes)
for idx, child in ipairs(node.children) do
if not node.processed[child.id] then
table.insert(nodes, child)
if child.expanded then
local old_len = #buttons
GenButtonSequence(child, nodes)
if #nodes > old_len then
return
end
else
return
end
table.remove(nodes)
node.processed[child.id] = true
end
end
end
local function FindButtonSequence(root)
local nodes = {}
GenNodePath(root, nodes)
if #nodes > 0 then
local node = nodes[#nodes]
local buttons = {}
for i = 1, #nodes - 1 do
buttons[i] = nodes[i].id
end
return buttons, node
end
end
function GetSingleBuildingClassList(list)
local buildings, class_taken = {}, {}
for _, bld in ipairs(list) do
if not class_taken[bld.class] then
table.insert(buildings, bld)
class_taken[bld.class] = true
end
end
return buildings
end
function GameTests.BuildingButtons()
if not g_UIAutoTestButtonsMap then return end
local time_started = GetPreciseTicks()
if GetMapName() ~= g_UIAutoTestButtonsMap then g_UIGameChangeMap(g_UIAutoTestButtonsMap) end
local list, content
while not (list and content) do
list = g_UIGetBuildingsList()
content = g_UIGetContentTop()
Sleep(50)
end
if g_UIPrepareTest then
g_UIPrepareTest()
end
--print(string.format("Testing UI buttons for %d buildings", #list))
local clicks = 0
SelectObj(false)
for bld_idx, bld in ipairs(list) do
local container = IsValid(bld) and GetSelectObjContainer(bld)
if container then
local root = {processed = {}, children = {}, expanded = false}
ExpandGraph(root, container.buttons)
local buttons, node = FindButtonSequence(root)
while container and buttons do
for _, button in ipairs(buttons) do
-- TODO: keep changing container here
button:Press()
clicks = clicks + 1
end
local button = FindButton(container.window, node.id)
if button and button:GetVisible() and button:GetEnabled() and not IsBlacklistedButton(button) then
--print(string.format("Pressing %s:%s", bld.class, node.id))
local new_container = GetButtonPressContainer(button)
if new_container then
ExpandGraph(node, new_container.buttons)
end
if IsSpecialToggleButton(button, node.id) then
--print(string.format("Toggling off %s:%s", bld.class, node.id))
button:Press() -- toggle it
clicks = clicks + 1
end
end
MarkNodeProcessed(node)
SelectObj(false)
container = GetSelectObjContainer(bld)
-- TODO: detect graph cycles
buttons, node = FindButtonSequence(root)
end
end
SelectObj(false)
end
GameTestsPrintf("Testing %d building for %d UI buttons clicks finished: %ds.", #list, clicks, (GetPreciseTicks() - time_started) / 1000)
end
function GameTestAddReferenceValue(type, name, value, comment, tolerance_mul, tolerance_div)
if not type then return end
local results_file = "AppData/Benchmarks/GameTestReferenceValues.lua"
local _, str_result = AsyncFileToString(results_file)
local _, referenceValues = LuaCodeToTuple(str_result)
referenceValues = referenceValues or {}
local avg_previous, avg_items = 0, 0
local maxResults = 5 -- how many results should be stored per test
referenceValues[type] = referenceValues[type] or {}
local benchmark_results = table.copy(referenceValues[type])
benchmark_results[name] = benchmark_results[name] or {}
for oldInd, oldCamera in pairs(benchmark_results[name]) do
if oldCamera.comment == comment then
avg_previous = avg_previous + oldCamera.value
avg_items = avg_items + 1
else
table.remove(benchmark_results[name], oldInd)
GameTestsPrintf("Old %s not matching, deleting results for %s data!", name, type)
end
end
table.insert(benchmark_results[name], {comment = comment, value = value})
referenceValues[type] = benchmark_results
while true do
if #benchmark_results[name] > maxResults then
table.remove(benchmark_results[name], 1)
else
break
end
end
if avg_items == 0 then
GameTestsPrintf("No previous results to compare to for %s: %s. New results saved.",type, name)
else
avg_previous = avg_previous/avg_items
end
if avg_previous ~= 0 then
if abs( 100.0 - ( ( (value*1.0)* 100.0) / (avg_previous*1.0) ) ) <= (tolerance_mul*1.0)/(tolerance_div*1.0) * 100.0 then
GameTestsPrintf("Reference value %s: %s is %s, avg of previous is %s", type, name, value, avg_previous)
else
GameTestsErrorf("Reference value %s: %s is %s, avg of previous is %s", type, name, value, avg_previous)
GameTestsPrintf("Camera properties: "..tostring(comment))
end
end
AsyncCreatePath("AppData/Benchmarks")
local err = AsyncStringToFile(results_file, ValueToLuaCode(referenceValues))
if err then
GameTestsError("Failed to create file with reference values", results_file, err)
end
end
function GameTestsNightly.ReferenceImages()
-- change map and video mode for consistency in tests
if not config.RenderingTestsMap then
GameTestsPrint("config.RenderingTestsMap map not specified, skipping the test.")
