mirror of
https://github.com/bryanthaboi/gen1recomp
synced 2026-09-28 06:49:29 -04:00
e2454bf568
Second wave of fixes from the Gen 3 codebase review (210 findings), the
regressions the full-suite sweep surfaced, and a T6 tier so the top-level
tests/game3_*.lua suites run inside ./scripts/test.sh instead of outside it.
Battle: Knock Off and Thief/Trick item persistence follow the ROM, not the
review - the party slot is never written through during battle, and the
knocked-off mask suppresses the item on later send-outs
(pokefirered/src/battle_script_commands.c:2731 MOVE_EFFECT_KNOCK_OFF with the
STICKY_HOLD guard at :2732, opponent-steal guard at :2610-2622, mask use at
:4489). Rapid Spin keeps its one-per-use chain order (:8435-8474); Growl
keeps pret's target (src/data/battle_moves.h, include/battle.h:63).
Scripting: operand layouts match pret/asm/macros/event.inc - givemon 15 bytes
(:989-997), comparestat {B,W} (:1573-1576), setptr/loadbytefromptr/setptrbyte
take a word pointer (:118-137). 18 of the 20 E10 ops are wired per
src/scrcmd.c (per-op citations in docs/game3/e10-opcode-spec.md), money and
random and the warp family read their operands as VarGets
(src/scrcmd.c:1798-1830, :455-461, :719-731), and the day-care party-full
guard is in place (src/daycare.c:525,:1081).
Field and UI: fishing counts rounds as the ROM does
(src/field_player_avatar.c:1740-1765), an unresolved map section no longer
reports Pallet Town (src/region_map.c:3782), and a font provider sits behind
a FireRed capability/profile seam.
Save data: profile-driven Options.block, a save version round-trip, and slot
id validation that blocks path traversal (slotDiskPath("firered", "../evil")
returns nil).
Importer: the parallel import path now writes both completion markers,
object kind/clone bytes decode as pret defines them
(include/global.fieldmap.h:110-130), and the HM table drops Whirlpool
(include/constants/items.h:411-418).
Tests: six new scenario suites (battle_ai, capture, event, menu, move,
overworld) and eight engine suites (profile, capabilities, cache paths, font
provider, options block, save version round-trip, version dispatch,
versions_game). T6 runs every top-level game3 suite at GAME3_JOBS default 8
with per-suite logs, failure cause classification and a KNOWN_GAME3_FAILURES
ceiling of 23 as a shrinking guard.
Docs: the working notes under docs/game3 (triage ledger, pret citation audit,
e10 opcode spec, RSE seams, sweep v3/v113, test baseline, artifact
conversions, merge trial).
Full gate at this snapshot: exit 0, all tiers passed - engine 624/624,
T6 279/279 (0 known, 0 fresh failures), gen2 146/146, modkit 37/37, luacheck
clean, privacy gate 3/3 over a 9,711-file publication set.
437 lines
17 KiB
Bash
Executable File
437 lines
17 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Unified test entry point (21-testing-and-ci §CI).
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#
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# Runs every tier that this checkout can run and exits non-zero if any of
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# them fails. The tier split is what makes that possible: T1/T2/T4 need
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# nothing but the committed fixture dataset, so they run anywhere --
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# including CI, which has no ROM. T3 asserts Pokemon Red facts and needs
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# data/generated/ or an imported Red cache, so it is skipped automatically
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# when neither exists rather than failing the run.
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#
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# scripts/test.sh every tier this checkout can run
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# scripts/test.sh --quick skip the slow content tier
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# scripts/test.sh --bless re-pin the fingerprint goldens
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# WITH_SHOTS=1 scripts/test.sh also capture and diff golden shots
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# (fails today -- see the T5 block below)
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#
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# LUA overrides the interpreter (luajit here; CI installs lua5.4 too, but
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# the engine targets LuaJIT/5.1 semantics so luajit is the default).
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#
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# POKEPORT_TEST_CACHES points at one LOVE identity holding an imported cache
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# per version (red/ blue/ yellow/ gold/ silver/ crystal/); each is exported as
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# RED_CACHE .. CRYSTAL_CACHE for the suites that read one. Build it with:
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# POKEPORT_IDENTITY=pokeport-test-caches POKEPORT_VERSION=<version> \
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# POKEPORT_IMPORT_ONLY=1 POKEPORT_IMPORT_ROM="<rom>" love .
