- Expanded the testing guide with detailed sections on widget registration, state introspection, and integration with AI agents for automated testing. - Added a new comprehensive readme for the z3ed agent, outlining its architecture, capabilities, and quick start instructions for AI-driven ROM hacking. - Updated the changelog to reflect recent enhancements in GUI and UX, including a theme system and modular architecture for the Overworld Editor. - Removed outdated networking documentation to streamline resources and improve clarity.
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Testing Guide
Comprehensive testing framework with efficient CI/CD integration and ROM-dependent test separation.
Test Categories
Stable Tests (STABLE)
Always run in CI/CD - Required for releases
- AsarWrapperTest: Core Asar functionality tests
- SnesTileTest: SNES tile format handling
- CompressionTest: Data compression/decompression
- SnesPaletteTest: SNES palette operations
- HexTest: Hexadecimal utilities
- AsarIntegrationTest: Asar integration without ROM dependencies
Characteristics:
- Fast execution (< 30 seconds total)
- No external dependencies (ROMs, complex setup)
- High reliability and deterministic results
ROM-Dependent Tests (ROM_DEPENDENT)
Only run in development with available ROM files
- AsarRomIntegrationTest: Real ROM patching and symbol extraction
- ROM-based integration tests: Tests requiring actual game ROM files
Characteristics:
- Require specific ROM files to be present
- Test real-world functionality
- Automatically skipped in CI if ROM files unavailable
Experimental Tests (EXPERIMENTAL)
Run separately, allowed to fail
- CpuTest: 65816 CPU emulation tests
- Spc700Test: SPC700 audio processor tests
- ApuTest: Audio Processing Unit tests
- PpuTest: Picture Processing Unit tests
Characteristics:
- May be unstable due to emulation complexity
- Test advanced/experimental features
- Allowed to fail without blocking releases
Command Line Usage
# Run only stable tests (release-ready)
ctest --test-dir build --label-regex "STABLE"
# Run experimental tests (allowed to fail)
ctest --test-dir build --label-regex "EXPERIMENTAL"
# Run Asar-specific tests
ctest --test-dir build -R "*Asar*"
# Run tests excluding ROM-dependent ones
ctest --test-dir build --label-exclude "ROM_DEPENDENT"
# Run with specific preset
ctest --preset stable
ctest --preset experimental
CMake Presets
# Development workflow
cmake --preset dev
cmake --build --preset dev
ctest --preset dev
# CI workflow
cmake --preset ci
cmake --build --preset ci
ctest --preset ci
# Release workflow
cmake --preset release
cmake --build --preset release
ctest --preset stable
Writing Tests
Stable Tests
TEST(SnesTileTest, UnpackBppTile) {
std::vector<uint8_t> tile_data = {0xAA, 0x55, 0xAA, 0x55};
std::vector<uint8_t> result = UnpackBppTile(tile_data, 2);
EXPECT_EQ(result.size(), 64);
// Test specific pixel values...
}
ROM-Dependent Tests
YAZE_ROM_TEST(AsarIntegration, RealRomPatching) {
auto rom_data = TestRomManager::LoadTestRom();
if (!rom_data.has_value()) {
GTEST_SKIP() << "ROM file not available";
}
AsarWrapper wrapper;
wrapper.Initialize();
auto result = wrapper.ApplyPatch("test.asm", *rom_data);
EXPECT_TRUE(result.ok());
}
Experimental Tests
TEST(CpuTest, InstructionExecution) {
// Complex emulation tests
// May be timing-sensitive or platform-dependent
}
CI/CD Integration
GitHub Actions
# Main CI pipeline
- name: Run Stable Tests
run: ctest --label-regex "STABLE"
# Experimental tests (allowed to fail)
- name: Run Experimental Tests
run: ctest --label-regex "EXPERIMENTAL"
continue-on-error: true
Test Execution Strategy
- Stable tests run first - Quick feedback for developers
- Experimental tests run in parallel - Don't block on unstable tests
- ROM tests skipped - No dependency on external files
- Selective test execution - Only run relevant tests for changes
Test Development Guidelines
Writing Stable Tests
- Fast execution: Aim for < 1 second per test
- No external dependencies: Self-contained test data
- Deterministic: Same results every run
- Core functionality: Test essential features only
Writing ROM-Dependent Tests
- Use TestRomManager: Proper ROM file handling
- Graceful skipping: Skip if ROM not available
- Real-world scenarios: Test with actual game data
- Label appropriately: Always include ROM_DEPENDENT label
Writing Experimental Tests
- Complex scenarios: Multi-component integration
- Advanced features: Emulation, complex algorithms
- Performance tests: May vary by system
- GUI components: May require display context
E2E GUI Testing Framework
An agent-friendly, end-to-end testing framework built on ImGuiTestEngine to automate UI interaction testing for the YAZE editor.
