McRogueFace/tests/issue_37_windows_scripts_comprehensive_test.py

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Squashed commit of the following: [alpha_streamline_1] the low-hanging fruit of pre-existing issues and standardizing the Python interfaces Special thanks to Claude Code, ~100k output tokens for this merge 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 99f301e3a0e9e81ad28c9e1d410390c32dfd933c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 16:25:32 2025 -0400 Add position tuple support and pos property to UI elements closes #83, closes #84 - Issue #83: Add position tuple support to constructors - Frame and Sprite now accept both (x, y) and ((x, y)) forms - Also accept Vector objects as position arguments - Caption and Entity already supported tuple/Vector forms - Uses PyVector::from_arg for flexible position parsing - Issue #84: Add pos property to Frame and Sprite - Added pos getter that returns a Vector - Added pos setter that accepts Vector or tuple - Provides consistency with Caption and Entity which already had pos properties - All UI elements now have a uniform way to get/set positions as Vectors Both features improve API consistency and make it easier to work with positions. commit 2f2b488fb54da12c39c0010dbd83cb9f6c429b01 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 16:18:10 2025 -0400 Standardize sprite_index property and add scale_x/scale_y to UISprite closes #81, closes #82 - Issue #81: Standardized property name to sprite_index across UISprite and UIEntity - Added sprite_index as the primary property name - Kept sprite_number as a deprecated alias for backward compatibility - Updated repr() methods to use sprite_index - Updated animation system to recognize both names - Issue #82: Added scale_x and scale_y properties to UISprite - Enables non-uniform scaling of sprites - scale property still works for uniform scaling - Both properties work with the animation system All existing code using sprite_number continues to work due to backward compatibility. commit 5a003a9aa587eb8ee4b79ac67ca8f342ab62e2d2 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 16:09:52 2025 -0400 Fix multiple low priority issues closes #12, closes #80, closes #95, closes #96, closes #99 - Issue #12: Set tp_new to NULL for GridPoint and GridPointState to prevent instantiation from Python - Issue #80: Renamed Caption.size to Caption.font_size for semantic clarity - Issue #95: Fixed UICollection repr to show actual derived types instead of generic UIDrawable - Issue #96: Added extend() method to UICollection for API consistency with UIEntityCollection - Issue #99: Exposed read-only properties for Texture (sprite_width, sprite_height, sheet_width, sheet_height, sprite_count, source) and Font (family, source) All issues have corresponding tests that verify the fixes work correctly. commit e5affaf317665395135c936bc4a6b840ae321765 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 15:50:09 2025 -0400 Fix critical issues: script loading, entity types, and color properties - Issue #37: Fix Windows scripts subdirectory not checked - Updated executeScript() to use executable_path() from platform.h - Scripts now load correctly when working directory differs from executable - Issue #76: Fix UIEntityCollection returns wrong type - Updated UIEntityCollectionIter::next() to check for stored Python object - Derived Entity classes now preserve their type when retrieved from collections - Issue #9: Recreate RenderTexture when resized (already fixed) - Confirmed RenderTexture recreation already implemented in set_size() and set_float_member() - Uses 1.5x padding and 4096 max size limit - Issue #79: Fix Color r, g, b, a properties return None - Implemented get_member() and set_member() in PyColor.cpp - Color component properties now work correctly with proper validation - Additional fix: Grid.at() method signature - Changed from METH_O to METH_VARARGS to accept two arguments All fixes include comprehensive tests to verify functionality. closes #37, closes #76, closes #9, closes #79
2025-07-05 17:30:49 -04:00
#!/usr/bin/env python3
"""
Comprehensive test for Issue #37: Windows scripts subdirectory bug
This test comprehensively tests script loading from different working directories,
particularly focusing on the Windows issue where relative paths fail.
The bug: On Windows, when mcrogueface.exe is run from a different directory,
it fails to find scripts/game.py because fopen uses relative paths.
