text.love/app.lua
Kartik K. Agaram 57fb2d4b57 clean up test mocks before aborting
Scenario:
  modify a test to fail in the source editor
  delete any settings in the 'config' file in the save dir
  start lines.love
  press C-e to switch to source editor

Before this commit, this scenario led to the following events:
  the C-e keypress invokes App.run_tests_and_initialize()
  the failing test results in a call to error()
  the call to error() is trapped by the xpcall around the event handler in love.run
  handle_error runs
  Current_app is 'source', so love.event.quit() is triggered
  love.quit() is invoked
  source.settings() is invoked
  App.screen.position() is invoked, which calls the test mock
  Since App.screen.move was never invoked, App.screen.position() returns nil
  The 'config' file is written without values for source.x and source.y

As a result, future runs fail to open.

This is likely a corner case only I will ever run into, since I'm
careful to never commit failing unit tests. Still, I spent some time
trying to figure out the best place to fix this. Options:
* don't write config if Error_message is set
  but we do want config written in this scenario:
  * we hit an error, source editor opens
  * we spend some time debugging and don't immediately fix the issue
  * we quit, with some new files opened in various places
* hardcode source.settings() to call love.window.getPosition() rather
  than App.screen.position().
  drawback: weird special case
* clean up test mocks before aborting
  this seems like something we always want

I'm not very sure of my choice.
This bug doesn't leave me feeling very great about my whole app.
Arguably everything I've done is bullshit hacks piled on hacks.

Perhaps the issue is:
  - naked error() in LÖVE apps never invokes love.quit(), but
  - an unhandled error within my handle_error invokes love.quit() (via
    love.event.quit)
Perhaps LÖVE should provide a way to abort without invoking the quit
handler. There's literally no other way in LÖVE to request a quit.
2024-01-12 03:22:43 -08:00