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# An explicit RED_CACHE/GOLD_CACHE/... in the environment always wins.
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#
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# T6 runs every top-level tests/game3_*.lua suite (the game3 scenario
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# coverage: battle, capture, menus, overworld, script specials, save).
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# Suites self-skip with exit 0 when an artifact they need is absent, so
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# the tier runs anywhere; nothing is ever skipped by name. Failures not
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# in KNOWN_GAME3_FAILURES (the docs/game3/game3-suite-sweep-v113.md
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# baseline) fail the gate; listed ones print as known. GAME3_JOBS sets
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# suite parallelism (default 8; GAME3_JOBS=1 serializes).
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#
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# A failing suite prints its first [FAIL] line (or first crash/error line,
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# or a dead-worker notice when it produced no output at all) so the cause
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# is on the terminal, and the per-suite logs are KEPT (path printed) for
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# triage instead of deleted. No retries anywhere: every failure stands.
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set -uo pipefail
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cd "$(dirname "$0")/.."
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LUA=${LUA:-luajit}
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LUA54=${LUA54:-lua5.4}
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BLESS=0
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QUICK=0
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SHOTS=${WITH_SHOTS:-0}
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for arg in "$@"; do
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case "$arg" in
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--bless) BLESS=1 ;;
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--bless-shots) SHOTS=1; BLESS=1 ;;
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--quick) QUICK=1 ;;
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--help|-h) sed -n '2,38p' "$0" | sed 's/^# \{0,1\}//'; exit 0 ;;
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*) echo "unknown option: $arg" >&2; exit 2 ;;
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esac
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done
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if ! command -v "$LUA" >/dev/null 2>&1; then
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echo "no lua interpreter '$LUA' on PATH (set LUA=...)" >&2
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exit 2
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fi
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# The save-directory sandbox (conf.lua reads POKEPORT_IDENTITY) is scoped
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# to the shot tier, which is the only one that starts a real LOVE process
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# and could write into a developer's save folder. Exporting it for the
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# whole run instead would change what SaveIO.defaultPath() returns, and the
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# save-editor suite pins that to the default identity.
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SANDBOX_IDENTITY="ci-$$"
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# Per-version caches. POKEPORT_TEST_CACHES names one LOVE identity holding an
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# imported cache per version (red/ blue/ yellow/ gold/ silver/ crystal/).
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CACHE_IDENTITY=${POKEPORT_TEST_CACHE_IDENTITY:-pokeport-test-caches}
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if [ -n "${POKEPORT_TEST_CACHES:-}" ]; then
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CACHE_ROOT="$POKEPORT_TEST_CACHES"
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elif [ -d "$HOME/Library/Application Support/LOVE/$CACHE_IDENTITY" ]; then
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CACHE_ROOT="$HOME/Library/Application Support/LOVE/$CACHE_IDENTITY"
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else
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CACHE_ROOT="$HOME/.local/share/love/$CACHE_IDENTITY"
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fi
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# Only a cache with the importer's completion marker is offered: a half-written
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# one would fail suites that are meant to self-skip.
