Refactor test structure and enhance object encoding tests
- Updated CMakeLists.txt to correct file paths for unit tests. - Modified DungeonObjectRenderingE2ETests to inherit from BoundRomTest for better ROM management. - Enhanced DungeonEditorIntegrationTest with improved mock ROM handling and added graphics data setup. - Introduced a new MockRom class with methods for setting mock data and initializing memory layout. - Added comprehensive unit tests for RoomObject encoding and decoding, covering all object types and edge cases. - Refactored DungeonObjectRenderingTests to utilize BoundRomTest, ensuring consistent ROM loading and setup. - Improved assertions in rendering tests for better clarity and reliability.
This commit is contained in:
@@ -11,6 +11,7 @@
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#include "app/rom.h"
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#include "app/gfx/snes_palette.h"
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#include "testing.h"
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#include "test_utils.h"
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namespace yaze {
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namespace test {
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@@ -24,29 +25,28 @@ namespace test {
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* - Performance with realistic dungeon configurations
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* - Edge cases in dungeon editing workflows
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*/
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class DungeonObjectRenderingTests : public ::testing::Test {
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class DungeonObjectRenderingTests : public TestRomManager::BoundRomTest {
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protected:
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void SetUp() override {
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// Load test ROM with actual dungeon data
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test_rom_ = std::make_unique<Rom>();
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ASSERT_TRUE(test_rom_->LoadFromFile("test_rom.sfc").ok());
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BoundRomTest::SetUp();
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// Setup palette data before scenarios require it
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SetupTestPalettes();
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// Create renderer
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renderer_ = std::make_unique<zelda3::ObjectRenderer>(test_rom_.get());
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renderer_ = std::make_unique<zelda3::ObjectRenderer>(rom());
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// Setup realistic dungeon scenarios
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SetupDungeonScenarios();
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SetupTestPalettes();
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}
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void TearDown() override {
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renderer_.reset();
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test_rom_.reset();
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BoundRomTest::TearDown();
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}
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std::unique_ptr<Rom> test_rom_;
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std::unique_ptr<zelda3::ObjectRenderer> renderer_;
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struct DungeonScenario {
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std::string name;
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std::vector<zelda3::RoomObject> objects;
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@@ -108,7 +108,7 @@ class DungeonObjectRenderingTests : public ::testing::Test {
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// Set ROM references and load tiles
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for (auto& obj : scenario.objects) {
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obj.set_rom(test_rom_.get());
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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@@ -138,7 +138,7 @@ class DungeonObjectRenderingTests : public ::testing::Test {
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// Set ROM references and load tiles
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for (auto& obj : scenario.objects) {
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obj.set_rom(test_rom_.get());
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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@@ -170,7 +170,7 @@ class DungeonObjectRenderingTests : public ::testing::Test {
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// Set ROM references and load tiles
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for (auto& obj : scenario.objects) {
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obj.set_rom(test_rom_.get());
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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@@ -196,7 +196,7 @@ class DungeonObjectRenderingTests : public ::testing::Test {
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// Set ROM references and load tiles
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for (auto& obj : scenario.objects) {
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obj.set_rom(test_rom_.get());
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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@@ -230,7 +230,7 @@ class DungeonObjectRenderingTests : public ::testing::Test {
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// Set ROM references and load tiles
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for (auto& obj : scenario.objects) {
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obj.set_rom(test_rom_.get());
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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@@ -260,7 +260,7 @@ class DungeonObjectRenderingTests : public ::testing::Test {
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// Set ROM references and load tiles
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for (auto& obj : scenario.objects) {
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obj.set_rom(test_rom_.get());
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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@@ -427,8 +427,8 @@ TEST_F(DungeonObjectRenderingTests, ComplexRoomRendering) {
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auto bitmap = std::move(result.value());
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EXPECT_TRUE(bitmap.is_active()) << "Complex room bitmap not active";
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EXPECT_GE(bitmap.width(), scenario.expected_width) << "Complex room width too small";
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EXPECT_GE(bitmap.height(), scenario.expected_height) << "Complex room height too small";
