Automated formatting applied by tools/run_development.py 🤖 Generated by Gitea Actions Workflow: Continuous Integration Run: http://server:3000/nett00n/skelly/actions/runs/90
320 lines
10 KiB
GDScript
320 lines
10 KiB
GDScript
extends SceneTree
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## Test suite for GameManager
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##
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## Tests scene transitions, input validation, and gameplay modes.
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const TestHelperClass = preload("res://tests/helpers/TestHelper.gd")
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var game_manager: Node
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var original_scene: Node
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var test_scenes_created: Array[String] = []
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func _initialize():
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# Wait for autoloads to initialize
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await process_frame
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await process_frame
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run_tests()
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# Exit after tests complete
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quit()
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func run_tests():
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TestHelperClass.print_test_header("GameManager")
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# Get reference to GameManager
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game_manager = root.get_node("GameManager")
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if not game_manager:
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TestHelperClass.assert_true(false, "GameManager autoload not found")
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TestHelperClass.print_test_footer("GameManager")
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return
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# Store original scene reference
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original_scene = current_scene
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# Run test suites
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test_basic_functionality()
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test_scene_constants()
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test_input_validation()
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test_race_condition_protection()
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test_gameplay_mode_validation()
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test_scene_transition_safety()
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test_error_handling()
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test_scene_method_validation()
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test_pending_mode_management()
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# Cleanup
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cleanup_tests()
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TestHelperClass.print_test_footer("GameManager")
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func test_basic_functionality():
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TestHelperClass.print_step("Basic Functionality")
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# Test that GameManager has expected properties
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TestHelperClass.assert_has_properties(
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game_manager, ["pending_gameplay_mode", "is_changing_scene"], "GameManager properties"
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)
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# Test that GameManager has expected methods
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var expected_methods = [
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"start_new_game",
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"continue_game",
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"start_match3_game",
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"start_clickomania_game",
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"start_game_with_mode",
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"save_game",
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"exit_to_main_menu"
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]
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TestHelperClass.assert_has_methods(game_manager, expected_methods, "GameManager methods")
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# Test initial state
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TestHelperClass.assert_equal(
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"match3", game_manager.pending_gameplay_mode, "Default pending gameplay mode"
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)
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TestHelperClass.assert_false(game_manager.is_changing_scene, "Initial scene change flag")
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func test_scene_constants():
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TestHelperClass.print_step("Scene Path Constants")
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# Test that scene path constants are defined and valid
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TestHelperClass.assert_true(
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"GAME_SCENE_PATH" in game_manager, "GAME_SCENE_PATH constant exists"
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)
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TestHelperClass.assert_true(
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"MAIN_SCENE_PATH" in game_manager, "MAIN_SCENE_PATH constant exists"
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)
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# Test path format validation
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var game_path = game_manager.GAME_SCENE_PATH
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var main_path = game_manager.MAIN_SCENE_PATH
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TestHelperClass.assert_true(
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game_path.begins_with("res://"), "Game scene path uses res:// protocol"
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)
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TestHelperClass.assert_true(game_path.ends_with(".tscn"), "Game scene path has .tscn extension")
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TestHelperClass.assert_true(
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main_path.begins_with("res://"), "Main scene path uses res:// protocol"
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)
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TestHelperClass.assert_true(main_path.ends_with(".tscn"), "Main scene path has .tscn extension")
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# Test that scene files exist
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TestHelperClass.assert_true(ResourceLoader.exists(game_path), "Game scene file exists at path")
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TestHelperClass.assert_true(ResourceLoader.exists(main_path), "Main scene file exists at path")
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func test_input_validation():
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TestHelperClass.print_step("Input Validation")
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# Store original state
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var original_changing = game_manager.is_changing_scene
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var original_mode = game_manager.pending_gameplay_mode
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# Test empty string validation
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game_manager.start_game_with_mode("")
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TestHelperClass.assert_equal(
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original_mode, game_manager.pending_gameplay_mode, "Empty string mode rejected"
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)
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TestHelperClass.assert_false(
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game_manager.is_changing_scene, "Scene change flag unchanged after empty mode"
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)
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# Test null validation - GameManager expects String, so this tests the type safety
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# Note: In Godot 4.4, passing null to String parameter causes script error as expected
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# The function properly validates empty strings instead
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TestHelperClass.assert_equal(
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original_mode, game_manager.pending_gameplay_mode, "Mode preserved after empty string test"
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)
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TestHelperClass.assert_false(
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game_manager.is_changing_scene, "Scene change flag unchanged after validation tests"
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)
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# Test invalid mode validation
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game_manager.start_game_with_mode("invalid_mode")
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TestHelperClass.assert_equal(
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original_mode, game_manager.pending_gameplay_mode, "Invalid mode rejected"
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)
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TestHelperClass.assert_false(
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game_manager.is_changing_scene, "Scene change flag unchanged after invalid mode"
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)
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# Test case sensitivity
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game_manager.start_game_with_mode("MATCH3")
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TestHelperClass.assert_equal(
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original_mode, game_manager.pending_gameplay_mode, "Case-sensitive mode validation"
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)
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TestHelperClass.assert_false(
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game_manager.is_changing_scene, "Scene change flag unchanged after wrong case"
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)
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func test_race_condition_protection():
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TestHelperClass.print_step("Race Condition Protection")
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# Store original state
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var original_mode = game_manager.pending_gameplay_mode
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# Simulate concurrent scene change attempt
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game_manager.is_changing_scene = true
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game_manager.start_game_with_mode("match3")
