spaceship/tests/run_tests.sh
Loïc Wisniewski 85c9bd9d8d Stop the suite failing on things that are not test failures
Two sources of random red on WSL, neither of them a test.

A launch that never happened. The Godot binary is a Windows executable
started across the interop boundary, and with six going at once that start
occasionally just fails: exit 127, an empty log, no engine banner, nothing
run. It was indistinguishable from a failure and moved between tests from
run to run. Anything that actually ran got as far as printing the banner, so
the two are easy to tell apart; a start that produced no banner is retried
up to three times and reported as NOSTART if it never comes up. Retries are
printed, never hidden - a test that needed one is saying the machine is
struggling even where it went on to pass.

The working tree as a run directory. WSL ran the suite in place, so six
Godot processes wrote .godot and created and deleted files under
PlanetSetups/ inside the live repo, alongside git and whatever else was
using it. Single tests failed at random under that - a delete that did not
take, a scene that would not instantiate - never the same one twice. WSL now
copies to %LOCALAPPDATA% first, the same isolation Termux already gets from
its own copy, on a native NTFS path so the Windows Godot still reads it at
full speed. Costs about 10s a run and leaves the repo untouched.

Four consecutive clean 124/124 runs since.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 23:30:18 +02:00

192 lines
7.4 KiB
Shell

#!/usr/bin/env bash
# Runs the headless GDScript gameplay tests.
#
# 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
# GODOT_BIN=/path/to/godot bash tests/run_tests.sh # pick the binary
#
# There are two ways to get a Godot to run them with, picked automatically:
#
# Termux the Godot 4.7 Linux arm64 build installed inside the
# proot-distro Ubuntu container, which is the only way to run
# a desktop Godot on the phone at all.
# WSL the Windows Godot build off /mnt/c. A Linux `godot` on PATH
# is used first if there is one.
#
# The platform decides which Godot runs and where the project is copied to.
# Everything else - the copy itself, the worker count, and
# tests/_run_inside.sh, which does the actual running - is shared.
#
# On Termux, 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://world/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. WSL copies too, but to a native NTFS path rather than to ext4:
# a Windows Godot reads C: at full speed and would read \\wsl$ slowly, so
# the copy is for ISOLATION rather than for speed there. Six Godot
# processes churning the project directory is six processes writing
# .godot, creating and deleting files under PlanetSetups/, and doing it
# in a working tree that git, an open editor and the player are also
# using. Under that, single tests failed at random - a delete that did
# not take, a scene that would not instantiate - never the same one
# twice.
# 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 "${BASH_SOURCE[0]}")/.." && pwd)"
PLATFORM="termux"
if [[ -n "${WSL_DISTRO_NAME:-}" ]] || grep -qi microsoft /proc/version 2>/dev/null; then
PLATFORM="wsl"
fi
# Finding a Godot on WSL. A Linux build on PATH wins - no interop, no drive
# letters - but there usually is not one, and the Windows build the editor
# already runs from is right there on /mnt/c. Two things about picking that
# one up:
# - it must be the *_console.exe. The plain .exe is built as a Windows GUI
# subsystem binary: it detaches from the terminal, so every test would
# produce an empty log and the runner would call all of them failures.
# - sort -V so 4.7.2 beats 4.6.1 when several versions are downloaded.
_find_godot_wsl() {
local found
found="$(command -v godot 2>/dev/null)"
if [[ -n "$found" ]]; then
echo "$found"
return
fi
found="$(find /mnt/c/Users/*/Downloads /mnt/c/Users/*/AppData/Local/Programs \
"/mnt/c/Program Files" -maxdepth 2 -name 'Godot_v*_console.exe' \
2>/dev/null | sort -V | tail -1)"
echo "$found"
}
# Worker count comes from FREE MEMORY, not core count. Each Godot instance is
# ~400MB and this phone shares its RAM with everything else running on it.
# Getting it wrong is bad in both directions:
# - too many and the kernel SIGKILLs the runner mid-suite (exit 137), which
# looks exactly like a hang
# - too many under swap pressure and every worker thrashes: the same suite
# measured 100-190s with memory free, and 888s while 9GB sat in swap
# One worker per ~900MB available, capped at 6, and forced to 1 once swap is
# more than half consumed - past that, parallelism costs more than it buys.
# Override with JOBS= when you know better.
_pick_jobs() {
local avail swap_total swap_free n
avail=$(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:-$(_pick_jobs)}"
VERBOSE="${VERBOSE:-0}"
IN_PLACE="${IN_PLACE:-0}"
# Where the copy lives. Termux wants its own native filesystem; WSL wants a
# WINDOWS one, because the thing reading it is a Windows binary and $HOME is
# ext4 behind the \\wsl$ share. %LOCALAPPDATA% is the natural home for it;
# if that cannot be read, fall back to a sibling of the project - still on
# the same native drive, still outside the repo.
_default_work_dir() {
if [[ "$PLATFORM" != "wsl" ]]; then
echo "$HOME/.cache/spaceship-tests"
return
fi
local win_local
win_local="$(cmd.exe /c 'echo %LOCALAPPDATA%' 2>/dev/null | tr -d '\r')"
if [[ -n "$win_local" && "$win_local" != *'%'* ]]; then
local unix_local
unix_local="$(wslpath -u "$win_local" 2>/dev/null)"
if [[ -n "$unix_local" ]]; then
echo "$unix_local/spaceship-tests"
return
fi
fi
echo "$(dirname "$PROJECT_DIR")/.spaceship-tests"
}
WORK_DIR="${WORK_DIR:-$(_default_work_dir)}"
if [[ -z "${GODOT_BIN:-}" ]]; then
if [[ "$PLATFORM" == "wsl" ]]; then
GODOT_BIN="$(_find_godot_wsl)"
if [[ -z "$GODOT_BIN" ]]; then
echo "no Godot found. Install one on PATH, or download a Windows" >&2
echo "build and point GODOT_BIN at its *_console.exe." >&2
exit 2
fi
else
GODOT_BIN="/root/Godot_v4.7.1-stable_linux.arm64"
fi
fi
filter="${1:-}"
tests=()
for path in "$PROJECT_DIR"/tests/test_*.gd; do
name="$(basename "$path")"
if [[ -z "$filter" || "$name" == *"$filter"* ]]; then
tests+=("$name")
fi
done
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
if [[ "$PLATFORM" == "wsl" ]]; then
bash "$run_dir/tests/_run_inside.sh" \
"$GODOT_BIN" "$run_dir" "$JOBS" "$VERBOSE" "${tests[@]}"
else
proot-distro login ubuntu -- bash "$run_dir/tests/_run_inside.sh" \
"$GODOT_BIN" "$run_dir" "$JOBS" "$VERBOSE" "${tests[@]}"
fi
status=$?
echo "in $(( $(date +%s) - start ))s with JOBS=$JOBS"
exit $status