feat: Add comprehensive test coverage documentation for dungeon editor
- Introduced detailed reports on unit, integration, and E2E test coverage for the dungeon editor. - Documented test results, including pass rates and identified issues, to enhance visibility into testing outcomes. - Implemented performance optimizations for the graphics system, significantly improving loading times and user experience. - Updated the smoke test for the dungeon editor to cover complete UI workflows and interactions. - Enhanced integration tests to utilize real ROM data, ensuring more reliable test execution.
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@@ -8,7 +8,10 @@ namespace test {
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using namespace yaze::zelda3;
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// Test cases using real ROM
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// ============================================================================
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// Basic Room Loading Tests
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// ============================================================================
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TEST_F(DungeonEditorIntegrationTest, LoadRoomFromRealRom) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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EXPECT_NE(room.rom(), nullptr);
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@@ -16,10 +19,24 @@ TEST_F(DungeonEditorIntegrationTest, LoadRoomFromRealRom) {
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EXPECT_FALSE(room.GetTileObjects().empty());
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}
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TEST_F(DungeonEditorIntegrationTest, LoadMultipleRooms) {
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// Test loading several different rooms
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for (int room_id : {0x00, 0x01, 0x02, 0x10, 0x20}) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), room_id);
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EXPECT_NE(room.rom(), nullptr) << "Failed to load room " << std::hex << room_id;
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room.LoadObjects();
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// Some rooms may be empty, but loading should not fail
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}
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}
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TEST_F(DungeonEditorIntegrationTest, DungeonEditorInitialization) {
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ASSERT_TRUE(dungeon_editor_->Load().ok());
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}
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// ============================================================================
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// Object Encoding/Decoding Tests
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// ============================================================================
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TEST_F(DungeonEditorIntegrationTest, ObjectEncodingRoundTrip) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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room.LoadObjects();
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@@ -29,5 +46,174 @@ TEST_F(DungeonEditorIntegrationTest, ObjectEncodingRoundTrip) {
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EXPECT_EQ(encoded[encoded.size()-1], 0xFF); // Terminator
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}
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TEST_F(DungeonEditorIntegrationTest, EncodeType1Object) {
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// Type 1: xxxxxxss yyyyyyss iiiiiiii (ID < 0x100)
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zelda3::RoomObject obj(0x10, 5, 7, 0x12, 0); // id, x, y, size, layer
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auto bytes = obj.EncodeObjectToBytes();
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// Verify encoding format
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EXPECT_EQ((bytes.b1 >> 2), 5) << "X coordinate should be in upper 6 bits of b1";
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EXPECT_EQ((bytes.b2 >> 2), 7) << "Y coordinate should be in upper 6 bits of b2";
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EXPECT_EQ(bytes.b3, 0x10) << "Object ID should be in b3";
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}
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TEST_F(DungeonEditorIntegrationTest, EncodeType2Object) {
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// Type 2: 111111xx xxxxyyyy yyiiiiii (ID >= 0x100 && < 0x200)
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zelda3::RoomObject obj(0x150, 12, 8, 0, 0);
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auto bytes = obj.EncodeObjectToBytes();
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// Verify Type 2 marker
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EXPECT_EQ((bytes.b1 & 0xFC), 0xFC) << "Type 2 objects should have 111111 prefix";
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}
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TEST_F(DungeonEditorIntegrationTest, EncodeType3Object) {
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// Type 3: xxxxxxii yyyyyyii 11111iii (ID >= 0xF00)
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zelda3::RoomObject obj(0xF23, 3, 4, 0, 0);
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auto bytes = obj.EncodeObjectToBytes();
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// Verify Type 3 encoding
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EXPECT_EQ((bytes.b3 >> 4), 0xF2) << "Type 3 high nibbles should be in b3";
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}
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// ============================================================================
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// Object Manipulation Tests
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// ============================================================================
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TEST_F(DungeonEditorIntegrationTest, AddObjectToRoom) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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room.LoadObjects();
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size_t initial_count = room.GetTileObjects().size();
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// Add a new object
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zelda3::RoomObject new_obj(0x20, 10, 10, 0x12, 0);
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new_obj.set_rom(rom_.get());
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auto status = room.AddObject(new_obj);
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EXPECT_TRUE(status.ok()) << "Failed to add object: " << status.message();
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EXPECT_EQ(room.GetTileObjects().size(), initial_count + 1);
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}
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TEST_F(DungeonEditorIntegrationTest, RemoveObjectFromRoom) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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room.LoadObjects();
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size_t initial_count = room.GetTileObjects().size();
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ASSERT_GT(initial_count, 0) << "Room should have at least one object";
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// Remove first object