529 lines
16 KiB
Lua

-- love.run: main entrypoint function for LÖVE
--
-- Most apps can just use the default shown in https://love2d.org/wiki/love.run,
-- but we need to override it to:
-- * recover from errors (by switching to the source editor)
-- * run all tests (functions starting with 'test_') on startup, and
-- * save some state that makes it possible to switch between the main app
-- and a source editor, while giving each the illusion of complete
-- control.
function love.run()
Version, Major_version = App.love_version()
App.snapshot_love()
-- Tests always run at the start.
App.run_tests_and_initialize()
--? print('==')
love.timer.step()
local dt = 0
return function()
if love.event then
love.event.pump()
for name, a,b,c,d,e,f in love.event.poll() do
if name == "quit" then
if not love.quit or not love.quit() then
return a or 0
end
end
xpcall(function() love.handlers[name](a,b,c,d,e,f) end, handle_error)
end
end
dt = love.timer.step()
xpcall(function() App.update(dt) end, handle_error)
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
xpcall(App.draw, handle_error)
love.graphics.present()
love.timer.sleep(0.001)
end
end
function handle_error(err)
local callstack = debug.traceback('', --[[stack frame]]2)
Error_message = 'Error: ' .. tostring(err)..'\n'..cleaned_up_callstack(callstack)
print(Error_message)
if Current_app == 'run' then
Settings.current_app = 'source'
love.filesystem.write('config', json.encode(Settings))
load_file_from_source_or_save_directory('main.lua')
App.undo_initialize()
App.run_tests_and_initialize()
else
if App.disable_tests then App.disable_tests() end
love.event.quit()
end
end
-- I tend to read code from files myself (say using love.filesystem calls)
-- rather than offload that to load().
-- Functions compiled in this manner have ugly filenames of the form [string "filename"]
-- This function cleans out this cruft from error callstacks.
function cleaned_up_callstack(callstack)
local frames = {}
for frame in string.gmatch(callstack, '[^\n]+\n*') do
local line = frame:gsub('^%s*(.-)\n?$', '%1')
local filename, rest = line:match('([^:]*):(.*)')
local core_filename = filename:match('^%[string "(.*)"%]$')
-- pass through frames that don't match this format
-- this includes the initial line "stack traceback:"
local new_frame = (core_filename or filename)..':'..rest
table.insert(frames, new_frame)
end
-- the initial "stack traceback:" line was unindented and remains so
return table.concat(frames, '\n\t')
end
-- The rest of this file wraps around various LÖVE primitives to support
-- automated tests. Often tests will run with a fake version of a primitive
-- that redirects to the real love.* version once we're done with tests.
--
-- Not everything is so wrapped yet. Sometimes you still have to use love.*
-- primitives directly.
App = {}
function App.love_version()
local major_version, minor_version = love.getVersion()
local version = major_version..'.'..minor_version
return version, major_version
end
-- save/restore various framework globals we care about -- only on very first load
function App.snapshot_love()
if Love_snapshot then return end
Love_snapshot = {}
-- save the entire initial font; it doesn't seem reliably recreated using newFont
Love_snapshot.initial_font = love.graphics.getFont()
end
function App.undo_initialize()
love.graphics.setFont(Love_snapshot.initial_font)
end
function App.run_tests_and_initialize()
App.load()
Test_errors = {}
App.run_tests()
if #Test_errors > 0 then
local error_message = ''
if Warning_before_tests then
error_message = Warning_before_tests..'\n\n'
end
error_message = error_message .. ('There were %d test failures:\n%s'):format(#Test_errors, table.concat(Test_errors))
error(error_message)
end
App.disable_tests()
App.initialize_globals()
App.initialize(love.arg.parseGameArguments(arg), arg)
end
function App.run_tests()
local sorted_names = {}
for name,binding in pairs(_G) do
if name:find('test_') == 1 then
table.insert(sorted_names, name)
end
end
table.sort(sorted_names)
for _,name in ipairs(sorted_names) do
App.initialize_for_test()
--? print('=== '..name)
--? _G[name]()
xpcall(_G[name], function(err) prepend_debug_info_to_test_failure(name, err) end)
end
-- clean up all test methods
for _,name in ipairs(sorted_names) do
_G[name] = nil
end
end
function App.initialize_for_test()
App.screen.init{width=100, height=50}
App.screen.contents = {} -- clear screen
App.filesystem = {}
App.source_dir = ''
App.current_dir = ''
App.save_dir = ''
App.fake_keys_pressed = {}
App.fake_mouse_state = {x=-1, y=-1}
App.initialize_globals()
end
-- App.screen.resize and App.screen.move seem like better names than
-- love.window.setMode and love.window.setPosition respectively. They'll
-- be side-effect-free during tests, and they'll save their results in
-- attributes of App.screen for easy access.
App.screen={}
-- Use App.screen.init in tests to initialize the fake screen.
function App.screen.init(dims)
App.screen.width = dims.width
App.screen.height = dims.height
end
function App.screen.resize(width, height, flags)
App.screen.width = width
App.screen.height = height
App.screen.flags = flags
end
function App.screen.size()
