Address review on the test framework

- The registry is a Suite, created around the environment factory it runs its
  tests with, so the plugin's env.lua reads as: build environments, hand the
  test files a suite of them. The suite returned there becomes `...` in each
  test file, which is now said where it happens.
- pass and fail are the primitives every other check goes through. eq and
  deep_eq assert rather than compare, failing with both values in the detail.
- Stubs are extended through extend_requires, extend_script, extend_game and
  extend_defines, a recursive merge which raises when a value already exists,
  rather than by mutating the tables. The strict labels carry the factorio
  class names.
- The stubs record registered metatables and can save and load the script
  data the way factorio does: functions are refused and only registered
  metatables survive. env.save_load() uses it, and a new on_load test shows
  role methods and held roles surviving the round trip, which only passes
  because the module registers its metatable.
- The names helper moved out of the shared framework, it is role specific.
- Tests are named after the function or method they cover, on both sides:
  the lua tests read as "role:assign applies locally and is sent", and the
  javascript files wrap their tests in the class they exercise with subtests
  per method. module.test.js is control.test.js, after the file it covers.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
bbassie
2026-08-22 22:21:39 +00:00
co-authored by Claude Fable 5
parent 24d36db601
commit 7adcdde9dc
13 changed files with 592 additions and 448 deletions
+68 -9
View File
@@ -3,8 +3,8 @@ Provides the surface a clusterio module touches, recording what the module does
to it. Every stub raises an error when an unimplemented property is read, which
mirrors the game api and catches mistakes in tests early.
Plugins compose these from their own test/lua/env.lua, adding stubs of their
own through `stubs.requires` and `Stubs.strict`.
Plugins compose these from their own test/lua/env.lua, adding their own stubs
with the extend methods rather than by mutating the tables directly.
]]
local Stubs = {}
@@ -29,6 +29,25 @@ function Stubs.strict(name, tbl, allowed_nil)
})
end
--- Merge extra into target recursively, raising when a value already exists
--- @generic T : table
--- @param target T
--- @param extra table
--- @return T
function Stubs.extend(target, extra)
for key, value in pairs(extra) do
local existing = rawget(target, key)
if existing == nil then
rawset(target, key, value)
elseif type(existing) == "table" and type(value) == "table" then
Stubs.extend(existing, value)
else
error("Stub already implements: " .. tostring(key), 2)
end
end
return target
end
--- Create an independent set of stubs, installed as the lua globals
function Stubs.new()
local stubs = {
@@ -39,7 +58,8 @@ function Stubs.new()
}
local next_event_id = 100
script = Stubs.strict("script", {
local registered_metatables = {} --- @type table<table, true>
script = Stubs.strict("LuaBootstrap", {
generate_event_name = function()
next_event_id = next_event_id + 1
return next_event_id
@@ -47,7 +67,9 @@ function Stubs.new()
raise_event = function(id, data)
stubs.events[#stubs.events + 1] = { id = id, data = data }
end,
register_metatable = function() end,
register_metatable = function(_, metatable)
registered_metatables[metatable] = true
end,
})
defines = Stubs.strict("defines", {
@@ -58,7 +80,7 @@ function Stubs.new()
})
local players_by_name, players_by_index, connected = {}, {}, {}
game = Stubs.strict("game", {
game = Stubs.strict("LuaGameScript", {
tick = 1,
players = players_by_name,
connected_players = connected,
@@ -87,10 +109,10 @@ function Stubs.new()
end
--- A player object which represents the server
stubs.server = Stubs.strict("server player", { index = 0, name = "<server>" })
stubs.server = Stubs.strict("LuaPlayer <server>", { index = 0, name = "<server>" })
--- Modules resolved by the stubbed require, extend before loading the module
stubs.requires = {
--- Modules resolved by the stubbed require, add to them with extend_requires
local requires = {
["modules/clusterio/api"] = Stubs.strict("clusterio api", {
send_json = function(channel, data)
stubs.sent[#stubs.sent + 1] = { channel = channel, data = data }
@@ -104,7 +126,44 @@ function Stubs.new()
}),
}
require = function(name)
return assert(stubs.requires[name], "Unexpected require: " .. name)
return assert(rawget(requires, name), "Unexpected require: " .. name)
end
--- Add modules or properties to the stubbed require
function stubs.extend_requires(extra) return Stubs.extend(requires, extra) end
--- Add properties to the script, game, and defines globals
function stubs.extend_script(extra) return Stubs.extend(script, extra) end
function stubs.extend_game(extra) return Stubs.extend(game, extra) end
function stubs.extend_defines(extra) return Stubs.extend(defines, extra) end
--- Copy a value the way factorio saves script data: functions are refused
--- and only metatables registered with script.register_metatable survive
local function save_load_copy(value, copies)
if type(value) == "function" then
error("Functions can not be stored in script data", 0)
end
if type(value) ~= "table" then return value end
if copies[value] then return copies[value] end
local copy = {}
copies[value] = copy
for key, entry in pairs(value) do
copy[save_load_copy(key, copies)] = save_load_copy(entry, copies)
end
local metatable = getmetatable(value)
if metatable ~= nil and registered_metatables[metatable] then
setmetatable(copy, metatable)
end
return copy
end
--- Replace the script data with a copy of itself as if the map was saved
--- and loaded, the module's on_load handler should be called afterwards
function stubs.save_load()
local compat = requires["modules/clusterio/compat"]
compat.script_data = save_load_copy(compat.script_data, {})
end
--- Forget everything recorded so far