test: extend coverage of testHeaderCoexistence

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dualfroz committed 2026-09-11 18:41:38 +02:00
1 parent dc91a40f5d
commit cbb38b2c76
1 file changed
+115
+115
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@@ -152,3 +152,118 @@ VF_TEST(everyPublicHeaderIsListedInTheCoexistenceGuard) {
} }
CHECK(onDisk.size() > 60u); CHECK(onDisk.size() > 60u);
std::set<std::string> included;
std::ifstream source(root / "tests" / "testHeaderCoexistence.cpp");
CHECK(source.good());
const std::string prefix = "#include \"vf/";
std::string line;
while (std::getline(source, line)) {
if (line.rfind(prefix, 0) != 0) continue;
std::size_t end = line.find('"', prefix.size());
if (end == std::string::npos) continue;
included.insert(line.substr(prefix.size(), end - prefix.size()));
}
for (const std::string& header : onDisk) {
// A header on disk but missing from the include list above.
CHECK(included.count(header) == 1u);
if (included.count(header) != 1u) {
std::printf(" unguarded header: core/include/vf/%s\n", header.c_str());
}
}
for (const std::string& header : included) {
// An include line left behind after a header was deleted or renamed.
CHECK(onDisk.count(header) == 1u);
}
CHECK_EQ(included.size(), onDisk.size());
}
// The two names that actually collided, now proven to coexist: an enum in
// Survival.h and a struct in Damage.h, both reachable from one scope.
VF_TEST(survivalAndDamageHeadersDeclareDistinctSourceTypes) {
DamageSource legacy = DamageSource::Fall;
CHECK(legacy == DamageSource::Fall);
CHECK(legacy != DamageSource::Lava);
HurtSource blow;
blow.type = DamageType::Fall;
blow.byPlayer = true;
blow.attackerId = 7;
CHECK(blow.type == DamageType::Fall);
CHECK(blow.byPlayer);
CHECK_EQ(blow.attackerId, 7);
CHECK_EQ(blow.ownerId, -1);
// Distinct types: the sizes below are unrelated, and the point is only
// that both names resolve in the same translation unit.
CHECK(sizeof(DamageSource) >= 1u);
CHECK(sizeof(HurtSource) > sizeof(DamageSource));
}
// Every block in the palette must map to a tile inside the atlas, on every
// face. A block added without a faceTile case silently falls through to the
// stone tile, which is the kind of thing nobody notices until the atlas is
// resized. Both facts are checked here because faceTile and tileCount live in
// the one header every module shares.
VF_TEST(everyPaletteBlockMapsToATileInsideTheAtlas) {
const Face faces[6] = {Face::PosX, Face::NegX, Face::PosY,
Face::NegY, Face::PosZ, Face::NegZ};
int highestTile = -1;
for (int i = 1; i < static_cast<int>(Block::Count); ++i) {
Block block = static_cast<Block>(i);
for (Face face : faces) {
int tile = faceTile(block, face);
CHECK(tile >= 0);
CHECK(tile < tileCount);
if (tile > highestTile) highestTile = tile;
}
}
// The atlas must not be padded with layers nothing references.
CHECK_EQ(highestTile, tileCount - 1);
}
// Opacity and solidity are independent flags, but light emission is only
// meaningful within the 0..15 range the light engine packs into four bits.
VF_TEST(blockLightEmissionStaysInsideTheFourBitLightRange) {
for (int i = 0; i < static_cast<int>(Block::Count); ++i) {
Block block = static_cast<Block>(i);
int emission = blockLightEmission(block);
CHECK(emission >= 0);
CHECK(emission <= 15);
if (isAir(block)) CHECK_EQ(emission, 0);
}
CHECK_EQ(blockLightEmission(Block::Glowstone), 15);
CHECK_EQ(blockLightEmission(Block::EndPortal), 15);
CHECK_EQ(blockLightEmission(Block::NetherPortal), 11);
CHECK_EQ(blockLightEmission(Block::Stone), 0);
}
// A transparent block must never be opaque, or the mesher would both skip the
// neighbouring face and draw the block in the transparent pass.
VF_TEST(transparentBlocksAreNeverAlsoOpaque) {
for (int i = 0; i < static_cast<int>(Block::Count); ++i) {
Block block = static_cast<Block>(i);
if (isTransparent(block)) CHECK(!isOpaque(block));
if (isOpaque(block)) CHECK(occludesLight(block));
}
CHECK(isTransparent(Block::Glass));
CHECK(!isOpaque(Block::Glass));
CHECK(isOpaque(Block::Stone));
CHECK(occludesLight(Block::Stone));
}
// faceVisible is the single rule the mesher trusts. It has to stay coherent
// with isAir and isOpaque for the whole palette, not just for the handful of
// blocks that existed when it was written.
VF_TEST(faceVisibilityAgreesWithAirAndOpacityAcrossThePalette) {
for (int i = 0; i < static_cast<int>(Block::Count); ++i) {
Block self = static_cast<Block>(i);
CHECK(!faceVisible(self, Block::Stone));
if (isAir(self)) {
CHECK(!faceVisible(self, Block::Air));
continue;
}
CHECK(faceVisible(self, Block::Air));
CHECK(!faceVisible(self, self));
}
}