3arthqu4ke / mc-runtime-test Goto Github PK
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License: MIT License
Test the Minecraft client inside your CI
License: MIT License
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?
How did I not hear of this before... Xvfb is a virtual framebuffer which can also allow us to run the game headlessly.
There seem to be GameTests that you can run on the client side.
It would be great if we could support that!
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
Alright, the plan is to just emulate the /test runall
command.
Began work in #5
Currently I need to hover over each project to see where it is located...
If we were to implement #8 this would not be an issue anymore.
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.
We support many versions, all with very little code and very little variation between them.
Using a preprocessor like what Sodium, Distant Horizons or YACL use, e.g. Stonecutter
could help a lot with that.
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