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WizzarD

unit testing

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Hello everyone,

i have a simple question: How do you run automated software-tests (Unit-Tests, Integration-Tests, etc.)?
Is this a thing or do you test every single feature ingame. What about regression testing?

I would like to have some comments, because this is a big thing for delivering high quality software.

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vor 26 Minuten schrieb trolovecro:

What do you mean? Compale and printing errors and warnings?

No, i talk about writing tests for single pieces of your software who are working without using the game API. So you could test if they behave correctly without beeing ingame.

 

vor 24 Minuten schrieb Chopper:

Yes sadly. 

That makes me sad too, thanks for you reply.

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I remember asking Adam about debugging/unit testing several months ago. He knows testing stuff in game is more time consuming than in IDE and he said there were plans to create something to help us debug/unit test. I can't give you a better answer than that

Edited by xForcer

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You could do.....

            var handle = new NetHandle(5, EntityType.Player);
            var client = handle.Entity<Client>();

but will break on 'plugins/bridge.dll using some properties, some, not all.

Couldn't figure out how to fake/mock the client, might come back to it at some point.

 

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