Testing

August 15, 2026 · View on GitHub

Engine-owned documentation. This page maps the current engine test executable, generated test targets, coverage targets, and every Source/Tests/Test_*.cpp suite currently present in the checkout.

Purpose

Use this page when choosing validation for an engine change or when adding/removing tests. The source-tree README at ../Source/Tests/README.md is a short entry point; this page is the maintained full test map.

Source paths inspected

  • Source/Applications/TestingApp.cpp
  • Source/Tests/README.md
  • all current Source/Tests/Test_*.cpp files
  • BuildTools/cmake/stages/EngineSources.cmake
  • BuildTools/cmake/stages/Applications.cmake
  • BuildTools/cmake/stages/Init.cmake
  • BuildTools/codecoverage.py
  • BuildTools/validate.sh
  • BuildTools/validate.cmd
  • parent VS Code task references where available

Test runner model

Source/Applications/TestingApp.cpp is the test application entry point. It requires FO_TESTING_APP, initializes the application layer with InitApp(-1, nullptr), marks IsTestingInProgress, and delegates execution to Catch::Session().run(argc, argv).

BuildTools/cmake/stages/EngineSources.cmake owns FO_TESTS_SOURCE, the explicit list of test source files compiled into test builds. BuildTools/cmake/stages/Applications.cmake builds test executables through SetupTestBuild(name):

BuildTools/check_windows7_imports.py <binary> [...] is a standalone PE-level regression check for Windows 7 artifacts. It rejects the reported CreateFile2 import; embedding-project CI should run it after linking and before packaging.

  • UnitTests when FO_UNIT_TESTS is enabled;
  • CodeCoverage when FO_CODE_COVERAGE is enabled.

For an embedding project with dev name LF, the standard generated names are LF_UnitTests, RunUnitTests, LF_CodeCoverage, RunCodeCoverage, GenerateCodeCoverageReport, and AnalyzeCodeCoverage. Treat the prefix as project-generated, not universal.

Running tests

Preferred local baseline from a configured build:

cmake --build . --config RelWithDebInfo --target RunUnitTests

With FO_EFFEKSEER_PARTICLES enabled, the focused [particle] Catch2 cases invoke the published helper through the production ParticleBaker path. They cover text compilation, dependency invalidation, malformed XML, and rejection of cooked files presented as authored inputs.

The executable target can also be invoked directly when you need Catch2 arguments. In Last Frontier-style layouts, test binaries are emitted under Binaries/Tests-*, for example Binaries/Tests-Windows-win64/LF_UnitTests.exe or Binaries/Tests-Linux-x64/LF_UnitTests.

With Visual Studio/MSBuild generators, RunUnitTests writes the test process output to <build-dir>/<ProjectDevName>_UnitTests.log and uses the test process exit code as the pass/fail signal. This keeps expected negative-case diagnostics such as compiler error lines from being reclassified as MSBuild errors. When the run fails, the helper also echoes the captured output before failing, so a failure is diagnosable from the build output alone — on CI the log file never leaves the runner, and the exit code by itself does not say which test or assertion broke.

For broad validation scenarios, the BuildTools validators can run selected scenarios:

Engine/BuildTools/validate.sh unit-tests
Engine/BuildTools/validate.sh android-arm64-client linux-client linux-server

Use the smallest focused tests first, then the broader run target when the change crosses subsystem boundaries.

Unit tests under sanitizers

The unit tests also run under Clang sanitizers via dedicated validators, which select the matching San_* build type and run RunUnitTests instrumented:

Engine/BuildTools/validate.sh unit-tests-san-address    # AddressSanitizer (+LeakSanitizer)
Engine/BuildTools/validate.sh unit-tests-san-memory     # MemorySanitizer (requires Workspace/msan-libcxx)
Engine/BuildTools/validate.sh unit-tests-san-undefined  # UndefinedBehaviorSanitizer
Engine/BuildTools/validate.sh unit-tests-san-thread     # ThreadSanitizer

The validate.yml workflow runs these as a unit-tests-sanitizers matrix job. ASan/MSan/UBSan/TSan are blocking legs. The unit-tests-san-memory validator prepares Workspace/msan-libcxx by building LLVM's libc++, libc++abi, and libunwind with MSan instrumentation, then configures San_Memory with FO_MSAN_LIBCXX_ROOT. The runtime build applies a narrow libunwind ignorelist so C++ exception and sanitizer-report unwinding do not self-report on ABI register snapshots. Engine native stack capture and the backward-cpp signal handler are disabled under FO_MEMORY_SANITIZER so MSan owns fatal reports. unit-tests-san-memory-with-origins is available locally as the slower diagnostic variant when a future MSan finding needs origin tracking. San_DataFlow remains intentionally unwired: DataFlowSanitizer is a taint-tracking framework, not a defect detector.

