run_tests.sh only knew one way to reach a Godot: `proot-distro login ubuntu` and the arm64 build at /root. On WSL there is no container and no arm64 binary, so the suite could not be run from a desktop at all. The platform is detected from /proc/version, and decides two things. Which Godot: on WSL a Linux `godot` on PATH if there is one, otherwise the newest Windows build already sitting on /mnt/c - the *_console.exe specifically, since the plain .exe is a GUI-subsystem binary that detaches from the terminal and would leave every test log empty. And whether to copy the project first: that copy exists to get off Android's FUSE bridge, and a Windows Godot already reads C: natively, so WSL runs in place. _run_inside.sh now takes the binary as its first argument instead of hardcoding it, and run_tests.sh calls it directly where there is no container to enter. The scheduling, timeouts and verdicts are unchanged and shared by both paths. 120/120 on WSL in 48s with JOBS=6. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
119 lines
4.4 KiB
Shell
119 lines
4.4 KiB
Shell
#!/bin/bash
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# The half of the runner that actually runs Godot - do not call this
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# directly, call tests/run_tests.sh instead.
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#
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# On Termux it runs INSIDE the proot-distro Ubuntu container. It exists as
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# its own file so the whole suite runs in ONE `proot-distro login`: entering
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# the container costs ~0.5s, which used to be paid 38 times over. On WSL
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# there is no container to enter and run_tests.sh calls it directly - the
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# scheduling, timeouts and verdicts below are the same either way, which is
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# why the Godot binary arrives as an argument rather than being hardcoded.
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#
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# Args: <godot_bin> <project_dir> <jobs> <verbose> <test_file_name>...
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set -uo pipefail
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GODOT_BIN="$1"; shift
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PROJECT_DIR="$1"; shift
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JOBS="$1"; shift
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VERBOSE="$1"; shift
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# A broken test can otherwise leave SceneTree alive after an initialization
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# error, printing the same error every frame forever. Gameplay tests normally
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# complete in seconds, even on a busy phone, so make that failure explicit
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# rather than making the suite look hung. Override for deliberate long runs.
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TEST_TIMEOUT_SECONDS="${TEST_TIMEOUT_SECONDS:-120}"
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cd "$PROJECT_DIR" || exit 2
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tests=("$@")
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total=${#tests[@]}
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if (( total == 0 )); then
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echo "no tests matched"
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exit 2
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fi
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outdir="$(mktemp -d)"
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trap 'rm -rf "$outdir"' EXIT
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REPORT_DIR="${TEST_REPORT_DIR:-$PROJECT_DIR/.test-results}"
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mkdir -p "$REPORT_DIR"
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# Import once, serially, before anything runs in parallel. Godot writes to
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# .godot/ while importing; several instances discovering a cold cache at the
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# same moment would race on it. After this the workers only read it.
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"$GODOT_BIN" --headless --import --quit >/dev/null 2>&1
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run_one() {
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local name="$1"
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local log="$outdir/$name.log"
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local start end
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start=$(date +%s%N)
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# --fixed-fps pins delta to exactly 1/60 instead of measuring the wall
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# clock. Without it a test's `elapsed` counts REAL seconds, so running
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# several at once stretches every frame and the gameplay under test sees
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# deltas it never sees in the game: ships overshoot their braking curve,
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# settle late, and tests time out for no reason but load. That made
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# test_camera_settles and test_planet_prompt_map_interaction fail on 2 of
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# 3 parallel runs. Pinned, a test simulates the same 60fps whatever else
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# the phone is doing, and its result no longer depends on how busy the
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# machine was.
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timeout "$TEST_TIMEOUT_SECONDS" "$GODOT_BIN" --headless --fixed-fps 60 \
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-s "res://tests/$name" >"$log" 2>&1
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local rc=$?
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end=$(date +%s%N)
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local ms=$(( (end - start) / 1000000 ))
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# Two independent criteria, because either one alone can lie: a test that
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# crashes before reaching its verdict exits non-zero without ever printing
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# FAIL, and a hypothetical `quit(0)` on a failing path would exit clean
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# while the log says otherwise.
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if (( rc == 0 )) && grep -q ": PASS" "$log"; then
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printf 'PASS %6dms %s\n' "$ms" "$name" > "$outdir/$name.status"
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elif (( rc == 124 )); then
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printf 'TIMEOUT %4dms %s (limit %ss)\n' \
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"$ms" "$name" "$TEST_TIMEOUT_SECONDS" > "$outdir/$name.status"
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elif (( rc == 137 || rc == 139 )); then
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# Killed, not failed - almost always the kernel reclaiming memory. Worth
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# saying plainly: a killed worker and a failing one both simply produced
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# no verdict before, so a whole suite dying to the OOM killer was
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# indistinguishable from a hang.
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printf 'KILLED %4dms %s (signal %d - out of memory? try JOBS=1)\n' \
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"$ms" "$name" "$(( rc - 128 ))" > "$outdir/$name.status"
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else
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printf 'FAIL %6dms %s (exit %d)\n' "$ms" "$name" "$rc" > "$outdir/$name.status"
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fi
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cat "$outdir/$name.status"
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}
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running=0
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for name in "${tests[@]}"; do
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run_one "$name" &
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running=$(( running + 1 ))
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if (( running >= JOBS )); then
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wait -n
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running=$(( running - 1 ))
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fi
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done
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wait
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failed=0
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for name in "${tests[@]}"; do
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if ! grep -q '^PASS' "$outdir/$name.status" 2>/dev/null; then
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failed=$(( failed + 1 ))
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echo
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echo "=== $name FAILED, full output ==="
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cat "$outdir/$name.log" 2>/dev/null
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elif [[ "$VERBOSE" == "1" ]]; then
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echo
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echo "=== $name ==="
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cat "$outdir/$name.log" 2>/dev/null
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fi
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done
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echo
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echo "$(( total - failed ))/$total passed"
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# Keep the concise verdicts after the temporary logs are removed. This is
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# especially useful from Termux, where a long-running child can outlive the
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# terminal command that launched it and its final buffered output is lost.
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rm -f "$REPORT_DIR"/*.status
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cp "$outdir"/*.status "$REPORT_DIR"/
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(( failed == 0 ))
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