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1 change: 1 addition & 0 deletions src/SUMMARY.md
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Expand Up @@ -59,6 +59,7 @@ SS14 By Example
- [UI and You](en/ss14-by-example/ui-and-you.md)
- [UI Cookbook](en/ss14-by-example/ui-and-you/ui-cookbook.md)
- [UI Survival Guide](en/ss14-by-example/ui-survival-guide.md)
- [Your First Integration Test](en/ss14-by-example/your-first-integration-test.md)
- [Converting Oldbody to Nubody](en/ss14-by-example/converting-oldbody-to-nubody.md)

Robust Toolbox
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170 changes: 170 additions & 0 deletions src/en/ss14-by-example/your-first-integration-test.md
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# Your First Integration Test

In this guide you will learn about integration testing and how to create an integration test.
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maybe a small note clarifying the differences between integration and unit testing, and if theres ever a situation where it is more appropriate to create a unit test?

could also use [...]about SS14 integration testing and[...] to note that integration tests are a universal concept in software development. (i did not know this until recently as ss14 was my introduction to software dev :p )

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should also probably say "this guide assumes you have some familiarity with c#, go read the bikehorn guide if you havent already"


### What is integration testing?

**Integration testing** is a useful tool to ensure that changes to one part of the game doesn't unexpectedly cause another part of the game to change too.
It can catch unintended behavior, bugs and even rare game-crashing errors when used properly!
This is achieved through **integration tests**, which basically run short simulations of the game and makes sure ingame values match what the test expects.
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term integration test is used 2x, small rephrase suggestion

Suggested change
**Integration testing** is a useful tool to ensure that changes to one part of the game doesn't unexpectedly cause another part of the game to change too.
It can catch unintended behavior, bugs and even rare game-crashing errors when used properly!
This is achieved through **integration tests**, which basically run short simulations of the game and makes sure ingame values match what the test expects.
The process of **integration testing** ensures that changes to one part of the game don't unexpectedly cause another part of the game to change too.
It can catch unintended behavior, bugs and even rare game-crashing errors when used properly!
Integration testing is performed through the use of **integration tests**, which basically run short simulations of the game and make sure the end results of those simulations match what the test expects.


An example would be changing a Cargo order to cost less.
If you have an integration test that compares order costs to sell values, you'll be able to automatically catch if this change would result in an infinite money loop!
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If you have an integration test that compares order costs to sell values, you'll be able to automatically catch if this change would result in an infinite money loop!
If you have an integration test that compares order costs to sell values and throws an error if a Cargo order would sell for more money than it costs to buy, you'll be able to automatically catch if this change would result in an infinite money loop!


Integration tests are ran on all pull requests submitted to the SS14 repository and all tests must pass for a PR to be mergeable.
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Integration tests are ran on all pull requests submitted to the SS14 repository and all tests must pass for a PR to be mergeable.
Integration tests are automatically run on all pull requests submitted to the SS14 repository, and all tests must pass for a PR to be mergeable.

You can also run tests locally in your IDE (useful if you fail a specific test when submitting a PR).
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maybe add a link to src/en/general-development/tips/debugging-tools.md after #629 is merged to clarify how this is done locally


### The structure of a test

Tests generally follow this flow:

- Select which base test class the test should use.
- Define test-specific prototypes & settings.
- Spawn entities and retrieve components/systems to test.
- Assert default values (i.e. "are the starting values what I expect?").
- Do the test scenario.
- Assert that values have changed (i.e. "did the test result in what I expected?").

We will go through this flow in the tutorial below:
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We will go through this flow in the tutorial below:
We will go through this flow in the tutorial below.


## Making your first test

In this tutorial we are going to make a test to check that hugging works.
Hugging is done via `InteractionPopupSystem` and `InteractionPopupComponent`, and when a hug is performed `InteractionPopupComponent.LastInteractTime` should get updated to a new value.

We decide our test will try to simulate a hug and then verify that it happened by checking if `LastInteractTime` updated.

### Setup

Integration tests are created in a relevant area folder in `Content.IntegrationTests/Tests`, so we create a new folder `InteractionPopup` and a new C# script `InteractionPopupTest`.

Our first decision will be to choose which base test class to use.
These are used to handle boilerplate (e.g. setting up and disposing of finished tests) and enable specific functionalities (such as spawning a default player mob or a walkable grid).
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could possibly define 'boilerplate' here in case someone hasnt encountered the term

Some choices include `GameTest`, `InteractionTest` and `MovementTest`.
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are test classes found in a specific directory? where should someone be looking when they want to figure out what base class to use?


For our test, we will use `InteractionTest` as our base class.
It spawns a simple player mob with a single hand and has a lot of helper functions related to interactions that we can make use of later:
```
using Content.IntegrationTests.Tests.Interaction;

namespace Content.IntegrationTests.Tests.InteractionPopup;

public sealed class InteractionPopupTest : InteractionTest
{

}
```
We will also create the method inside of which our test is run, `HugTest()`. The method requires two properties:
- A `[Test]` attribute, to mark the method as a test.
- The `async` keyword, since the test simulation will run alongside other tests, and some behaviors (such as spawning) will take time to run.
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should definitely include a note here on test memory usage, and maybe point to some tests where async is deliberately used or omitted in favour of other keywords!

```
using Content.IntegrationTests.Tests.Interaction;

namespace Content.IntegrationTests.Tests.InteractionPopup;

public sealed class InteractionPopupTest : InteractionTest
{

[Test]
public async Task HugTest()
{

}
}
```
With this, the test should now be visible in the Tests tab of your IDE!
Exactly where the Tests tab is located depends on the IDE you use, but if once found you should be able to see `InteractionPopupTest` among the other test folders.
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maybe a little picture of where its located in vscode / rider?
i dont use rider, but here's a vscode image

Image

You can even run the test if you want, though since the test is empty it will just return a Success.

