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yaze/docs/A1-testing-guide.md
scawful 5dca8ecc79 docs: Add comprehensive documentation for getting started, testing, building, and architecture
- Introduced a new "Getting Started" guide to help users set up and use the YAZE software effectively.
- Added detailed "Testing Guide" outlining the testing framework and best practices for contributors.
- Created "Build Instructions" for macOS, Linux, and Windows, including environment verification and quick start with CMake presets.
- Documented the architecture and networking aspects of YAZE, focusing on service-oriented design and gRPC integration.
- Updated the index to reflect new documentation structure and improve navigation.
2025-10-06 00:09:14 -04:00

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# A1 - Testing Guide
This guide provides a comprehensive overview of the testing framework for the yaze project, including unit tests, integration tests, and the end-to-end GUI automation system.
## 1. Test Categories
Tests are organized into three categories using labels to allow for flexible and efficient execution.
### 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
## 2. Running Tests
### Using CMake Presets
The easiest way to run tests is with `ctest` presets.
```bash
# Configure a development build (enables ROM-dependent tests)
cmake --preset mac-dev -DYAZE_TEST_ROM_PATH=/path/to/your/zelda3.sfc
# Build the tests
cmake --build --preset mac-dev --target yaze_test
# Run stable tests (fast, run in CI)
ctest --preset dev
# Run all tests, including ROM-dependent and experimental
ctest --preset all
```
### Manual Execution
You can also run tests by invoking the test executable directly or using CTest with labels.
```bash
# Run all tests via the executable
./build/bin/yaze_test
# Run only stable tests using CTest labels
ctest --test-dir build --label-regex "STABLE"
# Run tests matching a name
ctest --test-dir build -R "AsarWrapperTest"
# Exclude ROM-dependent tests
ctest --test-dir build --label-exclude "ROM_DEPENDENT"
```
## 3. Writing Tests
### Stable Tests
```cpp
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
```cpp
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());
}
```
## 4. 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**:
1. `z3ed test-gui` command invokes the modified `yaze_test` executable
2. `yaze_test` initializes an application window and `ImGuiTestEngine`
3. Tests are registered and executed against the live GUI
4. Results are reported back with detailed logs and assertions
**Key Components**:
- `test/yaze_test.cc` - Main test executable with GUI initialization
- `test/e2e/framework_smoke_test.cc` - Basic infrastructure verification
- `test/e2e/canvas_selection_test.cc` - Canvas interaction tests
- `test/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 Selector`
- `ToolbarAction:Open Tile16 Editor`
**Editor Cards:**
All EditorCard windows are registered as discoverable windows:
- `EditorCard:Tile16 Selector`
- `EditorCard:Area Graphics`
**State Introspection:**
Card visibility states are tracked for test automation:
- `OverworldToolbar/state:tile16_selector_visible`
### Running GUI Tests with `z3ed`
The `z3ed` CLI provides a powerful interface for running GUI tests.
```bash
# 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.
```bash
# 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.
1. **Discover UI Elements**: `Agent> describe gui`
2. **Interact with UI**: `Agent> click toolbar button "Toggle Tile16 Selector"`
3. **Monitor State**: `Agent> check if "Tile16 Selector" is visible`
### GUI Automation Scenarios
Scenarios are defined in JSONL files, where each line is a JSON action.
**Example Scenario (`overworld_single_tile_paint.jsonl`):**
```jsonl
{"action": "start_test", "name": "overworld_single_tile_paint", "description": "Paint single tile and verify"}
{"action": "setup", "rom": "zelda3.sfc", "window": "Overworld Editor", "map": 0}
{"action": "wait_for_window", "window_name": "Overworld Editor", "timeout_ms": 5000}
{"action": "select_tile", "tile_id": 66, "tile_id_hex": "0x0042"}
{"action": "click_canvas_tile", "canvas_id": "Overworld Canvas", "x": 10, "y": 10}
{"action": "assert_tile", "x": 10, "y": 10, "expected_tile_id": 66}
{"action": "end_test", "status": "pass"}
```
**Run a scenario:**
```bash
z3ed agent test replay overworld_single_tile_paint.jsonl --rom zelda3.sfc --grpc localhost:50051
```