return
end
if not MapData[config.RenderingTestsMap] then
GameTestsError(config.RenderingTestsMap, "map not found, could not complete test.")
return
end
ChangeMap(config.RenderingTestsMap)
SetMouseDeltaMode(true)
ChangeVideoMode(512, 512, 0, false, false)
SetLightmodel(0, LightmodelPresets.ArtPreview, 0)
WaitNextFrame(10)
local allowedDifference = 80 -- the lower the value, the more different the images are allowed to be
-- max is (inf), if images are identical, (0) means images have absolutely nothing in common
-- usually, when two images are quite simmilar, results vary from 80 to 100+
local cameras = Presets.Camera["reference"]
if not cameras or #cameras == 0 then
GameTestsPrint("No recorded 'reference' Cameras, could not complete test.")
return
end
local ostime = os.time()
local results = {}
for i, cam in ipairs(cameras) do
local logs_gt_src = "svnAssets/Logs/"..cam.id..".png"
local logs_ref_src = "svnAssets/Logs/"..cam.id.."_"..ostime.."_reference.png"
local logs_diff_src = "svnAssets/Logs/"..cam.id.."_"..ostime.."_diffResult.png"
cam:ApplyProperties()
cam:beginFunc()
camera.Lock()
Sleep(3500)
AsyncCreatePath("svnAssets/Logs")
local ref_img_path = "svnAssets/Tests/ReferenceImages/"
local name = ref_img_path .. cam.id .. ".png"
local err = AsyncCopyFile(name, logs_gt_src, "raw")
if err then
err = AsyncExec(string.format("svn update %s --set-depth infinity", ConvertToOSPath(ref_img_path)), true, true)
if err then
GameTestsErrorf("Reference images folder '%s' could not be updated. Reason: %s!", ConvertToOSPath(ref_img_path), err)
return
end
err = AsyncExec(string.format("svn update %s --depth infinity", ConvertToOSPath(ref_img_path)), true, true)
if err then
GameTestsErrorf("Reference images folder '%s' could not be updated. Reason: %s!", ConvertToOSPath(ref_img_path), err)
return
end
err = AsyncCopyFile(name, logs_gt_src, "raw")
if err then
GameTestsErrorf("Reference images could not be copied from Tests folder for '%s' --> '%s'. Reason: %s. Try increasing SVN update depth manually!", ConvertToOSPath(name), ConvertToOSPath(logs_gt_src), err)
return
end
end
AsyncFileDelete(logs_ref_src)
WriteScreenshot(logs_ref_src, 512, 512)
Sleep(300)
local err, img_err = CompareImages( logs_gt_src, logs_ref_src, logs_diff_src, 4)
if img_err then if img_err < allowedDifference then
GameTestsErrorf("Image taken from "..cam.id.." is too different from reference image!")
