Chickensoft.GoDotTest 1.1.15-godot4.1.0-rc.2

This is a prerelease version of Chickensoft.GoDotTest.
There is a newer version of this package available.
See the version list below for details.
dotnet add package Chickensoft.GoDotTest --version 1.1.15-godot4.1.0-rc.2                
NuGet\Install-Package Chickensoft.GoDotTest -Version 1.1.15-godot4.1.0-rc.2                
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Chickensoft.GoDotTest" Version="1.1.15-godot4.1.0-rc.2" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add Chickensoft.GoDotTest --version 1.1.15-godot4.1.0-rc.2                
#r "nuget: Chickensoft.GoDotTest, 1.1.15-godot4.1.0-rc.2"                
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install Chickensoft.GoDotTest as a Cake Addin
#addin nuget:?package=Chickensoft.GoDotTest&version=1.1.15-godot4.1.0-rc.2&prerelease

// Install Chickensoft.GoDotTest as a Cake Tool
#tool nuget:?package=Chickensoft.GoDotTest&version=1.1.15-godot4.1.0-rc.2&prerelease                

GoDotTest

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C# test runner for Godot. Run tests from the command line, collect code coverage, and debug tests in VSCode.


<p align="center"> <img alt="Chickensoft.GoDotTest" src="Chickensoft.GoDotTest/icon.png" width="200"> </p>

Installation

Find the latest version of GoDotTest on nuget. GoDotTest versions that use pre-release versions of Godot have a matching prerelease label in the version name.

Add the latest version of GoDotTest to your *.csproj file. Make sure to replace *VERSION* with the latest version.

<ItemGroup>
  <PackageReference Include="Chickensoft.GoDotTest" Version="*VERSION*" />
</ItemGroup>

Examples

The example below shows how unit tests are written. Each test extends the provided TestClass and receives the test scene as a constructor argument which is passed to the base class. The test scene can be used by tests to create nodes and add them to the scene tree.

using Godot;
using GoDotTest;

public class ExampleTest : TestClass {
  private readonly ILog _log = new GDLog(nameof(ExampleTest));

  public ExampleTest(Node testScene) : base(testScene) { }

  [SetupAll]
  public void SetupAll() => _log.Print("Setup everything");

  [Setup]
  public void Setup() => _log.Print("Setup");

  [Test]
  public void Test() => _log.Print("Test");

  [Cleanup]
  public void Cleanup() => _log.Print("Cleanup");

  [CleanupAll]
  public void CleanupAll() => _log.Print("Cleanup everything");
}

Tests can leverage lifecycle attributes to perform setup steps and/or cleanup steps. The [Setup] attribute is called before each test and the [Cleanup] attribute is called after each test.

Likewise, the [SetupAll] attribute is called before the first test runs, and the [CleanupAll] attribute is called after all the tests have run. Tests are always executed in the order that they are defined in the test class.

Below is the test execution output GoDoTest shows for its own tests:

test output

Setup

You can debug tests in Godot from Visual Studio Code. To do this, you will need to specify the GODOT environment variable for the following launch configurations and scripts to work correctly. The GODOT variable should point to the path of the Godot executable.

See the Chickensoft Setup Guide for more information about setting up your development environment for use with Godot and GoDotTest.

Debugging

The following launch.json file provides launch configurations to debug the game, debug all the tests, or debug the currently open test in Visual Studio Code. To debug the currently open test, make sure the class name of the test matches the file name, as is typical in C#.

Godot 4 Launch Configurations

Place the following tasks.json and launch.json inside a folder named .vscode in the root of your project. If you open your project from the root from within VSCode, you will be able to debug your game and its tests.

