Refactored the "fast test", "slow test" bits of the test suite to make the intent clear, and prevent the first test slowness from being broken again. I've kept the fast_test value to 6 (it was originally 3) as Zethfox mentioned weird race conditions when it is set to 6.
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@@ -13,6 +13,13 @@ using std::string;
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#ifdef TESTSUITE
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#ifdef TESTSUITE
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// number of frames between 2 actions.
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// SLOW_TEST defines the speed of the very first test. It is intentionally slow so that when you debug one specific test, you get to see what happens on the screen
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// FAST_TEST is for other tests, any value below 3 is known to have bad side effects.
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// Higher values == slower. Lower values == faster
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#define SLOW_TEST 40
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#define FAST_TEST 6
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// NULL is sent in place of a MTGDeck since there is no way to create a MTGDeck without a proper deck file.
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// NULL is sent in place of a MTGDeck since there is no way to create a MTGDeck without a proper deck file.
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// TestSuiteAI will be responsible for managing its own deck state.
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// TestSuiteAI will be responsible for managing its own deck state.
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TestSuiteAI::TestSuiteAI(TestSuiteGame *tsGame, int playerId) :
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TestSuiteAI::TestSuiteAI(TestSuiteGame *tsGame, int playerId) :
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@@ -92,7 +99,7 @@ int TestSuiteAI::Act(float dt)
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{
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{
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float static counter = 1.0f;
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float static counter = 1.0f;
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suite->aiMaxCalls--;
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suite->aiMaxCalls--;
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suite->timerLimit = 40; //TODO Remove this limitation when AI is not using a stupid timer anymore...
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suite->timerLimit = SLOW_TEST; //TODO Remove this limitation when AI is not using a stupid timer anymore...
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AIPlayerBaka::Act(counter++);//dt);
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AIPlayerBaka::Act(counter++);//dt);
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}
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}
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if (playMode == MODE_HUMAN)
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if (playMode == MODE_HUMAN)
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@@ -304,12 +311,12 @@ void TestSuite::initGame(GameObserver* g)
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//Warning, putting this value too low (< 3) will give unexpected results
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//Warning, putting this value too low (< 3) will give unexpected results
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if (!timerLimit)
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if (!timerLimit)
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{
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{
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timerLimit = 40;
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timerLimit = SLOW_TEST;
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}
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else
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{
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timerLimit = FAST_TEST;
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}
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}
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//else
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//{
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// timerLimit = 10;
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//}
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TestSuiteGame::initGame();
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TestSuiteGame::initGame();
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}
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}
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@@ -465,7 +472,7 @@ TestSuite::~TestSuite()
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TestSuite::TestSuite(const char * filename)
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TestSuite::TestSuite(const char * filename)
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: TestSuiteGame(0), mRules(0), mProcessing(false)
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: TestSuiteGame(0), mRules(0), mProcessing(false)
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{
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{
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timerLimit = 3;
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timerLimit = 0;
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testsuite = this;
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testsuite = this;
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std::string s;
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std::string s;
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@@ -792,13 +799,13 @@ TestSuiteGame::~TestSuiteGame()
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}
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}
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TestSuiteGame::TestSuiteGame(TestSuite* testsuite)
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TestSuiteGame::TestSuiteGame(TestSuite* testsuite)
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: summoningSickness(0), forceAbility(false), gameType(GAME_TYPE_CLASSIC), timerLimit(6),
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: summoningSickness(0), forceAbility(false), gameType(GAME_TYPE_CLASSIC), timerLimit(0),
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currentAction(0), observer(0), testsuite(testsuite)
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currentAction(0), observer(0), testsuite(testsuite)
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{
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{
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}
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}
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TestSuiteGame::TestSuiteGame(TestSuite* testsuite, string _filename)
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TestSuiteGame::TestSuiteGame(TestSuite* testsuite, string _filename)
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: summoningSickness(0), forceAbility(false), gameType(GAME_TYPE_CLASSIC), timerLimit(6),
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: summoningSickness(0), forceAbility(false), gameType(GAME_TYPE_CLASSIC), timerLimit(FAST_TEST),
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currentAction(0), observer(0), testsuite(testsuite)
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currentAction(0), observer(0), testsuite(testsuite)
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{
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{
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filename = _filename;
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filename = _filename;
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