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adopt_cache() {
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local var="$1" dir="$CACHE_ROOT/$2"
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[ -z "${!var:-}" ] || return 0
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[ -f "$dir/rom-cache.complete" ] || return 0
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export "$var=$dir"
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echo " $var=$dir"
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}
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echo ""
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echo "-- per-version caches under $CACHE_ROOT"
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adopt_cache RED_CACHE red
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adopt_cache BLUE_CACHE blue
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adopt_cache YELLOW_CACHE yellow
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adopt_cache GOLD_CACHE gold
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adopt_cache SILVER_CACHE silver
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adopt_cache CRYSTAL_CACHE crystal
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FAILED=()
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run_tier() {
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local label="$1"; shift
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echo ""
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echo "=============================================================="
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echo " $label"
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echo "=============================================================="
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if "$@"; then
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echo "-- $label: PASS"
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else
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echo "-- $label: FAIL"
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FAILED+=("$label")
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fi
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}
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# ------- ROM-free tiers: these are what CI runs
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if command -v luacheck >/dev/null 2>&1; then
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run_tier "T0 luacheck gate (undefined globals, unreachable code)" \
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./scripts/lint.sh --gate
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else
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echo ""
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echo "-- T0 luacheck gate: skipped (no luacheck on PATH --"
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echo " luarocks install luacheck; CI installs and gates on it regardless)"
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fi
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run_tier "T0 ROM builder version routing" python3 tests/build_rom_data_cli_test.py
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run_tier "T0 ROM manifest generator pin/overrides" python3 tests/rom_manifest_generator_test.py
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run_tier "T0 Yellow title OBP eye remap" python3 tests/title_pikachu_obp_test.py
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run_tier "T0 Crystal manifest + specials coverage" "$LUA" tests/crystal_import_test.lua
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run_tier "T0 switch CI workflow content gate" "$LUA" tests/switch_ci_workflows_test.lua
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run_tier "T0 switch transfer docs gate" "$LUA" tests/switch_transfer_docs_test.lua
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run_tier "T0 ShaderFX bridge packaging gate" "$LUA" tests/shaderfx_bridge_packaging_test.lua
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# NX Blue/Yellow asset overlay: ROM-free, must run on every checkout so a
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# Sound.lua / overlay regression is not gated only on switch-changes paths.
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run_tier "T0 NX asset overlay fallback" "$LUA" tests/engine/assets_version_fallback_test.lua
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run_tier "T0 NX generated-path static guard" "$LUA" tests/engine/nx_generated_guard_test.lua
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run_tier "T0 NX Yellow/Blue boot (dynamic paths)" "$LUA" tests/engine/nx_yellow_boot_test.lua
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run_tier "T0 NX Gold cache load (maps.lua prefix)" "$LUA" tests/engine/cache_fs_gold_nx_load_test.lua
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run_tier "T0 touch-controls pad cursor" "$LUA" tests/engine/touch_controls_pad_cursor_test.lua
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run_tier "T0 URI launch arguments" "$LUA" tests/engine/launch_uri_args_test.lua
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run_tier "T1/T2 engine invariants + parity gates" "$LUA" tests/run_engine.lua
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# Gen 2 / Crystal: ROM-free (own fixtures, or a self-skip on a missing cache),
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# so it runs here rather than behind the Red content gate below.
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run_tier "T2 Gen 2 / Crystal suites" "$LUA" tests/run_gen2.lua
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run_tier "T4 mod-SDK" "$LUA" tests/run_modkit.lua
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# ------- T6: every top-level tests/game3_*.lua suite (273 files)
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#
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# Discovery is the tests/game3_*.lua glob -- the same convention the sweep
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# docs use -- run as standalone "$LUA" <suite> processes. Suites self-skip
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# with exit 0 when an artifact they need (imported cache, ../pokefirered,
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# a ROM path, an anim pack) is absent, so a missing artifact never fails
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# the tier and no suite is ever skipped by name here. A non-zero exit is a
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# failure: it prints below and fails the tier UNLESS the suite is listed in
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# KNOWN_GAME3_FAILURES. GAME3_JOBS (default 8) batches the processes.
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#
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# KNOWN_GAME3_FAILURES is the frozen 25-failure baseline from
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# docs/game3/game3-suite-sweep-v113.md minus the two stale G1-contract stubs
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# fixed this pass (game3_link_session, game3_save_trainer_card) = 23 names,
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# as a CEILING: a listed suite may fail without failing the gate while the
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# fix wave burns the list down, and a failure in any suite NOT listed always
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# fails the gate. Delete a name the moment its suite goes green so a later
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# regression there fails again.