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auto status = room.RemoveObject(0);
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EXPECT_TRUE(status.ok()) << "Failed to remove object: " << status.message();
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EXPECT_EQ(room.GetTileObjects().size(), initial_count - 1);
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}
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TEST_F(DungeonEditorIntegrationTest, UpdateObjectInRoom) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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room.LoadObjects();
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ASSERT_FALSE(room.GetTileObjects().empty());
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// Update first object's position
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zelda3::RoomObject updated_obj = room.GetTileObjects()[0];
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updated_obj.x_ = 15;
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updated_obj.y_ = 15;
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auto status = room.UpdateObject(0, updated_obj);
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EXPECT_TRUE(status.ok()) << "Failed to update object: " << status.message();
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EXPECT_EQ(room.GetTileObjects()[0].x_, 15);
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EXPECT_EQ(room.GetTileObjects()[0].y_, 15);
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}
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// ============================================================================
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// Object Validation Tests
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// ============================================================================
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TEST_F(DungeonEditorIntegrationTest, ValidateObjectBounds) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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// Test objects within valid bounds
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zelda3::RoomObject valid_obj(0x10, 0, 0, 0, 0);
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EXPECT_TRUE(room.ValidateObject(valid_obj));
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zelda3::RoomObject valid_obj2(0x10, 31, 31, 0, 0);
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EXPECT_TRUE(room.ValidateObject(valid_obj2));
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// Test objects outside bounds
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zelda3::RoomObject invalid_obj(0x10, 32, 32, 0, 0);
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EXPECT_FALSE(room.ValidateObject(invalid_obj));
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}
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// ============================================================================
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// Save/Load Round-Trip Tests
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// ============================================================================
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TEST_F(DungeonEditorIntegrationTest, SaveAndReloadRoom) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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room.LoadObjects();
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size_t original_count = room.GetTileObjects().size();
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// Encode objects
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auto encoded = room.EncodeObjects();
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EXPECT_FALSE(encoded.empty());
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// Create a new room and decode
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auto room2 = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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room2.LoadObjects();
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// Verify object count matches
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EXPECT_EQ(room2.GetTileObjects().size(), original_count);
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}
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// ============================================================================
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// Object Rendering Tests
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// ============================================================================
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TEST_F(DungeonEditorIntegrationTest, RenderObjectWithTiles) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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room.LoadObjects();
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ASSERT_FALSE(room.GetTileObjects().empty());
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// Ensure tiles are loaded for first object
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auto& obj = room.GetTileObjects()[0];
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const_cast<zelda3::RoomObject&>(obj).set_rom(rom_.get());
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const_cast<zelda3::RoomObject&>(obj).EnsureTilesLoaded();
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EXPECT_FALSE(obj.tiles_.empty()) << "Object should have tiles after loading";
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}
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// ============================================================================
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// Multi-Layer Tests
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// ============================================================================
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TEST_F(DungeonEditorIntegrationTest, ObjectsOnDifferentLayers) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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// Add objects on different layers
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zelda3::RoomObject obj_bg1(0x10, 5, 5, 0, 0); // Layer 0 (BG2)
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zelda3::RoomObject obj_bg2(0x11, 6, 6, 0, 1); // Layer 1 (BG1)
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zelda3::RoomObject obj_bg3(0x12, 7, 7, 0, 2); // Layer 2 (BG3)
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room.AddObject(obj_bg1);
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room.AddObject(obj_bg2);
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room.AddObject(obj_bg3);
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// Encode and verify layer separation
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auto encoded = room.EncodeObjects();
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// Should have layer terminators (0xFF 0xFF between layers)
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int terminator_count = 0;
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for (size_t i = 0; i < encoded.size() - 1; i++) {
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if (encoded[i] == 0xFF && encoded[i+1] == 0xFF) {
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terminator_count++;
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}
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}
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EXPECT_GE(terminator_count, 2) << "Should have at least 2 layer terminators";
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}
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} // namespace test
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} // namespace yaze
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