backend-infra-engineer: Release v0.3.9-hotfix7 snapshot
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@@ -16,9 +16,9 @@ namespace zelda3 {
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class DungeonEditorSystemIntegrationTest : public ::testing::Test {
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protected:
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void SetUp() override {
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// Skip tests on Linux for automated github builds
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// Skip on Linux CI - requires ROM file and graphics context
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#if defined(__linux__)
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GTEST_SKIP();
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GTEST_SKIP() << "Dungeon editor tests require ROM file (unavailable on Linux CI)";
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#endif
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// Use the real ROM from build directory
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@@ -133,9 +133,9 @@ TEST_F(DungeonObjectRenderingTests, PreviewBufferRendersContent) {
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auto& bitmap = preview_bg.bitmap();
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EXPECT_TRUE(bitmap.is_active());
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const auto& data = bitmap.data();
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const auto data = bitmap.data();
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size_t non_zero = 0;
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for (size_t i = 0; i < data.size(); i += 16) {
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for (size_t i = 0; i < bitmap.size(); i += 16) {
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if (data[i] != 0) {
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non_zero++;
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}
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@@ -1,6 +1,30 @@
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/**
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* @file dungeon_rendering_test.cc
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* @brief Integration tests for dungeon rendering with mock ROM data
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*
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* ============================================================================
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* DEPRECATED - DO NOT USE - November 2025
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* ============================================================================
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*
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* This file is DEPRECATED and excluded from the build. It duplicates coverage
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* already provided by dungeon_object_rendering_tests.cc but uses mock ROM data
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* instead of the proper TestRomManager fixture.
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*
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* REPLACEMENT:
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* - Use test/integration/zelda3/dungeon_object_rendering_tests.cc instead
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*
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* The replacement file provides:
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* - Same test scenarios (basic drawing, multi-layer, boundaries, error handling)
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* - Proper TestRomManager::BoundRomTest fixture for ROM access
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* - Cleaner test organization following project standards
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*
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* This file is kept for reference only.
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* ============================================================================
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*/
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#include "absl/status/status.h"
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#include "app/gfx/background_buffer.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gfx/render/background_buffer.h"
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#include "app/gfx/types/snes_palette.h"
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#include "app/rom.h"
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#include "gtest/gtest.h"
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#include "zelda3/dungeon/object_drawer.h"
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@@ -10,12 +10,12 @@ namespace test {
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class DungeonRoomTest : public ::testing::Test {
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protected:
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void SetUp() override {
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// Skip tests on Linux for automated github builds
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// Skip on Linux CI - requires ROM file
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#if defined(__linux__)
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GTEST_SKIP();
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GTEST_SKIP() << "Dungeon room tests require ROM file (unavailable on Linux CI)";
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#else
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if (!rom_.LoadFromFile("./zelda3.sfc").ok()) {
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GTEST_SKIP_("Failed to load test ROM");
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GTEST_SKIP() << "Failed to load test ROM (zelda3.sfc)";
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}
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#endif
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}
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@@ -28,7 +28,7 @@ class OverworldIntegrationTest : public ::testing::Test {
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protected:
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void SetUp() override {
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#if defined(__linux__)
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GTEST_SKIP();
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GTEST_SKIP() << "Overworld integration tests require ROM (unavailable on Linux CI)";
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#endif
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// Check if we should use real ROM or mock data
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@@ -339,8 +339,12 @@ TEST_F(OverworldIntegrationTest, ComprehensiveDataIntegrity) {
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EXPECT_EQ(maps.size(), 160);
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for (const auto& map : maps) {
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// TODO: Find a way to compare
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// EXPECT_TRUE(map.bitmap_data() != nullptr);
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// NOTE: Bitmap validation requires graphics system initialization.
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// OverworldMap::bitmap() returns a reference to an internal Bitmap object,
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// but bitmap data is only populated after LoadAreaGraphics() is called
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// with an initialized SDL/graphics context. For unit testing without
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// graphics, we validate map structure properties instead.
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EXPECT_GE(map.area_graphics(), 0);
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}
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// Verify tile types are loaded
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