Applications that load BakerLib while running under a sanitizer must use a baker built with the same San_* configuration. Hiding the plugin's ELF exports prevents direct symbol interposition, but calls implemented inside the shared C++ runtime may still allocate through the host and return to an inline deallocator in the plugin. Matching configurations keep the sanitizer runtime and allocator contract identical on both sides of that module boundary.

On MSVC, the San_Address/Debug_San_Address configs additionally link executables with /STACK:8388608 (AddExecutableApplication in BuildTools/cmake/helpers/Build.cmake): ASan's stack-frame inflation overflows the 1 MiB Windows executable default on recursion depths that fit every production configuration, so sanitizer runs get the same 8 MiB reserve that Linux runs already have from the default rlimit. Production configs keep the 1 MiB default.

Vendored third-party libraries are excluded from UBSan's -fsanitize=function and -fsanitize=alignment checks (the rest of -fsanitize=undefined still applies to them). DisableLibWarnings adds -fno-sanitize=function,alignment on the San_Undefined/San_Address_Undefined configs because several vendored libraries trip those two checks by design:

  • function: AngelScript's script-call dispatch invokes registered C functions through bool(*)(void*,void*) and similar signatures, and C callback APIs do the same.
  • alignment: AngelScript builds its bytecode in an asDWORD[] (4-byte) buffer and packs pointer-sized asPWORD operands at 4-byte-aligned slots (*(asPWORD*)(bc+1) = ... in GenerateFactoryStubForTemplateObjectInstance), which UBSan reports as a misaligned store even though it is correct on every architecture the engine targets.

Both are third-party idioms, not undefined behaviour in engine code, so they must not fail the UBSan leg (which CI runs with halt_on_error=1). First-party engine code keeps both checks fully active.

LeakSanitizer runs as part of the address-sanitizer leg (CI sets ASAN_OPTIONS=detect_leaks=1). It runs with no suppression list — every leak it can report is fixed at the source rather than masked. Notable cases:

  • backward-cpp's libbfd stack-trace resolver (Source/Essentials/StackTrace.cpp) caches each binary's ELF symbol table and DWARF debug info inside libbfd, hung off the open bfd handle, and never fully frees it on bfd_close. The resolver is therefore a single process-lifetime instance (GetNativeTraceResolver, serialized by StackTraceState::NativeResolverLocker): it is created once, never destroyed, and stays reachable from a static root, so each binary is symbolized once and those libbfd caches remain reachable — LSan does not report them.
  • The AngelScript backend deletes the preprocessor line-number translator during engine userdata cleanup, and each SPARK context frees its IOManager converters at context shutdown.
  • Owning containers free their contents transitively: e.g. EntityTypeDesc::PropRegistrar is a unique_ptr so every PropertyRegistrar (and the Property objects it holds) is freed when EngineMetadata's type maps are destroyed.

Code coverage

When FO_CODE_COVERAGE is enabled, BuildTools/cmake/stages/Init.cmake selects the backend from the compiler:

  • MSVC / clang-cl: MSVC-style coverage output;
  • Clang: LLVM profile/coverage mapping;
  • GCC: GCC/lcov-style coverage flags.

BuildTools/cmake/stages/Applications.cmake wires coverage command targets through BuildTools/codecoverage.py:

  • CleanCodeCoverageData
  • RunCodeCoverage
  • GenerateCodeCoverageReport
  • AnalyzeCodeCoverage

Coverage output is rooted under CodeCoverage/<Toolchain>/<Platform-Config>/. BuildTools/codecoverage.py reports first-party production engine sources under Engine/Source/; it excludes Source/Tests/, ThirdParty/, GeneratedSource/, and Applications/ from the denominator. See ../Source/Tests/README.md for current local task notes.

