Registering a test cost four edits across a dozen CMakeLists files: add_test,
add_executable, a conditional add_dependencies on gtest, and target_link_libraries.
The conditional branch was the trap -- it is only needed when GTest was fetched and
add_subdirectory'd, and omitting it yields undefined gtest symbols at link time --
so it was easy to leave out and impossible to notice until the link failed.
Fold all four steps into cockatrice_add_test() and migrate every test directory
onto it, with a cockatrice_add_manual_test() wrapper for the three benchmarks that
are built but deliberately kept out of ctest. The calls now read as a declaration
of what a test is rather than a transcript of how to register one.
While rewriting the registrations, replace add_test(NAME x COMMAND x) with
gtest_discover_tests(). Naming the binary as a single CTest entry meant a CI failure
reported only which binary failed, and ctest -R Suite.Case could not select an
individual case. Discovery raises the suite from 35 opaque entries to 469 real ones:
ctest -R ThemeMigrationTest.IsIdempotent now runs exactly that case, and
ctest -L server / -LE bench work off labels applied at registration.
Give every test a 60s TIMEOUT. CTest's implicit default is 1500s, so one hung
socket wait would stall CI for 25 minutes, and single_instance_manager_test already
does real QLocalSocket waits.
Dropping per-case granularity costs wall-clock time, since the suite becomes
process-spawn bound rather than CPU bound: serial ctest went from 3.8s to 30.8s. Run
it with -j in CI to recover it -- 7.6s at -j4, and 3.5s at -j8, both at or below
the old serial time. The binaries are parallel-safe: the only test claiming a fixed
resource scopes its local socket name to its own pid, so concurrent copies cannot
collide.
Also delete dummy_test, which asserted 1 == 1 and only proved the harness was
wired up -- something the other 468 cases already establish.
No test is added, removed, or changed by this commit; the 469 cases are the same
ones the 35 binaries contained.
* [Game/Zones] Simple move refactor to differentiate between logic and graphics for zones
Took 21 minutes
* Clean up game/zones/logic folder.
Took 6 minutes
* Adjust tests.
Took 3 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Hand and stack zones had near-identical addCardImpl() implementations, differing only in whether resetState() preserves annotations.
Extract the shared pattern into a template function (CardZoneAlgorithms::addCardToList) to eliminate duplication and enable isolated testing without Qt dependencies.
Pile, table, and zone-view logic are intentionally excluded — their post-add behavior (signals, coordinate placement, hidden cards) is materially different.