end end
cam:endFunc()
WaitNextFrame(1)
table.insert(results, {id = cam.id, img_err = img_err})
end
local newHTMLTable = {"<!doctype html>",
"<head><style> table, th, td {border: 1px solid black;} </style>",
"<title> Image report for Reference Cameras </title>",
"<style type=\"text/css\">"}
for i, img in ipairs(results) do
local img_gt = string.format('"%s.png"',tostring(img.id))
local img_ref = string.format('"%s_%s_reference.png"',tostring(img.id), tostring(ostime))
table.iappend(newHTMLTable,
{".class_", img.id, " {width: 512px; height: 512px;",
"background: url(", img_gt, ") no-repeat;}",
".class_", img.id, ":active {width: 512px; height: 512px;",
"background: url(", img_ref, ") no-repeat;}",
".class_", img.id, "_ref {width: 512px; height: 512px;",
"background: url(", img_ref, ") no-repeat;}",
".class_", img.id, "_ref:active {width: 512px; height: 512px;",
"background: url(", img_gt, ") no-repeat;}",
})
end
table.iappend(newHTMLTable,
{"</style> </head> <body> <table>",
"<tr><th>Camera ID</th>",
"<th>Image error metric</th>",
"<th>Ground Truth</th>",
"<th>Difference</th> ",
"<th>New Image</th></tr>"})
for i,img in ipairs(results) do
local str_for_color = " style=\"background-color:"..(img.img_err < allowedDifference and "#f76e59;\"" or "#92ed78;\"")
local img_diff = string.format('"%s_%s_diffResult.png"',tostring(img.id), tostring(ostime))
table.iappend(newHTMLTable,{
"<tr><td><b>",img.id,"</b></td><td ",str_for_color,">", img.img_err,
"</td><td><div class=\"class_", img.id,"\"></div></td>",
"<td><img src=",img_diff, " alt=\" Difference image missing.\"></td>",
"<td><div class=\"class_",img.id, "_ref\"> </div> </tr>"})
end
table.insert(newHTMLTable,"</body></html>")
AsyncCreatePath("svnAssets/Logs")
local report_name = os.date("%Y-%m-%d_%H-%M-%S", os.time())
local err = AsyncStringToFile("svnAssets/Logs/reference_images_"..report_name..".html", table.concat(newHTMLTable))
GameTestsPrint("RULE(reference_images_" .. report_name .. ")")
--table.restore(hr, "reference_screenshot")
ChangeVideoMode(1680, 940, 0, false, false)
SetMouseDeltaMode(false)
camera.Unlock()
end
function GameTestsNightly.RenderingBenchmark()
if not config.RenderingTestsMap then
GameTestsPrint("config.RenderingTestsMap map not specified, skipping the test.")
return
end
if not MapData[config.RenderingTestsMap] then
GameTestsError(config.RenderingTestsMap, "map not found, could not complete test.")
return
end
ChangeMap(config.RenderingTestsMap)
ChangeVideoMode(1920, 1080, 0, false, false)
WaitNextFrame(5)
local num_shaders = GetNumShaders()
GameTestAddReferenceValue("TotalNumberOfShaders", 0, num_shaders, "", 20, 100)
local cameras = Presets.Camera["benchmark"]
if not cameras or #cameras == 0 then
GameTestsPrint("No recorded 'benchmark' Cameras, could not complete test.")
return
end
local results = {}
table.change(hr, "rendering_benchmark", { RenderStatsSmoothing = 30 })
for i, cam in pairs(cameras) do
cam:ApplyProperties()
Sleep(3000)
local gpu_time = hr.RenderStatsFrameTimeGPU
local cpu_time = hr.RenderStatsFrameTimeCPU
local result = {
time = os.time(),
id = cam.id,
gpu_time = gpu_time,
cpu_time = cpu_time
}
table.insert (results, result)
end
table.restore(hr, "rendering_benchmark")
for _, cameraResult in ipairs(results) do
GameTestAddReferenceValue("RenderingBenchmarkCPU", cameraResult.id, cameraResult.cpu_time, "", 50, 1000)
GameTestAddReferenceValue("RenderingBenchmarkGPU", cameraResult.id, cameraResult.gpu_time, "", 50, 1000)
end
end
function TestNonInferedShaders(time, seed, verbose)
if not config.RenderingTestsMap then
GameTestsPrint("config.RenderingTestsMap not specified, skipping the test.")
return
end
if not MapData[config.RenderingTestsMap] then
GameTestsError(config.RenderingTestsMap, "map not found, could not complete test.")