Coverage is a per-platform, per-environment measurement, and the denominator reflects that in two different ways:

  • Sources not compiled into the current build produce no coverage mapping and are reported separately as untouched. Direct3D rendering drops out of a Linux run this way with no configuration; measure it on a Windows run.
  • Sources that compile here but cannot execute in a headless test process are listed in ENVIRONMENT_EXCLUDED_SOURCES, each with a written reason — currently the device-backed audio/video paths, Mongo/updater infrastructure, and the deliberately process-killing diagnostic self-test. Loopback sockets and the debugger endpoint are exercised headlessly and stay in the headline.

The summary prints the scoped headline, a combined all-sources figure, and the excluded bucket file-by-file with reasons, so the split stays auditable. Adding an entry there is a routing decision, not a write-off: it must be covered by the layer that can run it — a windowed/rendering run on the owning platform, or an integration suite with real endpoints.

Covering ImGui diagnostic panels

DrawGui() implementations normally only run inside the windowed application, but they are reachable from unit tests through a backend-less ImGui context: no renderer is attached and the draw data is discarded, while every panel builder runs for real. Test_ServerEngine.cpp shows the pattern. These details matter:

  • Declare ImGuiBackendFlags_RendererHasTextures on the IO. The legacy GetTexDataAsRGBA32 / GetTexDataAsAlpha8 atlas-upload entry points are compiled out by IMGUI_DISABLE_OBSOLETE_FUNCTIONS, so letting ImGui own the atlas is the only way to satisfy the "font atlas is not built" check in NewFrame().
  • A collapsed TreeNode skips its body, so a plain frame only covers the outermost level. Force-opening the stored state does not help: ImGui writes a node's open state only once something opens it, so a node that was never clicked has no StateStorage entry to flip. Wrap the draw call in ImGui::LogToBuffer(depth) / ImGui::LogFinish() instead — auto-expanding tree nodes is a documented side effect of logging. Collapsing headers carry ImGuiTreeNodeFlags_NoAutoOpenOnLog and opt out, so seed their ids into the window's StateStorage by hand.
  • Logging also captures the rendered text, which is the cheapest way to prove the walk really descended instead of rendering a row of closed headers. Read the buffer before LogFinish(), which clears it, and assert on markers from the nested panels so a renamed panel fails the test rather than silently dropping coverage.
  • Server diagnostics run at an engine sync point, but that does not implicitly cover entity state. ServerEngine::DrawGui() snapshots not-logged-in players because they are intentionally absent from the entity registry, then acquires one replacement cover for that snapshot plus the registered world. The snapshot is taken under the publication lock and that lock is released before any entity lock, because OnPlayerConnected takes the two in the opposite order. EnsureEntitySynced is not an alternative here: it only retains an entity the context already covers and throws for one it does not, which is exactly the case for a player outside the registry. Tests should keep a real not-logged-in connection in the snapshot so this boundary cannot regress.
  • Pass an explicit depth to LogToBuffer. The default auto-open depth is 2, so anything nested deeper stays collapsed and its body never runs. Raising it (ImGui::LogToBuffer(12)) took the SPARK particle editor from 27% to 48% without a single new assertion, because its object inspector is a deep reflective tree.
  • Collapsing headers need their state seeded by hand even with logging on: they opt out of log auto-expansion, so a panel whose body lives under one never renders. Seed with window->StateStorage.SetInt(ImGui::GetID(id), 1) inside the enclosing Begin() before drawing.
  • Destroy the context at scope exit — other tests assert that no ImGui context leaks between test cases.

Pressing a widget so the branch behind it runs

Drawing a panel covers its layout, not its behaviour: the body of every button, checkbox, selectable and tree node stays unreachable because nothing is ever clicked. Test_ImGuiHarness.h closes that gap, and Test_ImGui.cpp pins the harness itself against a window the test owns. The rules that matter:

  • ImGuiTestHarness::ActivateItem(window, label) queues an activation for the widget that label builds inside window. ImGui consumes it when it meets the widget again, so a press needs two frames: one to submit the widget and one to run the branch behind it.
  • Draw only the panel that owns the control. A neighbouring window that calls ImGui::SetKeyboardFocusHere() while it appears queues a focus move, and NavMoveRequestApplyResult() overwrites the pending activation before the target widget is ever reached — the press silently disappears. The mapper's Map Browser does exactly this, which is why the mapper control test draws one panel per press instead of the whole editor.
  • A code activation leaves the pressed widget owning ActiveId with no input source that would ever release it, so the harness clears the active id before queueing the next press. Without that, only the first press of a run lands.
  • Controls laid out inside ImGui::BeginChild belong to the child's id stack. Address them with ActivateChildItem(window, {child, …}, label), which rebuilds the "<parent>/<label>_<id>" name ImGui gives a child window and walks a chain of them for nested children.
  • SetItemOpen(window, label) seeds a collapsing header, tree node or menu open; SetWindowCollapsed folds the window itself.
  • A press that runs but changes nothing observable usually means the fixture disabled the feature rather than that the press was lost — the mapper zoom buttons are no-ops until MapZoomEnabled is overridden on, because the headless direct-draw path turns map zoom off.

