Cockatrice/Testing/README.md
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[Tests] Capture screenshots and dump the widget tree from a playback (#7818)
pqWidgetTestEventPlayer adds the widget-level commands the UI tests were
missing:

- screenshot grabs the addressed widget and saves it, creating the parent
  directory and expanding $NAME / ${NAME} from the environment so the runner
  decides where captures land
- dumpTree writes the widget paths the tests address, for finding the path of a
  widget while writing a test
- resize sets the top-level window size, since the layout owns the children

The runner sets COCKATRICE_SCREENSHOT_DIR to build/screenshots, which is
ignored, so captures do not show up as untracked files.
Testing/screenshot_test.xml captures the main window and the settings dialog,
and Testing/README.md documents the commands, the pause/process_events split,
path drift and the capture workflow.
2026-11-09 14:19:57 +01:00

123 lines
6.3 KiB
Markdown

# GUI tests
Widget-level playback tests for the Cockatrice client, driven by
[QtTesting](https://github.com/Kitware/QtTesting) (`external/qttesting`, a submodule).
Each `*_test.xml` file lists events that QtTesting replays against the running
application. A test passes when every event is handled without error.
## Running
```bash
git submodule update --init external/qttesting # once
cmake -S . -B build/debug -DCMAKE_BUILD_TYPE=Debug -DWITH_SERVER=0 -DWITH_GUI_TEST=ON
cmake --build build/debug -j 24
./Testing/run_test.sh --all # headless, offscreen
./Testing/run_test.sh Testing/smoke_test.xml # one file
./Testing/run_test.sh --visual Testing/smoke_test.xml # shows the window
```
`WITH_GUI_TEST` is on by default. Without the submodule the build configures with a
warning and no harness. `COCKATRICE_BIN` points the runner at another build, and
`TEST_TIMEOUT` (seconds, default 180) bounds a single test, because a failing event
inside a modal dialog can leave the process alive. The client also hard-exits a few
seconds after playback returns, whatever the result.
The tests are **not** part of `ctest`. They need a card database and a developer's
settings, so they stay a local loop for now.
## Caveats
- **Not hermetic.** The client reads the local settings and card database, so a test can
pass on one machine and fail on another. Avoid asserting things that restored
workspace state or user preferences decide, such as the number of open tabs.
- **English labels only.** Menu entries are addressed by their translated text, so the
tests expect the source language. Widgets are addressed by objectName paths, which are
stable across translations.
- Actions that open a dialog are followed by a `pause` event. Playback continues in the
dialog's own event loop, and the pause gives the UI time to build itself.
- `pause` sleeps the thread, so nothing is delivered while it runs. A reply from a server
never arrives during a pause. Waiting for the client to talk to a server needs
`process_events`, which runs the event loop (see *Screenshots* below).
- Widget paths include Qt-internal names where a QTabWidget is involved
(`qt_tabwidget_stackedwidget`), and the deck views in a game are indexed
(`tabbedDeckView_0`, `tabbedDeckView_1`).
## Writing a test
A test is an `<events>` list. Widgets are named by their path from the main window, e.g.
`MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu`. Useful commands:
| Command | Arguments | Effect |
|---------|-----------|--------|
| `activate` | action or menu name | triggers a QAction (menus are opened first) |
| `key` | Qt key code | presses that key on the focused widget |
| `pause` | milliseconds | sleeps, letting the UI settle (no events are processed) |
| `process_events` | milliseconds | runs the event loop, so timers and network replies are handled |
| `clickCard` | `card,zone` | double click the card found in that zone (plays it from hand) |
| `flipCard` | `card,zone` | right-click → *Turn Over* |
| `cardAction` | `card,zone,label` | right-click → first menu entry whose label contains `label` (submenus included) |
| `moveCard` | `card,srcZone,dstZone` | drags the card onto the destination zone |
| `drawArrow` | `srcCard,srcZone,dstCard,dstZone` | right-drag an arrow between two cards |
| `createToken` | `name,color,pt` | creates a token as the active local player |
| `selectItem` | `item label` | selects the tree/list entry with that label |
| `typeText` | `text` | types text one key event at a time |
| `expectProperty` | `property,value` | fails playback unless the widget property matches |
| `screenshot` | `path` | saves an image of the addressed widget; `$VAR` expands from the environment |
| `dumpTree` | `path` | writes the addressed widget's subtree with the paths tests address |
| `resize` | `WIDTHxHEIGHT` | resizes the addressed widget's window |
The card, item and property commands are `pqCockatriceEventPlayer`
(`cockatrice/src/game_graphics/pq_cockatrice_event_player.h`). They resolve cards by name
and zone through the `QGraphicsScene` and send real mouse events at the card's current
viewport position, so a test does not depend on the window size or screen resolution.
The capture commands are `pqWidgetTestEventPlayer`
(`cockatrice/src/interface/pq_widget_test_event_player.h`).
## Screenshots
`run_test.sh` sets `COCKATRICE_SCREENSHOT_DIR` to `build/screenshots`, and `screenshot`
and `dumpTree` write there. Override it in the environment to send captures elsewhere.
That directory is not part of the source tree, so a test run does not leave untracked
files in the repository:
```xml
<event widget="MainWindow" command="resize" arguments="1920x1080" />
<event widget="MainWindow" command="screenshot" arguments="$COCKATRICE_SCREENSHOT_DIR/main-window.png" />
<event widget="MainWindow" command="dumpTree" arguments="$COCKATRICE_SCREENSHOT_DIR/widget-tree.txt" />
```
The addressed widget is what gets grabbed, so `MainWindow` is the whole window and a
panel's path is that panel. The format comes from the file extension. A path with no
known extension is a test failure.
Capture at a fixed, generous size. `1920x1080` is a safe default, and narrower windows
clip columns of wide tables. A headless run renders through the offscreen platform, so
the palette and layout are the real ones, but `raise()`, keyboard-grab and
`propagateSizeHints()` warnings on stderr are normal.
### Waiting for a server
`pause` blocks, so a reply that has to arrive over the network never does. Use
`process_events` with a budget that covers the round trip:
```xml
<event widget="MainWindow" command="process_events" arguments="8000" /> <!-- login -->
<event widget="MainWindow" command="process_events" arguments="4000" /> <!-- report list -->
```
### Paths drift between runs
`pqObjectNaming` names an unnamed widget `<class><index>`, where the index counts
same-class unnamed siblings and a leading digit records visibility (`1` visible, `0`
hidden). The numbering depends on what the previous events left on screen, so a path that
worked in one playback can miss in the next. The player retries a leading `0` as `1`,
which resolves some hidden-page paths but not all of them.
Record the tree in the same playback that clicks, and copy paths from that dump:
```bash
./Testing/run_test.sh Testing/screenshot_test.xml
less build/screenshots/widget-tree.txt
```