return
end
ChangeMap(config.RenderingTestsMap)
WaitNextFrame(5)
time = time or 5 * 60 * 1000 -- 5 min
seed = seed or AsyncRand()
GameTestsPrintf("TestNonInferedShaders: time %d, seed %d", time, seed)
local options = {}
for option, descr in pairs(OptionsData.Options) do
if descr[1] and descr[1].hr then
options[#options + 1] = descr
end
end
local real_time_start = RealTime()
local precise_time_start = GetPreciseTicks()
local test = 0
local rand = BraidRandomCreate(seed)
local orig_hr = {}
while RealTime() - real_time_start < time do
test = test + 1
GameTestsPrintf("Changing hr. options test #%d", test)
local change_time = RealTime()
local changed
while not changed do
for _, option_set in ipairs(options) do
local entry = table.rand(option_set, rand())
for hr_key, hr_param in sorted_pairs(entry.hr) do
if hr[hr_key] ~= hr_param then
if verbose then
GameTestsPrintf(" hr['%s'] = %s -- was %s", hr_key, hr_param, hr[hr_key])
end
orig_hr[hr_key] = orig_hr[hr_key] or hr[hr_key]
hr[hr_key] = hr_param
changed = true
end
end
end
end
WaitNextFrame(3)
if verbose then
GameTestsPrintf("done for %dms.", RealTime() - change_time)
end
end
GameTestsPrintf("Restoring initial hr...")
for hr_key, hr_param in sorted_pairs(orig_hr) do
if verbose then
GameTestsPrintf(" hr['%s'] = %s", hr_key, hr_param)
end
hr[hr_key] = hr_param
end
if verbose then
GameTestsPrintf("Changing hr. options for %d mins finished.", time / (60 * 1000))
end
end
function GameTestsNightly.NonInferedShaders()
TestNonInferedShaders()
end
function GameTests.TestDoesMapSavingGenerateFakeDeltas()
if not config.AutoTestSaveMap then return end
ChangeMap(config.AutoTestSaveMap)
if GetMapName() ~= config.AutoTestSaveMap then
GameTestsError("Failed to change map to " .. config.AutoTestSaveMap .. "! ")
return
end
local p = "svnAssets/Source/Maps/" .. config.AutoTestSaveMap .. "/objects.lua"
if not IsEditorActive() then
EditorActivate()
end
SaveMap("no backup")
EditorDeactivate()
local _, str = SVNDiff(p)
local diff = {}
for s in str:gmatch("[^\r\n]+") do
diff[#diff+1] = s
if #diff == 20 then break end
end
if #diff > 0 then
GameTestsError("Resaving " .. config.AutoTestSaveMap .. " produced differences!")
GameTestsPrint(table.concat(diff, "\n"))
end
end
-- call this at the beginning of each game test which requires to happen on a map, with loaded BinAssets
function GameTests_LoadAnyMap()
if GetMap() ~= "" then return end
if not config.VideoSettingsMap then
GameTestsError("Configure config.GameTestsMap to test presets - some preset validation tests may only run on a map")
return
end
if GetMap() ~= config.VideoSettingsMap then
CloseMenuDialogs()
ChangeMap(config.VideoSettingsMap)
WaitNextFrame()
end
end
function GameTests.z8_ValidatePresetDataIntegrity()
GameTests_LoadAnyMap()
local orig_pairs = pairs
pairs = g_old_pairs
ValidatePresetDataIntegrity("validate_all", "game_tests", "verbose")
pairs = orig_pairs
end
function GameTests.InGameEditors()
if not config.EditorsToTest then return end
PauseInfiniteLoopDetection("GameTests.InGameEditors")
local time_started = GetPreciseTicks()
local project = GetAppName()
local function Test(editor_class)
local waiting = CurrentThread()
local worker = CreateRealTimeThread(function()
local ged = OpenPresetEditor(editor_class)
if ged then
local err = ged:Send("rfnApp", "SaveAll", true)
if err then
GameTestsErrorf("%s:%s In-Game editor SaveAll(true) failed: %s", project, editor_class, tostring(err))
end
err = ged:Send("rfnClose")
else
GameTestsErrorf("%s:%s In-Game editor opening failed", project, editor_class)
end
Wakeup(waiting)
end)
if not WaitWakeup(10000) then
GameTestsErrorf("%s:%s In-Game editor test timeout", project, editor_class)
DeleteThread(worker)
end
end