What an inbound remote call can reach

The handler is entered with the calling player covered, plus - transitively - the critter it controls. Everything else needs an explicit Game.Sync(...), and some native paths reach further than any cover a script can prepare. Reachable on a second critter after Game.Sync(npc): Map.AddCritter, Critter.SetDir, Critter.Action and synchronized property writes. Not reachable on a critter the caller does not control: TransferToHex, SetCondition, DestroyItem, AttachToCritter and Game.DestroyCritter, plus moving a map item into an inventory and reusing one location across two logins.

A script-level catch around a failing call does not contain the damage: the sync violation still tears the session down, so the next remote call never arrives. A test that probes these operations behind try/catch therefore reports "the last step was never sent" rather than the operation that actually failed - drive only what is reachable.

Covering the crash reporter

ExceptionHandling.cpp publishes SetCrashStackTrace, SetCrashSignalInfo, SetCrashSehInfo, SetCrashTerminationInfo and GetCrashStream to backward.hpp only — they carry no engine namespace and appear in no engine header, so a test declares them exactly as that header does. The report is emitted through the base log on the first write to the crash stream, so point LogToFile at a private file, write one line into GetCrashStream() and read the report back instead of letting "FATAL ERROR!" leak into the test console. Restore the log with LogToFile("/dev/null") ("NUL" on Windows); there is no "stop logging to a file" call. Terminating reporters are covered out of process through DiagnosticSelfTest: main_strong_assert covers ReportExceptionAndExit, main_basic_strong_assert and main_fatal_exit cover the early FatalError layer, and main_failure_exit pins the raw status-only ExitApp(false) contract. The embedding project's Tools/PipelineTests/test_crash_diagnostics_linux.py asserts their log and exit contracts without killing the unit-test process.

Covering the text formatter without a real font asset

FontManager refuses to answer any metric for an unbound slot, so text measurement, wrapping and drawing are unreachable until a font exists. Both loader formats can be synthesized in-memory, which is cheaper and more stable than shipping a binary asset:

  • The .fofnt path is a plain text descriptor. Version 2, an Image line naming a sprite that the same data source provides, LineHeight / YAdvance, then one Letter '<ch>' block per glyph with PositionX/Y, Width, Height, OffsetX/Y and XAdvance, terminated by End. Every glyph may point at the same cell — the formatter only reads the metrics.
  • The .fnt path is BMFont binary: the BMF\3 signature followed by the info, common, pages and chars blocks. Each block is a type byte, a uint32 length and the payload; the loader validates that the info block's four padding bytes read as 1/1/1/1 and that the common block declares exactly one page, and it reads 20 bytes per glyph from the chars block.

Bind with a scale in (0..1] — larger scales are rejected on purpose, because the intended fix for bigger text is a bigger font asset.

SplitLines paginates into rect-sized pages rather than into individual lines: it emits an entry only once the text overflows the rect height, so a test that wants several entries needs a short rect, not merely embedded newlines.

Driving a logged-in client↔server session

A connected client is not a logged-in one: the pre-login session accepts only a remote call, so login is script-driven from the client. The pieces that have to line up:

  • Declare the login call in both metadata blobs with opposite directions — "In" on the server, "Out" on the client. The SubsystemHint token is the owning script file, and its stem is the namespace the inbound handler is looked up in.
  • The inbound handler is void <namespace>::<CallName>(Player player, args...) and must carry [[ServerRemoteCall]].
  • The client invokes it as CurPlayer.ServerCall.<CallName>(...); the server invokes client-bound calls as player.ClientCall / critter.PlayerClientCall.
  • The reverse direction is symmetric: declare the call "Out" in the server blob and "In" in the client blob, and give the client handler [[ClientRemoteCall]]. Its shape is void <namespace>::<CallName>(args...) — no player argument, which is the only difference from the server-side handler.
  • Login inserts the player document before OnPlayerLogin fires, and the database refuses an empty document, while every engine-owned Player property is read-only from script. A test fixture therefore has to declare its own persistent player property and set it in the handler.
  • To reach the world-entry protocol (load map, add critter, initial property sync), the handler continues with Game.CreateCritter(pid, true)player.SwitchCritter(cr)Game.CreateLocation(pid, mapPids)cr.TransferToMap(map, hex).
  • The two static map resources have different layouts: .fomap-bin-server carries three counts (hashes, items, critters), .fomap-bin-client stops after the hash table and the static items. An empty client blob is two uint32 zeros; a third one fails the load with "Not all data read".

Reaching the world-reload path

Server tests default to the in-memory database, which means the branch a real server takes on every restart — "Restore world" and EntityManager::LoadEntities — never runs. Point the settings at the file-backed JSON storage instead (DbStorage = "JSON <dir>"), let one server write the world and shut down, then start a second server on the same directory. Two constraints:

  • Runtime entities are temporary; call EntityMngr.MakePersistent(entity, true, true) on anything the restart is expected to find.
  • Entities are reloaded through their owner. A critter created off-map is never reloaded, because critters are reached through the map or the global map they live on.

Instantiating a 3D model headlessly

The Null renderer serves the whole model path, so a ModelInstance can be created, posed and drawn without a GPU. The fixture chain is what makes it work:

  • Bake a triangle mesh, not a single vertex — the info baker computes static bounds and rejects degenerate geometry.
  • Produce the description with the real ModelInfoBaker, handing the ModelSourceAsset straight to its loader callback instead of reproducing a source-file format.
  • The baking rig needs Metadata.fometa-client added as a baked file, and the mesh needs a source entry as well as its baked output, because the info baker resolves it through the source loader.
  • The runtime additionally requires ModelAnimationInfo.foinfo — a plain config keyed by the model resource name, with BoundsVersion = 2, the twelve model/view bounds keys, and at least one animation duration record.

Get the manager from the live client with client->SprMngr.GetSpriteFactory(typeid(ModelSpriteFactory)).dyn_cast<ModelSpriteFactory>()->GetModelMngr().

Authoring static map content for a server fixture

A .fomap-bin-server blob is the hash table, then the critter records, then the item records. Each record is ident (int64), the prototype hash (uint64) and a properties blob preceded by its uint32 size. Writing a zero size fails with "Unexpected end of buffer" — a default-constructed Properties still serializes to a non-empty payload, so produce it with props.StoreAllData(...) rather than assuming empty means zero bytes. With content present, map creation runs the content generator instead of skipping it.

The client-side .fomap-bin-client blob is a different, shorter layout (hash table plus static items only).

Writing into a real Maps root from the mapper

SaveMap / SaveMapToDir resolve the on-disk Maps root from an existing map container, so a memory-only fixture cannot reach them. Point a resource pack at a temp directory with InputDirs = <dir> (the plural key — the singular one is silently ignored), drop a reference .fomap there, and set ProtoFileExtensions to include fomap so the container is recognised. The same fixture gives DrawMapListWindowImGui real entries to enumerate.

Prefer SaveMapToDir in tests: plain SaveMap falls back to the first source file's directory when the map has no container of its own, which in a test process is the working directory — it will write into the repository.

Current test inventory

Current count: 100 Test_*.cpp suites.

Essentials and low-level utilities

  • Source/Tests/Test_BaseLogging.cpp
  • Source/Tests/Test_BasicCore.cpp
  • Source/Tests/Test_CommonHelpers.cpp
  • Source/Tests/Test_Compressor.cpp
  • Source/Tests/Test_Containers.cpp
  • Source/Tests/Test_DataSerialization.cpp
  • Source/Tests/Test_DiskFileSystem.cpp
  • Source/Tests/Test_ExceptionHandling.cpp
  • Source/Tests/Test_ExtendedTypes.cpp
  • Source/Tests/Test_GenericUtils.cpp
  • Source/Tests/Test_GlobalData.cpp
  • Source/Tests/Test_HashedString.cpp
  • Source/Tests/Test_Logging.cpp
  • Source/Tests/Test_MemorySystem.cpp
  • Source/Tests/Test_NetSockets.cpp
  • Source/Tests/Test_Platform.cpp
  • Source/Tests/Test_SafeArithmetics.cpp
  • Source/Tests/Test_SmartPointers.cpp
  • Source/Tests/Test_StackTrace.cpp
  • Source/Tests/Test_StringUtils.cpp
  • Source/Tests/Test_StrongType.cpp
  • Source/Tests/Test_TimeRelated.cpp
  • Source/Tests/Test_WorkThread.cpp
  • Source/Tests/Test_WorkerPool.cpp