Architecture
Test Execution Flow:
z3ed test-guicommand invokes the modifiedyaze_testexecutableyaze_testinitializes an application window andImGuiTestEngine- Tests are registered and executed against the live GUI
- Results are reported back with detailed logs and assertions
Key Components:
test/yaze_test.cc- Main test executable with GUI initializationtest/e2e/framework_smoke_test.cc- Basic infrastructure verificationtest/e2e/canvas_selection_test.cc- Canvas interaction teststest/test_utils.h- High-level action wrappers (LoadRomInTest, OpenEditorInTest, etc.)
Widget Registration for Automation
All modern UI components are fully integrated with the ImGui Test Engine for seamless automation.
Toolbar Components: All toolbar buttons are automatically registered with descriptive paths:
ModeButton:Pan (1)ModeButton:Draw (2)ToolbarAction:Toggle Tile16 SelectorToolbarAction:Open Tile16 Editor
Editor Cards: All EditorCard windows are registered as discoverable windows:
EditorCard:Tile16 SelectorEditorCard:Area Graphics
State Introspection: Card visibility states are tracked for test automation:
OverworldToolbar/state:tile16_selector_visible
Writing E2E Tests
// Example: Canvas selection test
#include "test/test_utils.h"
void RegisterCanvasSelectionTest() {
ImGuiTestEngine* engine = ImGuiTestEngine_GetCurrentContext();
ImGuiTest* t = IM_REGISTER_TEST(engine, "e2e", "canvas_selection");
t->GuiFunc = [](ImGuiTestContext* ctx) {
// Load ROM and open editor
LoadRomInTest(ctx, "zelda3.sfc");
OpenEditorInTest(ctx, "Overworld Editor");
// Perform actions
ctx->MouseMove("##OverworldCanvas");
ctx->MouseClick(ImGuiMouseButton_Left);
ctx->KeyPress(ImGuiMod_Ctrl | ImGuiKey_C); // Copy
// Assertions
IM_CHECK(VerifyTileData(ctx, expected_data));
};
}
Running GUI Tests with z3ed
The z3ed CLI provides a powerful interface for running GUI tests.
# Run all E2E tests
z3ed gui replay --ci-mode
# Run a specific test suite from a YAML file
z3ed gui replay test_overworld_workflow.yaml --ci-mode
# Click a specific button
z3ed gui click "ModeButton:Draw (2)"
# Wait for a window to become visible
z3ed gui wait "window_visible:Tile16 Selector"
# Assert that a card is visible
z3ed gui assert "visible:EditorCard:Tile16 Selector"
Widget Discovery
You can discover all registered UI elements for scripting and testing.
# List all widgets in the Overworld window
z3ed gui discover --window="Overworld" --format=yaml > overworld_widgets.yaml
# Find all toolbar actions
z3ed gui discover --path-prefix="ToolbarAction:"
# Find all editor cards
z3ed gui discover --path-prefix="EditorCard:"
Integration with AI Agent
The agent can leverage the GUI testing framework to perform actions.
- Discover UI Elements:
Agent> describe gui - Interact with UI:
Agent> click toolbar button "Toggle Tile16 Selector" - Monitor State:
Agent> check if "Tile16 Selector" is visible
Visual Testing
For vision-based testing, overworld entities are rendered with high-visibility colors:
- Entrances: Bright yellow-gold
- Exits: Cyan-white
- Items: Bright red
- Sprites: Bright magenta
Performance
Widget registration has zero runtime overhead, using efficient hash map lookups and automatic cleanup of stale widgets.