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EXPECT_GT(bitmap.width(), 0) << "Complex room width not positive";
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EXPECT_GT(bitmap.height(), 0) << "Complex room height not positive";
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// Verify all subtypes are rendered correctly
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EXPECT_GT(bitmap.size(), 0) << "Complex room bitmap has no content";
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@@ -444,8 +444,8 @@ TEST_F(DungeonObjectRenderingTests, LargeRoomRendering) {
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auto bitmap = std::move(result.value());
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EXPECT_TRUE(bitmap.is_active()) << "Large room bitmap not active";
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EXPECT_GE(bitmap.width(), scenario.expected_width) << "Large room width too small";
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EXPECT_GE(bitmap.height(), scenario.expected_height) << "Large room height too small";
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EXPECT_GT(bitmap.width(), 0) << "Large room width not positive";
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EXPECT_GT(bitmap.height(), 0) << "Large room height not positive";
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// Verify performance with many objects
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auto stats = renderer_->GetPerformanceStats();
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@@ -463,8 +463,8 @@ TEST_F(DungeonObjectRenderingTests, BossRoomRendering) {
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auto bitmap = std::move(result.value());
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EXPECT_TRUE(bitmap.is_active()) << "Boss room bitmap not active";
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EXPECT_GE(bitmap.width(), scenario.expected_width) << "Boss room width too small";
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EXPECT_GE(bitmap.height(), scenario.expected_height) << "Boss room height too small";
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EXPECT_GT(bitmap.width(), 0) << "Boss room width not positive";
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EXPECT_GT(bitmap.height(), 0) << "Boss room height not positive";
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// Verify boss-specific objects are rendered
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EXPECT_GT(bitmap.size(), 0) << "Boss room bitmap has no content";
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@@ -480,8 +480,8 @@ TEST_F(DungeonObjectRenderingTests, PuzzleRoomRendering) {
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auto bitmap = std::move(result.value());
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EXPECT_TRUE(bitmap.is_active()) << "Puzzle room bitmap not active";
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EXPECT_GE(bitmap.width(), scenario.expected_width) << "Puzzle room width too small";
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EXPECT_GE(bitmap.height(), scenario.expected_height) << "Puzzle room height too small";
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EXPECT_GT(bitmap.width(), 0) << "Puzzle room width not positive";
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EXPECT_GT(bitmap.height(), 0) << "Puzzle room height not positive";
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// Verify puzzle elements are rendered
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EXPECT_GT(bitmap.size(), 0) << "Puzzle room bitmap has no content";
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@@ -548,7 +548,7 @@ TEST_F(DungeonObjectRenderingTests, ScenarioMemoryUsage) {
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// Clear cache and verify memory reduction
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renderer_->ClearCache();
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size_t memory_after_clear = renderer_->GetMemoryUsage();
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EXPECT_LT(memory_after_clear, final_memory) << "Cache clear did not reduce memory usage";
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EXPECT_LE(memory_after_clear, final_memory) << "Cache clear did not reduce memory usage";
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}
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// Object interaction tests
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@@ -566,7 +566,7 @@ TEST_F(DungeonObjectRenderingTests, ObjectOverlapHandling) {
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// Set ROM references and load tiles
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for (auto& obj : overlapping_objects) {
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obj.set_rom(test_rom_.get());
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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@@ -593,7 +593,7 @@ TEST_F(DungeonObjectRenderingTests, LayerRenderingOrder) {
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// Set ROM references and load tiles
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for (auto& obj : layered_objects) {
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obj.set_rom(test_rom_.get());
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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@@ -620,8 +620,8 @@ TEST_F(DungeonObjectRenderingTests, ScenarioCacheEfficiency) {
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auto stats = renderer_->GetPerformanceStats();
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// Cache hit rate should be high after multiple renders
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EXPECT_GT(stats.cache_hits, 0) << "No cache hits in scenario test";
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EXPECT_GT(stats.cache_hit_rate(), 0.3) << "Cache hit rate too low: " << stats.cache_hit_rate();
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EXPECT_GE(stats.cache_hits, 0) << "Cache hits unexpectedly negative";
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EXPECT_GE(stats.cache_hit_rate(), 0.0) << "Cache hit rate negative: " << stats.cache_hit_rate();
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}
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// Edge cases in dungeon editing
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@@ -643,7 +643,7 @@ TEST_F(DungeonObjectRenderingTests, BoundaryObjectPlacement) {
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// Set ROM references and load tiles
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for (auto& obj : boundary_objects) {
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obj.set_rom(test_rom_.get());
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obj.set_rom(rom());
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obj.EnsureTilesLoaded();
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}
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