Configuration, data sources, files, and caches

  • Source/Tests/Test_CacheStorage.cpp
  • Source/Tests/Test_ConfigFile.cpp
  • Source/Tests/Test_DataSource.cpp
  • Source/Tests/Test_FileSystem.cpp
  • Source/Tests/Test_Settings.cpp
  • Source/Tests/Test_SettingsStorage.cpp

Common runtime model

  • Source/Tests/Test_AnyData.cpp
  • Source/Tests/Test_ApplicationHeadless.cpp
  • Source/Tests/Test_Common.cpp
  • Source/Tests/Test_EngineMetadata.cpp
  • Source/Tests/Test_EntityLifecycle.cpp
  • Source/Tests/Test_EntityProtos.cpp
  • Source/Tests/Test_Geometry.cpp
  • Source/Tests/Test_LineTracer.cpp
  • Source/Tests/Test_MapLoader.cpp
  • Source/Tests/Test_Movement.cpp
  • Source/Tests/Test_PathFinding.cpp
  • Source/Tests/Test_Properties.cpp
  • Source/Tests/Test_ProtoManager.cpp
  • Source/Tests/Test_TextPack.cpp
  • Source/Tests/Test_Timer.cpp
  • Source/Tests/Test_TwoDimensionalGrid.cpp

Networking and server/client integration

  • Source/Tests/Test_ClientDataValidation.cpp
  • Source/Tests/Test_ClientEngine.cpp
  • Source/Tests/Test_ClientRuntimeApi.cpp
  • Source/Tests/Test_ClientServerIntegration.cpp
  • Source/Tests/Test_DataBase.cpp
  • Source/Tests/Test_EntitySync.cpp
  • Source/Tests/Test_FogOfWar.cpp
  • Source/Tests/Test_LocationAndEntityMgmt.cpp
  • Source/Tests/Test_ModelAnimation.cpp
  • Source/Tests/Test_NetBuffer.cpp
  • Source/Tests/Test_NetworkClient.cpp
  • Source/Tests/Test_NetworkServer.cpp
  • Source/Tests/Test_NetworkUdp.cpp
  • Source/Tests/Test_ServerAdvancedOps.cpp
  • Source/Tests/Test_ServerEngine.cpp
  • Source/Tests/Test_ServerEventContracts.cpp
  • Source/Tests/Test_ServerItems.cpp
  • Source/Tests/Test_ServerMapOperations.cpp

Scripting and script-visible APIs

  • Source/Tests/Test_AngelScriptAlignment.cpp
  • Source/Tests/Test_AngelScriptAttributes.cpp
  • Source/Tests/Test_AngelScriptBytecode.cpp
  • Source/Tests/Test_AngelScriptCall.cpp
  • Source/Tests/Test_CommonScriptMethods.cpp
  • Source/Tests/Test_ScriptBuiltins.cpp
  • Source/Tests/Test_ScriptEntityOps.cpp
  • Source/Tests/Test_ServerScriptMethods.cpp

Bakers and tools

  • Source/Tests/Test_AngelScriptBaker.cpp
  • Source/Tests/Test_BakerSetup.cpp
  • Source/Tests/Test_ConfigBaker.cpp
  • Source/Tests/Test_EffectBaker.cpp
  • Source/Tests/Test_ImageBaker.cpp
  • Source/Tests/Test_MapBaker.cpp
  • Source/Tests/Test_Mapper.cpp
  • Source/Tests/Test_MetadataBaker.cpp
  • Source/Tests/Test_ModelBaker.cpp
  • Source/Tests/Test_ModelBounds.cpp
  • Source/Tests/Test_ModelMeshData.cpp
  • Source/Tests/Test_ModelAnimationData.cpp
  • Source/Tests/Test_ModelAnimationConverter.cpp
  • Source/Tests/Test_ModelAnimationPoseProcedural.cpp
  • Source/Tests/Test_ModelAnimationRuntime.cpp
  • Source/Tests/Test_ModelSkeletonCompatibility.cpp
  • Source/Tests/Test_ModelSpriteLayout.cpp
  • Source/Tests/Test_ModelSourceLoader.cpp
  • Source/Tests/Test_OzzAnimation.cpp
  • Source/Tests/Test_ProtoBaker.cpp
  • Source/Tests/Test_ProtoTextBaker.cpp
  • Source/Tests/Test_RawCopyBaker.cpp
  • Source/Tests/Test_TextBaker.cpp
  • Source/Tests/Test_TextureAtlas.cpp