tasks.json
{
  "version": "2.0.0",
  "tasks": [
    {
      "label": "build",
      "command": "dotnet",
      "type": "process",
      "args": [
        "build",
        "--no-restore"
      ],
      "problemMatcher": "$msCompile",
      "presentation": {
        "echo": true,
        "reveal": "silent",
        "focus": false,
        "panel": "shared",
        "showReuseMessage": true,
        "clear": false
      }
    }
  ]
}
launch.json
{
  "version": "0.2.0",
  "configurations": [
    // For these launch configurations to work, you need to setup a GODOT
    // environment variable. On mac or linux, this can be done by adding
    // the following to your .zshrc, .bashrc, or .bash_profile file:
    // export GODOT="/Applications/Godot.app/Contents/MacOS/Godot"
    {
      "name": "Play",
      "type": "coreclr",
      "request": "launch",
      "preLaunchTask": "build",
      "program": "${env:GODOT4}",
      "args": [],
      "cwd": "${workspaceFolder}",
      "stopAtEntry": false,
    },
    {
      "name": "Debug Tests",
      "type": "coreclr",
      "request": "launch",
      "preLaunchTask": "build",
      "program": "${env:GODOT4}",
      "args": [
        // These command line flags are used by GoDotTest to run tests.
        "--run-tests",
        "--quit-on-finish"
      ],
      "cwd": "${workspaceFolder}",
      "stopAtEntry": false,
    },
    {
      "name": "Debug Current Test",
      "type": "coreclr",
      "request": "launch",
      "preLaunchTask": "build",
      "program": "${env:GODOT4}",
      "args": [
        // These command line flags are used by GoDotTest to run tests.
        "--run-tests=${fileBasenameNoExtension}",
        "--quit-on-finish"
      ],
      "cwd": "${workspaceFolder}",
      "stopAtEntry": false,
    },
  ]
}

Testing a Scene

Create a test folder in your project and create a test scene in it. Add a C# script to the root of the test scene with the following contents:

using System.Reflection;
using Godot;
using GoDotTest;

public class Tests : Node2D {
  public override async void _Ready()
    => await GoTest.RunTests(Assembly.GetExecutingAssembly(), this);
}

Main Scene

How you utilize GoDotTest will vary based on whether you are creating a game or a nuget package for use with Godot and C#.

Games

In your main scene, you can tell GoDotTest to look at the command line arguments given to the Godot process and construct a test environment object that can be used to determine if tests should be run.

If tests need to be run, you can instruct GoDotTest to find and execute tests in the current assembly.

Because you typically do not want to include tests in release builds of your game, you can exclude all of the test files from the build by adding the following to your .csproj file (change test/**/* to the relative path of your test files within the project if they are not in a folder at the root called test):

<PropertyGroup>
  <DefaultItemExcludes Condition="'$(Configuration)' == 'ExportRelease'">
    $(DefaultItemExcludes);test/**/*
  </DefaultItemExcludes>
</PropertyGroup>

Add the following script to the main scene (the entry point) of your Godot game. If you already have a customized main scene, rename it to Game.tscn and make a new main scene that is completely empty. If you are making a 3D game, make the root a Node3D instead of a Node2D.

Note that this script relies on your game's actual beginning scene to be Game.tscn: if you don't have one, you'll need to create one. If tests do not need to be run, your game will start and immediately switch to Game.tscn. Otherwise, the main scene will ask GoDotTest to find and run tests in the current assembly.

namespace YourGame;

using Godot;

#if DEBUG
using System.Reflection;
using GoDotTest;
#endif

public partial class Main : Node2D {
  public TestEnvironment Environment = default!;

  public override void _Ready() {
#if DEBUG
    // If this is a debug build, use GoDotTest to examine the
    // command line arguments and determine if we should run tests.
    Environment = TestEnvironment.From(OS.GetCmdlineArgs());
    if (Environment.ShouldRunTests) {
      CallDeferred("RunTests");
      return;
    }
#endif
    // If we don't need to run tests, we can just switch to the game scene.
    GetTree().ChangeSceneToFile("res://src/Game.tscn");
  }

  private void RunTests()
    => _ = GoTest.RunTests(Assembly.GetExecutingAssembly(), this, Environment);
}

Packages

If you're creating a nuget package for use with Godot, you should create a separate test project that references your nuget package project.

Inside your test project, create a main scene and add the following script to it.

namespace MyProject.Tests;

using System.Reflection;
using Godot;
using GoDotTest;

public partial class Tests : Node2D {
  public override void _Ready()
    => _ = GoTest.RunTests(Assembly.GetExecutingAssembly(), this);
}

For best results, consider using the dotnet new GodotPackage template by Chickensoft to quickly create a new Godot C# package project that is already setup to work with GoDotTest.

Logging

If you have trouble seeing test logs, try increasing the Max Chars per Second, Max Queued Messages, Max Errors per Second, and Max Warnings per Second in the Network Limits of your project's settings (you may need to toggle Advanced Settings on to see them).

Assertions and Mocking

GoDotTest is only a test provider and test execution system. Keeping the scope of GoDotTest small allows us to update it rapidly and ensure it's always working well with the latest Godot versions.

For mocking, we recommend LightMock.Generator. It is similar in usage to the popular Moq library, but generates mocks at compile-time ensuring maximum compatibility in any .NET environment. To make LightMock's API even more closely resemble Moq's, you can use Chickensoft's LightMoq adapter.