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KNOWN_GAME3_FAILURES='game3_battle_ai_test
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game3_special_events_test
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game3_special_trade_test
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game3_cerulean_block_exits_test
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game3_cerulean_policeman_bill_test
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game3_collision_npc_dir_test
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game3_emote_movement_test
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game3_item_use_and_parcel_test
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game3_map_onload_test
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game3_mapscripts_test
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game3_npc_player_collision_test
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game3_objects_perm_reset_test
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game3_runtime_camera_object_test
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game3_static_encounter_test
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game3_stitchcoll_escape_warp_test
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game3_stitchcoll_ghost_ctx_test
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game3_stitchcoll_move_kinds_test
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game3_stitchcoll_run_speed_test
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game3_stitchfield_ground_test
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game3_vermilion_trash_cans_test
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game3_viridian_gym_door_test
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game3_oaks_lab_save_reload_test
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game3_trainer_sight_test'
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run_game3_tier() {
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local jobs=${GAME3_JOBS:-8}
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case "$jobs" in ''|*[!0-9]*) jobs=8 ;; esac
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[ "$jobs" -ge 1 ] || jobs=8
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local suites=(tests/game3_*.lua)
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if [ ! -f "${suites[0]:-}" ]; then
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echo "-- T6 game3: no tests/game3_*.lua suites found"
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return 1
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fi
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local total=${#suites[@]}
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echo "-- T6 game3: running $total top-level suites, $jobs at a time"
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local tmp
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tmp=$(mktemp -d "${TMPDIR:-/tmp}/game3gate.XXXXXX") || return 1
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local suite base i=0
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for suite in "${suites[@]}"; do
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base=${suite##*/}
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base=${base%.lua}
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(
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"$LUA" "$suite" >"$tmp/$base.log" 2>&1
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echo $? >"$tmp/$base.rc"
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) &
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i=$((i + 1))
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[ $((i % jobs)) -eq 0 ] && wait
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done
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wait
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local passed=0 known=0 fresh=0
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local fresh_list=""
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for suite in "${suites[@]}"; do
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base=${suite##*/}
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base=${base%.lua}
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local rc
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if [ -f "$tmp/$base.rc" ]; then
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rc=$(cat "$tmp/$base.rc" 2>/dev/null || echo "?")
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else
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rc="NO-EXIT-CODE"
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fi
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if [ "$rc" = "0" ]; then
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passed=$((passed + 1))
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continue
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fi
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if printf '%s\n' "$KNOWN_GAME3_FAILURES" | grep -qx "$base"; then
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known=$((known + 1))
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echo " known-fail $suite (exit $rc)"
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else
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fresh=$((fresh + 1))
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fresh_list="$fresh_list $suite"
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echo " FAIL $suite (exit $rc)"
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# Name the cause on the spot: assertion vs crash vs dead worker, so a
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# parallel-only anomaly is classifiable from the tier output alone.
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if [ ! -s "$tmp/$base.log" ]; then
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echo " | EMPTY OUTPUT: the worker never printed anything" \
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"(exit $rc; 137/143 = killed, NO-EXIT-CODE = worker never ran) --" \
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"environment/parallelism problem, NOT a suite assertion"
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else
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local cause
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cause=$(grep -m1 '^\[FAIL\]' "$tmp/$base.log" || true)
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if [ -n "$cause" ]; then
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echo " | assert: $cause"
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else
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cause=$(grep -m1 -E 'stack traceback|\.lua:[0-9]+:|Too many open files|not enough memory' \
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"$tmp/$base.log" || true)
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echo " | crash: ${cause:-non-zero exit with no recognized cause (see log tail)}"
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fi
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tail -6 "$tmp/$base.log" | sed 's/^/ | /'
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fi
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fi
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done
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echo "-- T6 game3: $total run, $passed passed, $known known failure(s), $fresh new failure(s)"
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if [ "$fresh" -gt 0 ]; then
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echo " new failures (not in the sweep-v113 baseline):$fresh_list"
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fi
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local ok=1
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[ "$fresh" -eq 0 ] && ok=0
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if [ "$fresh" -gt 0 ]; then
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echo " per-suite logs kept for triage: $tmp"
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else
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rm -rf "$tmp"
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fi
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return $ok
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}
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run_tier "T6 game3 top-level scenario suites" run_game3_tier
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run_tier "T4 title checkpoint cold restart" \
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bash tests/integration/title_checkpoint_cold_start.sh
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# The modded-link desync suite (symmetric mod, handshake fail-closed,
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# extra-bag round trip) is ROM-free and runs inside the T4 tier above, as
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# tests/modkit/cases/link_desync.lua.