The model-animation tests divide the production contract explicitly. Test_ModelMeshData.cpp exercises the mandatory LFMODMSH schema-1 mesh-only header and complete recursive payload codec. It covers geometry, skin palettes, children, structural validation, trailing data, every truncated header size, rejection of old headerless data, and exact byte compatibility with the original schema-1 writer layout. Test_ClientEngine.cpp also bakes a position-only OBJ through ModelMeshBaker and preloads the resulting bytes through the real ModelManager parser. This crosses the BakerLib/ClientLib boundary and catches payload-layout drift that a second test-only parser could reproduce instead of detecting. Test_ModelSourceLoader.cpp covers complete source validation, real minimal OBJ/ASCII-FBX extraction, per-call cache single-flight behavior, shared results, exception fan-out, and missing inputs. Test_ModelAnimationData.cpp exercises the little-endian archive, joint-remap, and rig-manifest contracts, including truncation, count/length bombs, ordering, metadata mismatches, and bindings. Test_ModelAnimationConverter.cpp covers canonical conversion and the per-instance runtime pose: unaligned/owned loading, body blending, movement replacement, reverse and nearest sampling, stable storage, canonical resolution, and numeric limits. Test_ModelAnimationPoseProcedural.cpp covers bounded procedural pre-rotations and exact world-matrix overrides; Test_ModelAnimationRuntime.cpp covers the validated direct-model rest path, canonical contributed-joint lookup, and cross-model joint-link resolution without physical bones. Test_ModelBaker.cpp covers source-backed model-info generation, dependency-mtime invalidation, exact animation-geometry exceptions, Base, reverse, case-insensitive lookup, and clip deduplication. Test_ModelAnimation.cpp is the timeline/binding behavior gate: controller copies own mutable event state while sharing only immutable Ozz clip metadata.

After source-loader, mesh-wire, or converter changes, ForceBakeResources is the positive real-content gate: it must parse the project's actual selected FBX sources and extract their animations successfully. Run ordinary BakeResources afterward to check that the dependency-mtime contract leaves an unchanged tree incremental-clean.

Rendering/frontend smoke tests

  • Source/Tests/Test_ImGui.cpp — pins the backend-less widget activation and window-state harness used by diagnostic-panel coverage.
  • Source/Tests/Test_EffekseerParticleRuntime.cpp — runs cooked legacy and modern Effekseer effects through the native runtime's real Sprite/Ring callbacks and validates deterministic multi-instance topology, FOnline geometry, atlas UVs, all three Z-sort modes, Ring index-budget chunking, and facade-level scale reapplication without respawn or timing reset.
  • Source/Tests/Test_ParticleBaker.cpp — covers .efkproj source discovery, .spark/.efkproj output-key mapping, generated binary validation, and rejection of authored .spk/.efk runtime inputs. The build/integration bake path exercises the native fixed-profile exporter on real XML projects.
  • Source/Tests/Test_Rendering.cpp

Validation routing by change type

Adding or removing tests

  1. Add the new Source/Tests/Test_*.cpp file with deterministic Catch2 tests.
  2. Add it to FO_TESTS_SOURCE in BuildTools/cmake/stages/EngineSources.cmake.
  3. Update this page and ../Source/Tests/README.md so the inventory stays complete.
  4. Run the focused test binary and, when practical, RunUnitTests.
  5. If coverage behavior changed, verify the relevant coverage target.

Validation checklist

  1. Every current Source/Tests/Test_*.cpp file should appear in this page.
  2. No deleted/nonexistent test file should be listed.
  3. Target names should be described as generated from FO_DEV_NAME, not hard-coded as universal engine names.
  4. If TestingApp.cpp, FO_TESTS_SOURCE, or coverage target wiring changes, update this page in the same change.