if not config.EditorsToTestThrottle then
parallel_foreach(config.EditorsToTest, Test, nil, 8)
else
for _, editor_class in ipairs(config.EditorsToTest) do
Test(editor_class)
Sleep(config.EditorsToTestThrottle)
end
end
GameTestsPrintf("%s In-Game editors tests finished: %ds.", project, (GetPreciseTicks() - time_started) / 1000)
ResumeInfiniteLoopDetection("GameTests.InGameEditors")
end
function ChangeVideoSettings_ViewPositions() end
function GameTests.ChangeVideoSettings()
if not config.VideoSettingsMap then return end
local presets = {"Low", "Medium", "High", "Ultra"}
if GetMap() ~= config.VideoSettingsMap then -- speed up the test by skipping map change if already on the test map
CloseMenuDialogs()
ChangeMap(config.VideoSettingsMap)
WaitNextFrame()
end
local orig = OptionsCreateAndLoad()
for _, p in ipairs(presets) do
GameTestsPrint("Video preset", p)
ApplyVideoPreset(p)
WaitNextFrame()
ChangeVideoSettings_ViewPositions()
end
if orig then
GameTestsPrint("Returning to the original preset", orig.VideoPreset)
ApplyOptionsObj(orig)
WaitNextFrame()
end
end
function GameTests.EntityStatesMissingAnimations()
if not g_AllEntities then
GameTests_LoadAnyMap()
end
for entity_name in sorted_pairs(g_AllEntities) do
local entity_spec = GetEntitySpec(entity_name, "expect_missing")
if entity_spec then
local entity_states = GetStates(entity_name)
local state_specs = entity_spec:GetSpecSubitems("StateSpec", not "inherit")
for _, state_name in pairs(entity_states) do
local state_spec = state_specs[state_name]
if state_spec and state_name:sub(1, 1) ~= "_" then
local mesh_spec = entity_spec:GetMeshSpec(state_spec.mesh)
local anim_name = GetEntityAnimName(entity_name, state_spec.name)
if mesh_spec.animated and (not anim_name or anim_name == "") then
GameTestsPrintf("State %s/%s is animated but has no exported animation!", entity_name, state_spec.name)
end
end
end
end
end
end
function GameTests.EntityBillboards()
GetBillboardEntities(GameTestsErrorf)
end
function GameTests.ValidateSounds()
GenerateSoundMetadata("svnAssets/tmp/sndmeta-autotest.dat")
end
function CheckEntitySpots(entity)
local meshes = {}
for k, state in pairs( EnumValidStates(entity) ) do
local mesh = GetStateMeshFile(entity, state)
if mesh and not meshes[mesh] then
meshes[mesh] = state
end
end
for mesh, state in sorted_pairs(meshes) do
local spbeg, spend = GetAllSpots(entity, state)
local pos_map, pos_spots = {}, {}
local pos_list = { GetEntitySpotPos(entity, state, 0, spbeg, spend) }
for idx=spbeg, spend do
local pos = pos_list[idx - spbeg + 1]
local pos_hash = point_pack(pos)
local spot_name = GetSpotName(entity, idx)
local annotation = GetSpotAnnotation(entity, idx) or ""
if annotation ~= "" then
spot_name = spot_name .. " [" .. annotation .. "]"
end
local spot_names = pos_spots[pos_hash] or {}
pos_spots[pos_hash] = spot_names
if pos_map[pos_hash] and spot_names[spot_name] then
table.insert(spot_names[spot_name], idx)
else
pos_map[pos_hash] = pos
spot_names[spot_name] = {idx}
end
end
for pos_hash, spot_names in sorted_pairs(pos_spots) do
local pos = pos_map[pos_hash]
for spot_name, spot_index_list in sorted_pairs(spot_names) do
if #spot_index_list > 1 then
GameTestsErrorf("%d duplicated spots %s.%s (%s) %s: %s", #spot_index_list, entity, spot_name, mesh, tostring(pos), table.concat(spot_index_list, ","))
end
end
end
end
end
function GameTests.CheckSpots()
if not g_AllEntities then
GameTests_LoadAnyMap()
end
PauseInfiniteLoopDetection("CheckSpots")
for entity in sorted_pairs(g_AllEntities) do
CheckEntitySpots(entity)
end
ResumeInfiniteLoopDetection("CheckSpots")
end
function GameTests.z9_ResaveAllPresetsTest()
ResetInteractionRand()
ResaveAllPresetsTest("game_tests")
end
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