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#
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# tests/run_link_tests.lua is a different matter: it calls Data:load() at
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# :27 and so needs data/generated/. It is grouped with the content tier
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# until that bootstrap can take an injected dataset.
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# ------- content tier: only meaningful with an imported ROM
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# tests/run_tests.lua is expected to be clean. It used to carry two stale
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# chip-audio assertions on the allowlist below (Pikachu cry WAV exists /
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# low-health alarm sfx extracted); both have since been fixed, so the
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# baseline is zero and any failure fails the tier. Keep the allowlist
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# mechanism rather than ignoring the exit code -- that would hide every
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# future content regression.
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KNOWN_CONTENT_FAILURES=0
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KNOWN_CONTENT_LINES=""
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run_content_behavior() {
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local out
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out=$("$LUA" tests/run_tests.lua 2>&1)
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local count
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count=$(printf '%s\n' "$out" | grep -c '^FAIL ' || true)
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local lines
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lines=$(printf '%s\n' "$out" | grep '^FAIL ' | sort)
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if [ "$count" -eq "$KNOWN_CONTENT_FAILURES" ] \
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&& [ "$lines" = "$(printf '%s\n' "$KNOWN_CONTENT_LINES" | sort)" ]; then
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printf '%s\n' "$out" | tail -3
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if [ "$KNOWN_CONTENT_FAILURES" -gt 0 ]; then
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echo "(the $KNOWN_CONTENT_FAILURES known stale assertions, unchanged)"
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fi
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return 0
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fi
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printf '%s\n' "$out" | grep '^FAIL ' || true
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printf '%s\n' "$out" | tail -2
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echo "expected exactly $KNOWN_CONTENT_FAILURES known failures; got $count"
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return 1
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}
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# The Red dataset is the source tree's when tools/build_data.py wrote one, and
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# otherwise the imported Red cache, through Data:load's POKEPORT_DATA_DIR hook.
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HAVE_RED_DATA=0
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if [ -f data/generated/maps.lua ]; then
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HAVE_RED_DATA=1
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elif [ -n "${RED_CACHE:-}" ] && [ -f "$RED_CACHE/data/generated/maps.lua" ]; then
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HAVE_RED_DATA=1
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export POKEPORT_DATA_DIR="$RED_CACHE/data/generated"
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echo ""
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echo "-- T3 content: reading Red from $POKEPORT_DATA_DIR"
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fi
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if [ "$HAVE_RED_DATA" = "1" ]; then
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if [ "$QUICK" = "1" ]; then
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echo ""
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echo "-- T3 content: skipped (--quick)"
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else
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run_tier "T3 content behavior (Red)" run_content_behavior
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# The save editor ships inside every build (the launcher's Edit button on
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# a save row opens it), so its panel suites run in CI rather than by hand.
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run_tier "T3 save editor" "$LUA" tests/run_save_editor_tests.lua
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run_tier "T3 save editor: boxes + items" "$LUA" tests/save_editor_task6_tests.lua
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run_tier "T3 save editor: events + dex" "$LUA" tests/save_editor_task7_tests.lua
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run_tier "T3 save editor: map browser" "$LUA" tests/save_editor_task8_tests.lua
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run_tier "T3 save editor: mod awareness" "$LUA" tests/save_editor_mod_tests.lua
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run_tier "T3 save editor: gold / gen2" "$LUA" tests/save_editor_gen2_tests.lua
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run_tier "T3 save editor: wheel scrolling" "$LUA" tests/save_editor_wheel_bug595_test.lua
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run_tier "T3 save editor: pad / NX input" "$LUA" tests/save_editor_pad_input_test.lua
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run_tier "T5 link (loopback lockstep)" "$LUA" tests/run_link_tests.lua
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# The oversize-save vendor oracle (tests/save_oversize_vendor_test.lua)
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# cross-checks the launcher's footer-truncation import against the
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# INDEPENDENT PKHeX-derived gen1lib codec, which cannot run under luajit
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# (native 5.3+ operators). Needs a stock Lua 5.3/5.4; skip when absent.
