spaceship/tests/run_tests.sh

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#!/data/data/com.termux/files/usr/bin/bash
# Runs the headless GDScript gameplay tests from Termux, via the Godot
# 4.7.1 Linux arm64 build installed inside the proot-distro Ubuntu container.
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
#
# bash tests/run_tests.sh # everything
# bash tests/run_tests.sh formation # only tests matching a substring
# JOBS=1 bash tests/run_tests.sh # serial, for debugging a hang
# VERBOSE=1 bash tests/run_tests.sh # print passing tests' output too
# IN_PLACE=1 bash tests/run_tests.sh # run from the project dir itself
#
# Three things make this fast, in descending order of how much they matter
# (measured, not guessed - see tests/_profile_startup.gd):
#
# 1. It runs from a COPY on Termux's own filesystem, not from the project
# directory. The project lives under ~/storage/shared, which is Android's
# FUSE bridge; read through proot on top of that, `load("res://Main.tscn")`
# alone took 8.5s per test, against ~2s from a native path. Nearly every
# test loads Main.tscn, and none of that time is gameplay. The copy is
# ~1.4s for the whole suite and its .godot import cache is kept between
# runs.
# 2. Tests run JOBS at a time. Each is its own Godot process - they call
# quit() and stamp on the GameState autoload, so they cannot share one -
# which makes the suite a pile of independent, single-core-bound jobs on
# an 8-core phone.
# 3. The whole run happens in ONE `proot-distro login`. Entering the
# container costs ~0.5s, which used to be paid once per test.
#
# Output is buffered per test and printed only for failures; six interleaved
# logs are unreadable.
set -uo pipefail
PROJECT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
2026-08-12 22:47:46 +02:00
# Worker count comes from FREE MEMORY, not core count. Each Godot instance is
# ~400MB and this phone shares its RAM with everything else running on it.
# Getting it wrong is bad in both directions:
# - too many and the kernel SIGKILLs the runner mid-suite (exit 137), which
# looks exactly like a hang
# - too many under swap pressure and every worker thrashes: the same suite
# measured 100-190s with memory free, and 888s while 9GB sat in swap
# One worker per ~900MB available, capped at 6, and forced to 1 once swap is
# more than half consumed - past that, parallelism costs more than it buys.
# Override with JOBS= when you know better.
_pick_jobs() {
local avail swap_total swap_free n
avail=$(awk '/MemAvailable/ {print int($2 / 1024)}' /proc/meminfo 2>/dev/null)
swap_total=$(awk '/SwapTotal/ {print $2}' /proc/meminfo 2>/dev/null)
swap_free=$(awk '/SwapFree/ {print $2}' /proc/meminfo 2>/dev/null)
if [[ -z "$avail" ]]; then
echo 2
return
fi
if [[ -n "$swap_total" ]] && (( swap_total > 0 )) \
&& (( (swap_total - swap_free) * 2 > swap_total )); then
echo 1
return
fi
n=$(( avail / 900 ))
(( n < 1 )) && n=1
(( n > 6 )) && n=6
echo "$n"
}
JOBS="${JOBS:-$(_pick_jobs)}"
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
VERBOSE="${VERBOSE:-0}"
IN_PLACE="${IN_PLACE:-0}"
WORK_DIR="${WORK_DIR:-$HOME/.cache/spaceship-tests}"
filter="${1:-}"
tests=()
for path in "$PROJECT_DIR"/tests/test_*.gd; do
name="$(basename "$path")"
if [[ -z "$filter" || "$name" == *"$filter"* ]]; then
tests+=("$name")
fi
done
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
if (( ${#tests[@]} == 0 )); then
echo "no tests match '$filter'"
exit 2
fi
start=$(date +%s)
run_dir="$PROJECT_DIR"
if [[ "$IN_PLACE" != "1" ]]; then
run_dir="$WORK_DIR"
mkdir -p "$run_dir"
# Clear last run's sources but keep .godot, so imports stay warm. Without
# the clear, a test deleted from the project would live on in the copy and
# keep being run.
find "$run_dir" -mindepth 1 -maxdepth 1 ! -name '.godot' -exec rm -rf {} +
# android/ and builds/ are export artefacts no test touches, and the .apk
# is 30MB of nothing useful here.
tar -C "$PROJECT_DIR" \
--exclude=./.godot --exclude=./android --exclude=./builds --exclude='*.apk' \
-cf - . 2>/dev/null | tar -C "$run_dir" -xf -
fi
proot-distro login ubuntu -- bash "$run_dir/tests/_run_inside.sh" \
"$run_dir" "$JOBS" "$VERBOSE" "${tests[@]}"
status=$?
echo "in $(( $(date +%s) - start ))s with JOBS=$JOBS"
exit $status