### Spawning an entity
Since `InteractionTest` handles spawning the player mob automatically, our first actual step in creating the test will be to spawn in the mob we will hug. We have two options here:

- Rely on an existing mob prototype with `InteractionPopupComponent`.
- Create a dummy prototype inside the test class to only use for this test.

We will choose the first one since the `MobHuman` prototype is a base mob that we expect will always be huggable, and using it additionally makes the test keep an eye on if that prototype ever accidentally gets changed.
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could you also provide example syntax of how to write a new dummy prototype in the class? & note when it might be helpful to define a dummy- eg, if you are testing how hugging works when someone has a specific component, if defining an entity in the class takes more time... etc


`InteractionTest` has a built-in spawning method `SpawnTarget`, which spawns an entity one tile next to the player entity and sets it as the target for any future interactions of the player entity.

```
[Test]
public async Task HugTest()
{
var urist = await SpawnTarget("MobHuman");
}
```

### Checking for components

`InteractionTest` has a helper method to get the server component: `Comp<T>(NetEntity? target)`. This also checks that the component exists on the entity, and fails the test if it doesn't.
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maybe an image or inline code of where in the test this helper method was located, how you found it, etc


```
[Test]
public async Task HugTest()
{
var urist = await SpawnTarget("MobHuman");
var interactionPopupComp = Comp<InteractionPopupComponent>(urist);
}
```

### Asserts

What we want to do is *assert* that the property has the value we expect it to have, and if it doesn't the test should fail.
The `Assert` class enables this, with the method [`Assert.That`](https://docs.nunit.org/articles/nunit/writing-tests/assertions/assertion-models/constraint.html) being the preferred method of evaluating property values.

`InteractionPopupComponent` has the property `LastInteractTime`, and while we can *assume* that it will always start at the default value, core to testing is never assuming if you can test it. We can check this with `Is.Default`.

```
[Test]
public async Task HugTest()
{
var urist = await SpawnTarget("MobHuman");
var interactionPopupComp = Comp<InteractionPopupComponent>(urist);

Assert.That(interactionPopupComp.LastInteractTime, Is.Default);
}
```

### Simulation & Checking

`InteractionTest` has many helper methods used for simulating interactions.
With our testcase being simply clicking on the huggable entity, we can use of the basic `await Interact();` method to simulate hugging. Since we spawned the `MobHuman` with `SpawnTarget` earlier, all we have to do is run the method!
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With our testcase being simply clicking on the huggable entity, we can use of the basic `await Interact();` method to simulate hugging. Since we spawned the `MobHuman` with `SpawnTarget` earlier, all we have to do is run the method!
With our testcase being simply clicking on the huggable entity, we can make use of the basic `await Interact();` method to simulate hugging. Since we spawned the `MobHuman` with `SpawnTarget` earlier, all we have to do is run the method!


Since the player entity spawns with one free hand, we should expect a basic interaction to result in the `InteractionPopupSystem.InteractHandEvent` event subscription triggering, and therefore `LastInteractTime` should be updated to the current time. We assert that the previous `LastInteractTime` should not be equal to the new `LastInteractTime`.
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i was initially going to note that you might be able to talk here about how you could go above and beyond and check that they actually spawn with a hand, but then i realised that LastInteractTime wouldnt update if they didnt have a hand lol. might be worth rearticulating that this example test will "check whether a hug is performed" in addition to all the specific technical stuff! (or not, but i imagine someone else might read this and think its a good idea to add a hand test :p )


```
[Test]
public async Task HugTest()
{
var urist = await SpawnTarget("MobHuman");
var interactionPopupComp = Comp<InteractionPopupComponent>(urist);

Assert.That(interactionPopupComp.LastInteractTime, Is.Default);

var previousInteractTime = interactionPopupComp.LastInteractTime;

await Interact(); // Perform the hug!

Assert.That(interactionPopupComp.LastInteractTime, !Is.EqualTo(previousInteractTime));
}
```

If you run the `HugTest()` test now, it should pass!
If any future changes accidentally makes another empty-handed action override hugging, this test will now be able to catch that. You made your first test!

This tutorial only brushes the surface of how tests can be made.
The test can expand to cover trying to hug with an item in the player's hand, hugging all different player species, checking that hugs don't come out faster than the cooldown and much more.

## Extra Credit: How Do Tests Work Under The Hood?

There is a lot going into the setup of integration testing that the test base classes do automatically when initialized.
It can be good to understand this process since a lot can be modified and extended, and there are several helper methods that can save time and make your tests much better.

`PoolManager` is a static core class that manages server-client simulation relationships, and is used for tests, benchmarks and map rendering.
For tests specifically it allows for client-servers to be reused for multiple tests and for tests to be run in parallel, instead of constantly starting and shutting down such systems.
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add that this makes tests run fast (good thing (because they usually take a long time))


It's unlikely you will access `PoolManager` yourself, but a key property that all integration tests make use of is the `TestPair` class.
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maybe an example of an integration test which uses PoolManager?

`TestPair` gives access to the Client and Server instances and therefore the ability to set CVars, resolve manager/system dependencies and map management.
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'gives access' could be a little clearer. 'gives the test access'?

The test base classes all make use of this to create helper methods and properties.

It is strongly recommended you check out `GameTest.Entities.cs`, `GameTest.Pair.cs` `InteractionTest.Helpers.cs`, `Pair/TestPair.Helpers.cs` and `Pool/TestPair.Helpers.cs` to see what helper methods are available!
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external resources for more reading about test environments outside of robust maybe?

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