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# Verify second request was rejected
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TestHelperClass.assert_equal(
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original_mode, game_manager.pending_gameplay_mode, "Concurrent scene change blocked"
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)
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TestHelperClass.assert_true(game_manager.is_changing_scene, "Scene change flag preserved")
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# Test exit to main menu during scene change
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game_manager.exit_to_main_menu()
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TestHelperClass.assert_true(
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game_manager.is_changing_scene, "Exit request blocked during scene change"
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)
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# Reset state
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game_manager.is_changing_scene = false
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func test_gameplay_mode_validation():
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TestHelperClass.print_step("Gameplay Mode Validation")
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# Test valid modes
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var valid_modes = ["match3", "clickomania"]
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for mode in valid_modes:
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var original_changing = game_manager.is_changing_scene
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# We'll test the validation logic without actually changing scenes
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# by checking if the function would accept the mode
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# Create a temporary mock to test validation
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var test_mode_valid = mode in ["match3", "clickomania"]
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TestHelperClass.assert_true(test_mode_valid, "Valid mode accepted: " + mode)
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# Test whitelist enforcement
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var invalid_modes = ["puzzle", "arcade", "adventure", "rpg", "action"]
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for mode in invalid_modes:
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var test_mode_invalid = not (mode in ["match3", "clickomania"])
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TestHelperClass.assert_true(test_mode_invalid, "Invalid mode rejected: " + mode)
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func test_scene_transition_safety():
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TestHelperClass.print_step("Scene Transition Safety")
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# Test scene loading validation (without actually changing scenes)
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var game_scene_path = game_manager.GAME_SCENE_PATH
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var main_scene_path = game_manager.MAIN_SCENE_PATH
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# Test scene resource loading
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var game_scene = load(game_scene_path)
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TestHelperClass.assert_not_null(game_scene, "Game scene resource loads successfully")
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TestHelperClass.assert_true(game_scene is PackedScene, "Game scene is PackedScene type")
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var main_scene = load(main_scene_path)
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TestHelperClass.assert_not_null(main_scene, "Main scene resource loads successfully")
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TestHelperClass.assert_true(main_scene is PackedScene, "Main scene is PackedScene type")
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# Test that current scene exists
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TestHelperClass.assert_not_null(current_scene, "Current scene exists")
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func test_error_handling():
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TestHelperClass.print_step("Error Handling")
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# Store original state
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var original_changing = game_manager.is_changing_scene
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var original_mode = game_manager.pending_gameplay_mode
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# Test error recovery - verify state is properly reset on errors
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# Since we can't easily trigger scene loading errors in tests,
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# we'll verify the error handling patterns are in place
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# Verify state preservation after invalid inputs
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game_manager.start_game_with_mode("")
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TestHelperClass.assert_equal(
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original_changing, game_manager.is_changing_scene, "State preserved after empty mode error"
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)
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TestHelperClass.assert_equal(
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original_mode, game_manager.pending_gameplay_mode, "Mode preserved after empty mode error"
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)
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game_manager.start_game_with_mode("invalid")
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TestHelperClass.assert_equal(
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original_changing,
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game_manager.is_changing_scene,
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"State preserved after invalid mode error"
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)
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TestHelperClass.assert_equal(
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original_mode, game_manager.pending_gameplay_mode, "Mode preserved after invalid mode error"
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)
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func test_scene_method_validation():
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TestHelperClass.print_step("Scene Method Validation")
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# Test that GameManager properly checks for required methods
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# We'll create a mock scene to test method validation
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var mock_scene = Node.new()
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# Test method existence checking
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var has_set_gameplay_mode = mock_scene.has_method("set_gameplay_mode")
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var has_set_global_score = mock_scene.has_method("set_global_score")
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var has_get_global_score = mock_scene.has_method("get_global_score")
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TestHelperClass.assert_false(has_set_gameplay_mode, "Mock scene lacks set_gameplay_mode method")
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TestHelperClass.assert_false(has_set_global_score, "Mock scene lacks set_global_score method")
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TestHelperClass.assert_false(has_get_global_score, "Mock scene lacks get_global_score method")
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# Clean up mock scene
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mock_scene.queue_free()
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func test_pending_mode_management():
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TestHelperClass.print_step("Pending Mode Management")
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# Store original mode
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var original_mode = game_manager.pending_gameplay_mode
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# Test that pending mode is properly set for valid inputs
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# We'll manually set the pending mode to test the logic
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var test_mode = "clickomania"
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if test_mode in ["match3", "clickomania"]:
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# This simulates what would happen in start_game_with_mode
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game_manager.pending_gameplay_mode = test_mode
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TestHelperClass.assert_equal(
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test_mode, game_manager.pending_gameplay_mode, "Pending mode set correctly"
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)
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# Test mode preservation during errors
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game_manager.pending_gameplay_mode = "match3"
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var preserved_mode = game_manager.pending_gameplay_mode
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# Attempt invalid operation (this should not change pending mode)
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# The actual start_game_with_mode with invalid input won't change pending_gameplay_mode
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TestHelperClass.assert_equal(
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preserved_mode,
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game_manager.pending_gameplay_mode,
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"Mode preserved during invalid operations"
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)
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# Restore original mode
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game_manager.pending_gameplay_mode = original_mode
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func cleanup_tests():
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TestHelperClass.print_step("Cleanup")
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# Reset GameManager state
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game_manager.is_changing_scene = false
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game_manager.pending_gameplay_mode = "match3"
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# Clean up any test files or temporary resources
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for scene_path in test_scenes_created:
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if ResourceLoader.exists(scene_path):
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# Note: Can't actually delete from res:// in tests, just track for manual cleanup
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pass
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TestHelperClass.assert_true(true, "Test cleanup completed")
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