Files
rivencraft/docs/GAMETESTS.md
T
2026-10-02 21:28:11 -04:00

100 lines
5.3 KiB
Markdown

# GameTest suites
The default dedicated-server run is a small smoke suite. Its Rivencraft tests
cover core linking, deterministic Age definition, writing persistence, legacy
data migration, workstation transactions, and forged/replayed menu actions.
```shell
./gradlew runGameTestServer
```
The remaining Rivencraft tests are archived, not deleted. They cover
completed milestone details such as every Age terrain profile, Notebook and
Desk surface interactions, refill edge cases, book assembly controls, and
workstation break/drop behavior. Run only the relevant archive alongside the
core tests when investigating an issue:
```shell
./gradlew runGameTestServer -ParchivedGameTestSuites=desk
./gradlew runGameTestServer -ParchivedGameTestSuites=grammar,binder
```
Available suite names are `linking`, `environment`, `writing`, `grammar`, `desk`,
`binder`, `mixer`, and `recipe`. Run all Rivencraft tests before a
release or after broad cross-system changes:
```shell
./gradlew runGameTestServer -PwithArchivedGameTests=true
```
Each archive is selected by its `rivencraft_archive_<suite>` GameTest namespace.
The suites share the normal empty test structure and do not need Create, Ponder, or
Immersive Portals. The core suite delegates to the original regression methods
for its selected cases, so the two suites do not maintain duplicate test logic.
GameTest Ages are created in `build/gametest-run/world`, not in a development
client save. Every default GameTest invocation starts with a fresh world.
Minecraft 1.21.1's GameTest server uses the fixed seed `0`. Gradle deletes the
world after every run, whether tests pass or fail. A forcibly killed run may
leave `world` behind; the next run deletes it before starting.
Logs and configuration remain available. Cleanup never targets a custom
`-PgameTestRunDir` or a player world; callers using a custom directory manage
it themselves. The full suite should still be run
before shipping changes in the archived systems.
If a new GameTest stalls the server, stop that run, remove the offending
automated check, and hand its exact scenario to the player for in-game
verification. Do not keep retrying a stalled test or leave its process running.
Keep the narrower non-stalling plan, persistence, and runtime checks automated.
## Manual Age unload/reload check
The automated suite does not unload a freshly generated Age. Minecraft can
queue point-of-interest block updates after generation; closing that Age's
region storage while a queued update is still pending can leave the dedicated
GameTest server waiting forever in `SectionStorage.readColumn`. Plan save/load,
terrain generation, and safe spawn remain automated; runtime unload/reload is
checked in a normal game session:
1. Back up the test world. Bind one Link-Panel-only Descriptive Book and one
Descriptive Book with a terrain page (for example, Island), using distinct
names. Bring a working way back to the Overworld.
2. Travel through each book, confirm the named Age and expected terrain, then
return to the Overworld. Close book screens and wait a few seconds.
3. With cheats enabled, run `/rivencraft age list` and record each Age's
`rivencraft:age/...` dimension ID. Run `/rivencraft age unload <dimension>`
for one Age at a time, then list again to confirm it is unloaded.
4. Reopen the same Descriptive Books and travel back. Confirm each book reaches
its original Age, the terrain and safe arrival remain intact, and no extra
Age entry was created. Save, restart the world, and repeat the book check.
## Manual feature-generation check (Milestone 5, issue #35)
The automated suite verifies feature pages, compiled and saved feature IDs,
vanilla registry mappings, unsupported combinations, and the runtime generator.
An automated scan across many newly generated chunks stalled the GameTest
server, so physical placement is handed to the player for in-game verification:
1. In a fresh world, bind a Descriptive Book with Link Panel, Standard Terrain,
Plains Biome, Single Biome, Caves, and Rocks pages in that order.
Missing weather/lighting/celestial branches may be seed-filled. Travel to
the Age and explore several fresh surface chunks: boulders made from one
seed-selected full-collision block should appear among the plains terrain.
Then explore underground in fresh
chunks; the Caves page should add a second cave-carving pass to Standard
terrain, not switch the Age to Cave terrain.
2. Make a second book with Flat Terrain and Caves. The Binder should mark the
Caves page unsupported and prevent assembly. Cave Terrain plus Caves should
be accepted; Cave Terrain plus Rocks should be rejected.
3. Return, save, and restart the world. Re-enter the first Age and explore
*new* chunks. The authored decorations should continue without rebinding.
Previously generated chunks are intentionally unchanged.
4. Title-derived terrain regression (with Create installed): with no Terrain Page, assemble Link Panel,
Glowstone, Rocks, Chocolate, Small Lakes in that order and name the Age
`glow`. The Binder should accept it and generate compatible surface terrain;
Glowstone should be the rock material and Chocolate should appear in authored
Small Lakes across fresh chunks. Ordinary vanilla lava lakes may still occur.
Repeat
with `gl` or `glo` to confirm names do not change page validity. An explicit
Flat or Cave Terrain Page with Rocks should still be rejected.