- Suite.empty(value, name) checks a table has no entries and reports what it
held, and Suite.throws(fn, message, name) asserts a function errors with the
given message, so an unrelated error no longer passes as the expected one.
- Scalar comparisons and zero length checks go through eq and empty, and the
announced messages and print output are compared by content, so a failure
shows the actual data.
- get_roles() is asserted through sorted names rather than a count.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The instance tests run against a real Instance with a real InstanceConfig,
matching the controller tests: the spies are sendTo and the server, which
record what leaves the instance, so sendRcon passes through the real script
command gate. The plugin's config fields are registered so the sync mode is
a real field.
- Shallow eq is gone and eq compares recursively; the suite is created with
Framework.suite(extend_env), which hands the extension a fresh set of stubs
per test, so the plugin's env.lua is only the extension.
- add_player assigns continuous indexes itself.
- The lua fixtures are referenced by role name: assignments take names, and
ids in expectations come from the role object. The name lookup in env.R
uses a fixture index rather than searching the roles.
- Test names format functions as name() and methods as .name().
- Branch coverage filled in: sort tie breaking, the highest role assertion
when a player has no roles, has all for the server, the by player default
from game.player, deleted assignment records on initialise, set_emit_events
with no argument, printing to a role with no holders, role property update
validation, the assignment subscription replay, unassignment over the ipc,
and a refused removal having nothing to roll back.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The controller tests run against a real Controller, which is side effect
free while not started, with real users through its UserManager. The only
fakes left are two spies which record broadcasts and permission pushes on
their way through. Since any user update also applies auto assignment, the
leave event is observed directly rather than through a role change.
- raise_event fills in the name and tick of the event the way factorio does,
rather than wrapping the payload, and game.players finds players by index
as well as by name through a metatable.
- names is generic over anything with a name property, so it lives on the
suite; the save and load helper no longer calls on_load, the test calls the
handler itself as it does for the other handlers.
- Sent messages and events are compared whole with deep_eq, which pins the
event shape, the tick, and that the unassign key is absent rather than
empty.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
- The generic parts move to test/ in the repository root so other plugins can
reuse them: the factorio and clusterio stubs, the test framework, the
fengari runner, and clusterio's testMatrix and round trip helpers. A plugin
composes them from its own env.lua, which adds its stubs and fixtures.
- Tests are declared with Test.test(name, fn) and every test function
receives a fresh environment, so nothing carries over between them. A test
which errors is reported as a failure rather than aborting the file.
- Every stub raises on properties it does not implement, which mirrors the
game api. game.player is the one property allowed to read as nil.
- Test.deep_eq compares tables recursively with keys checked from both sides.
- The message records round trip through the same testMatrix and
testRoundTripJsonSerialisable helpers the clusterio tests use, covering
every optional field combination of the records, events and requests.
- controller.test.js and instance.test.js cover the node side of the plugin
against faked controller and instance internals: property creation and
sweeping, record building, broadcasts, subscription replay, assignment
validation, auto assignment and its blocking role, seeding, the initialise
payload, sync mode gating, and the rejection rollback.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>