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if command -v "$LUA54" >/dev/null 2>&1; then
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run_tier "T3 save oversize vendor oracle" "$LUA54" tests/save_oversize_vendor_test.lua
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else
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echo ""
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echo "-- T3 save oversize vendor oracle: skipped (no '$LUA54' on PATH; set LUA54=...)"
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fi
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fi
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else
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echo ""
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echo "-- T3 content + run_link_tests: skipped (no data/generated/ and no"
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echo " RED_CACHE -- import a ROM to run them; the modded-link cases ran"
|
|
echo " in T4 and the Gen 2 suites in T2)"
|
|
fi
|
|
|
|
# ------- golden screenshots: needs love + a display
|
|
|
|
if [ "$SHOTS" = "1" ]; then
|
|
SHOT_DIR=${SHOT_DIR:-/tmp/pokeport-shots}
|
|
export SHOT_DIR
|
|
mkdir -p "$SHOT_DIR"
|
|
SHOT_DRIVER=tests/drivers/shots_fixture.lua
|
|
|
|
# The fixture goldens are not capturable yet. A driver only ever runs
|
|
# after main.lua's bootGame(), so it cannot redirect Data:load(), and
|
|
# src/core/Data.lua has no POKEPORT_DATA_DIR branch -- 21-testing-and-ci
|
|
# §"Engine changes" specifies one, but it is not implemented, so a LOVE
|
|
# process has no way to boot tests/fixture_data. On a ROM-less checkout
|
|
# main.lua does not even reach the game: RomImporter.isReady() is false
|
|
# and it opens the importer instead.
|
|
#
|
|
# WITH_SHOTS is opt-in, so asking for a tier that cannot run is an error,
|
|
# not a skip. Reporting "pass" here is what made the whole pipeline look
|
|
# delivered while never diffing a single pixel.
|
|
if [ ! -f "$SHOT_DRIVER" ]; then
|
|
echo ""
|
|
echo "-- T5 shots: NOT WIRED ($SHOT_DRIVER does not exist)."
|
|
echo " Fixture capture needs the POKEPORT_DATA_DIR override in"
|
|
echo " src/core/Data.lua so LOVE can boot tests/fixture_data."
|
|
FAILED+=("T5 shots (requested but not wired)")
|
|
elif ! command -v love >/dev/null 2>&1; then
|
|
echo ""
|
|
echo "-- T5 shots: love is not on PATH but WITH_SHOTS was requested"
|
|
FAILED+=("T5 shots (love missing)")
|
|
else
|
|
RUNNER="love ."
|
|
command -v xvfb-run >/dev/null 2>&1 && RUNNER="xvfb-run -a love ."
|
|
run_tier "T5 shot capture" \
|
|
env POKEPORT_IDENTITY="$SANDBOX_IDENTITY" POKEPORT_DRIVER="$SHOT_DRIVER" $RUNNER
|
|
if [ "$BLESS" = "1" ]; then
|
|
run_tier "T5 shot bless" \
|
|
python3 tools/compare_shots.py tests/goldens/shots "$SHOT_DIR" --bless
|
|
else
|
|
run_tier "T5 shot diff" \
|
|
python3 tools/compare_shots.py tests/goldens/shots "$SHOT_DIR"
|
|
fi
|
|
fi
|
|
fi
|
|
|
|
# ------- fingerprint blessing
|
|
|
|
if [ "$BLESS" = "1" ] && [ "$SHOTS" != "1" ]; then
|
|
echo ""
|
|
echo "re-pinning fingerprint goldens (deliberate parity change -- record it"
|
|
echo "in docs/known-differences.md or docs/new-features.md)"
|
|
"$LUA" tests/bless_fingerprints.lua || FAILED+=("fingerprint bless")
|
|
fi
|
|
|
|
# ------- verdict
|
|
|
|
echo ""
|
|
echo "=============================================================="
|
|
if [ ${#FAILED[@]} -eq 0 ]; then
|
|
echo " ALL TIERS PASSED"
|
|
echo "=============================================================="
|
|
exit 0
|
|
fi
|
|
|
|
echo " ${#FAILED[@]} TIER(S) FAILED"
|
|
for tier in "${FAILED[@]}"; do echo " - $tier"; done
|
|
echo "=============================================================="
|
|
exit 1
|