"""
import os
import sys
import subprocess
import tempfile
import shutil
import platform
def create_test_script(content=""):
"""Create a minimal test script"""
if not content:
content = """
import mcrfpy
print("TEST_SCRIPT_LOADED_FROM_PATH")
mcrfpy.createScene("test_scene")
# Exit cleanly to avoid hanging
import sys
sys.exit(0)
"""
return content
def run_mcrogueface(exe_path, cwd, timeout=5):
"""Run mcrogueface from a specific directory and capture output"""
cmd = [exe_path, "--headless"]
try:
result = subprocess.run(
cmd,
cwd=cwd,
capture_output=True,
text=True,
timeout=timeout
)
return result.stdout, result.stderr, result.returncode
except subprocess.TimeoutExpired:
return "", "TIMEOUT", -1
except Exception as e:
return "", str(e), -1
def test_script_loading():
"""Test script loading from various directories"""
# Detect platform
is_windows = platform.system() == "Windows"
print(f"Platform: {platform.system()}")
# Get paths
repo_root = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
build_dir = os.path.join(repo_root, "build")
exe_name = "mcrogueface.exe" if is_windows else "mcrogueface"
exe_path = os.path.join(build_dir, exe_name)
if not os.path.exists(exe_path):
print(f"FAIL: Executable not found at {exe_path}")
print("Please build the project first")
return
# Backup original game.py
scripts_dir = os.path.join(build_dir, "scripts")
game_py_path = os.path.join(scripts_dir, "game.py")
game_py_backup = game_py_path + ".backup"
if os.path.exists(game_py_path):
shutil.copy(game_py_path, game_py_backup)
try:
# Create test script
os.makedirs(scripts_dir, exist_ok=True)
with open(game_py_path, "w") as f:
f.write(create_test_script())
print("\n=== Test 1: Run from build directory (baseline) ===")
stdout, stderr, code = run_mcrogueface(exe_path, build_dir)
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
print("✓ PASS: Script loaded when running from build directory")
else:
print("✗ FAIL: Script not loaded from build directory")
print(f" stdout: {stdout[:200]}")
print(f" stderr: {stderr[:200]}")
print("\n=== Test 2: Run from parent directory ===")
stdout, stderr, code = run_mcrogueface(exe_path, repo_root)
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
print("✓ PASS: Script loaded from parent directory")
else:
print("✗ FAIL: Script not loaded from parent directory")
print(" This might indicate Issue #37")
print(f" stdout: {stdout[:200]}")
print(f" stderr: {stderr[:200]}")
print("\n=== Test 3: Run from system temp directory ===")
with tempfile.TemporaryDirectory() as tmpdir:
stdout, stderr, code = run_mcrogueface(exe_path, tmpdir)
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
print("✓ PASS: Script loaded from temp directory")
else:
print("✗ FAIL: Script not loaded from temp directory")
print(" This is the core Issue #37 bug!")
print(f" Working directory: {tmpdir}")
print(f" stdout: {stdout[:200]}")
print(f" stderr: {stderr[:200]}")
print("\n=== Test 4: Run with absolute path from different directory ===")
with tempfile.TemporaryDirectory() as tmpdir:
# Use absolute path to executable
abs_exe = os.path.abspath(exe_path)
stdout, stderr, code = run_mcrogueface(abs_exe, tmpdir)
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
print("✓ PASS: Script loaded with absolute exe path")
else:
print("✗ FAIL: Script not loaded with absolute exe path")
print(f" stdout: {stdout[:200]}")
print(f" stderr: {stderr[:200]}")
# Test 5: Symlink test (Unix only)
if not is_windows:
print("\n=== Test 5: Run via symlink (Unix only) ===")
with tempfile.TemporaryDirectory() as tmpdir:
symlink_path = os.path.join(tmpdir, "mcrogueface_link")
os.symlink(exe_path, symlink_path)
stdout, stderr, code = run_mcrogueface(symlink_path, tmpdir)
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
print("✓ PASS: Script loaded via symlink")
else:
print("✗ FAIL: Script not loaded via symlink")
print(f" stdout: {stdout[:200]}")
print(f" stderr: {stderr[:200]}")
# Summary
print("\n=== SUMMARY ===")
print("Issue #37 is about script loading failing when the executable")
print("is run from a different working directory than where it's located.")
print("The fix should resolve the script path relative to the executable,")
print("not the current working directory.")
finally:
# Restore original game.py
if os.path.exists(game_py_backup):
shutil.move(game_py_backup, game_py_path)
print("\nTest cleanup complete")
if __name__ == "__main__":
test_script_loading()