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mc-runtime-test's Issues

Check handling of Forges LoadingErrorScreen

In our Minecraft Mixin we check if the screen gets set to an ErrorScreen and then crash accordingly.
But if our Mixin never gets applied the CI runner will be stuck on displaying a LoadingErrorScreen that screen forever.
The question is if our Mixin gets applied as long as the error is not ours?
So if another mod we are testing has the error?

GameTest

https://github.com/FabricMC/fabric/blob/1.20.4/fabric-api-base/src/testmodClient/java/net/fabricmc/fabric/test/base/client/FabricClientTestHelper.java

There seem to be GameTests that you can run on the client side.
It would be great if we could support that!

https://github.com/FabricMC/fabric/blob/f7c07d0cf6769cb1bdc5f1d4ea2bb19fa4a9cff3/fabric-api-base/src/testmodClient/java/net/fabricmc/fabric/test/base/client/FabricApiAutoTestClient.java#L52

Actually we only need to provide a way for people to use that system property.
The problem is just that the HeadlessMC configiguration currently overwrites everything inside config with the first command.

NVM thats integrated into FAPI with a gradle task to run in their CI
This documentation is rather lacking :( https://fabricmc.net/wiki/tutorial:gametest

Plan

Alright, the plan is to just emulate the /test runall command.
Began work in #5

Gametest discovery on forge

On both neoforge and lexforge gametest discovery is not enabled in production.
Also, if you register a GameTest class manually, forge will prefix the template structure name, causing it not to be found.
Provide an optional discovery mechanism for GameTests and register them, keeping the template name.

On Fabric we can use the fabric-gametest entry point + the fabric-gametest-api-v1.

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