For integration tests, we recommend GodotTestDriver. GodotTestDriver allows you to create drivers that allow you to simulate input, wait for the next frame, interact with UI elements, create custom test drivers, etc.

Coverage

If your code is configured correctly to switch to the test scene when --run-tests is passed in (see above), you can use coverlet tool to run Godot and collect code coverage from your tests.

test coverage

coverlet \
  "./.godot/mono/temp/bin/Debug" --verbosity detailed \
  --target $GODOT4 \
  --targetargs "--run-tests --coverage --quit-on-finish" \
  --format "opencover" \
  --output "./coverage/coverage.xml" \
  --exclude-by-file "**/test/**/*.cs" \
  --exclude-by-file "**/*Microsoft.NET.Test.Sdk.Program.cs" \
  --exclude-by-file "**/Godot.SourceGenerators/**/*.cs" \
  --exclude-assemblies-without-sources "missingall"

The --run-tests, --coverage, and --quit-on-finish flags are specific to GoDotTest — they mean nothing to Godot itself. If your main scene is configured to utilize GoDotTest correctly as shown above, you can expect the coverlet tool to invoke Godot with the correct arguments to begin testing.

Because setting up test coverage requires a carefully constructed project, we recommend checking out the Chickensoft GodotPackage section on collecting coverage and looking at the included coverage.sh script in that project.

The --coverage flag tells GoDotTest that the Godot process is being executed with the intent to collect coverage. When the --coverage flag is supplied, GoDotTest will force-exit the process in such a way that allows it to set the exit code for the entire process, since Godot's SceneTree.Quit(int exitCode) method does not actually set the exit code. Force-exiting from .NET by bypassing Godot causes a few error messages to appear as the process exits, but it does not cause any other problems and can be safely disregarded.

How It Works

The GoDotTest TestProvider uses reflection to find all test suites (classes that extend the provided TestClass) in the current assembly. If a test environment is not given to GoDotTest, it constructs its own TestEnvironment that represents the command line arguments given to Godot when it started and filters the test suites based on the presence of a test suite name, if given. Otherwise, it will run all test suites.

GoDotTest uses a TestExecutor to run methods in the order they are declared in a TestClass. Test methods are denoted with the [Test] attribute.

Test output is displayed by a TestReporter which responds to test events.

GoDotTest will await any async Task test methods it encounters. Tests do not run in parallel, nor are there any plans to add that functionality as that would cause race conditions when writing visual or integration-style tests. The focus of GoDotTest is to provide a reliable, C#-first approach to testing in Godot that runs tests in a very simple and deterministic manner.

If you need to customize how tests are loaded and run, you can use the code in GoTest.cs as a starting point.

Command Line Arguments

  • --run-tests: The presence of this flag informs your game that tests should be run. If you've setup your main scene to redirect to the test scene when it finds this flag (as described above), you can use pass this flag in when running Godot from the command line (for debugging or CI/CD purposes) to run your test(s).
  • --quit-on-finish: The presence of this flag indicates that the test runner should exit the application as soon as it is finished running tests.
  • --stop-on-error: The presence of this flag indicates that the test runner should stop running tests when it encounters the first error in any test suite. Without this flag, it will attempt to run all of the test suites.
  • --sequential: The presence of this flag indicates that subsequent test methods in a test suite should be skipped if an error occurs in a test suite method. Use this if your test methods rely on the previous test method completing successfully. This flag is ignored when using --stop-on-error.
  • --coverage: Required when running tests with the intent to collect coverage in Godot 4. Allows GoDotTest to force-exit so that coverlet picks up on the coverage correctly.

For more information about command line flags, see TestEnvironment.cs.


🐣 Package generated from a 🐤 Chickensoft Template — https://chickensoft.games

Product Compatible and additional computed target framework versions.
.NET net6.0 is compatible.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages (1)

Showing the top 1 NuGet packages that depend on Chickensoft.GoDotTest:

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RBG_GodotTools_AutoTest

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chickensoft-games/GameDemo
The Chickensoft Game Demo — a fully tested, third-person 3D game built with Godot and C#. Now with saving and loading!
chickensoft-games/GodotEnv
Manage Godot versions and addons from the command line on Windows, macOS, and Linux.
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1.5.10 3,943 8/15/2024
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1.0.0 503 9/17/2022
0.0.4 479 6/19/2022
0.0.3 398 6/19/2022
0.0.2 389 6/19/2022
0.0.1 432 6/19/2022

Chickensoft.GoDotTest release.