return App.screen.width, App.screen.height, App.screen.flags
end
function App.screen.move(x,y, displayindex)
App.screen.x = x
App.screen.y = y
App.screen.displayindex = displayindex
end
function App.screen.position()
return App.screen.x, App.screen.y, App.screen.displayindex
end
-- If you use App.screen.print instead of love.graphics.print,
-- tests will be able to check what was printed using App.screen.check below.
--
-- One drawback of this approach: the y coordinate used depends on font size,
-- which feels brittle.
function App.screen.print(msg, x,y)
local screen_row = 'y'..tostring(y)
--? print('drawing "'..msg..'" at y '..tostring(y))
local screen = App.screen
if screen.contents[screen_row] == nil then
screen.contents[screen_row] = {}
for i=0,screen.width-1 do
screen.contents[screen_row][i] = ''
end
end
if x < screen.width then
screen.contents[screen_row][x] = msg
end
end
function App.screen.check(y, expected_contents, msg)
--? print('checking for "'..expected_contents..'" at y '..tostring(y))
local screen_row = 'y'..tostring(y)
local contents = ''
if App.screen.contents[screen_row] == nil then
error('no text at y '..tostring(y))
end
for i,s in ipairs(App.screen.contents[screen_row]) do
contents = contents..s
end
check_eq(contents, expected_contents, msg)
end
-- If you access the time using App.get_time instead of love.timer.getTime,
-- tests will be able to move the time back and forwards as needed using
-- App.wait_fake_time below.
App.time = 1
function App.get_time()
return App.time
end
function App.wait_fake_time(t)
App.time = App.time + t
end
function App.width(text)
return love.graphics.getFont():getWidth(text)
end
-- If you access the clipboard using App.get_clipboard and App.set_clipboard
-- instead of love.system.getClipboardText and love.system.setClipboardText
-- respectively, tests will be able to manipulate the clipboard by
-- reading/writing App.clipboard.
App.clipboard = ''
function App.get_clipboard()
return App.clipboard
end
function App.set_clipboard(s)
App.clipboard = s
end
-- In tests I mostly send chords all at once to the keyboard handlers.
-- However, you'll occasionally need to check if a key is down outside a handler.
-- If you use App.key_down instead of love.keyboard.isDown, tests will be able to
-- simulate keypresses using App.fake_key_press and App.fake_key_release
-- below. This isn't very realistic, though, and it's up to tests to
-- orchestrate key presses that correspond to the handlers they invoke.
App.fake_keys_pressed = {}
function App.key_down(key)
return App.fake_keys_pressed[key]
end
function App.fake_key_press(key)
App.fake_keys_pressed[key] = true
end
function App.fake_key_release(key)
App.fake_keys_pressed[key] = nil
end
-- Tests mostly will invoke mouse handlers directly. However, you'll
-- occasionally need to check if a mouse button is down outside a handler.
-- If you use App.mouse_down instead of love.mouse.isDown, tests will be able to
-- simulate mouse clicks using App.fake_mouse_press and App.fake_mouse_release
-- below. This isn't very realistic, though, and it's up to tests to
-- orchestrate presses that correspond to the handlers they invoke.
App.fake_mouse_state = {x=-1, y=-1} -- x,y always set
function App.mouse_move(x,y)
App.fake_mouse_state.x = x
App.fake_mouse_state.y = y
end
function App.mouse_down(mouse_button)
return App.fake_mouse_state[mouse_button]
end
function App.mouse_x()
return App.fake_mouse_state.x
end
function App.mouse_y()
return App.fake_mouse_state.y
end
function App.fake_mouse_press(x,y, mouse_button)
App.fake_mouse_state.x = x
App.fake_mouse_state.y = y
App.fake_mouse_state[mouse_button] = true
end
function App.fake_mouse_release(x,y, mouse_button)
App.fake_mouse_state.x = x
App.fake_mouse_state.y = y
App.fake_mouse_state[mouse_button] = nil
end
-- If you use App.open_for_reading and App.open_for_writing instead of other
-- various Lua and LÖVE helpers, tests will be able to check the results of
-- file operations inside the App.filesystem table.
function App.open_for_reading(filename)
if App.filesystem[filename] then
return {
lines = function(self)
return App.filesystem[filename]:gmatch('[^\n]+')
end,
read = function(self)
return App.filesystem[filename]
end,
close = function(self)
end,
}
end
end
function App.read_file(filename)
return App.filesystem[filename]
end
function App.open_for_writing(filename)
App.filesystem[filename] = ''
return {
write = function(self, s)
App.filesystem[filename] = App.filesystem[filename]..s
end,
close = function(self)
end,
}
end
function App.write_file(filename, contents)
App.filesystem[filename] = contents
return --[[status]] true
end
function App.mkdir(dirname)
-- nothing in test mode
end
function App.remove(filename)
App.filesystem[filename] = nil
end
-- Some helpers to trigger an event and then refresh the screen. Akin to one
-- iteration of the event loop.
-- all textinput events are also keypresses
-- TODO: handle chords of multiple keys
function App.run_after_textinput(t)
App.keypressed(t)
App.textinput(t)
App.keyreleased(t)
App.screen.contents = {}
App.draw()
end
-- not all keys are textinput
-- TODO: handle chords of multiple keys
function App.run_after_keychord(chord)
App.keychord_press(chord)
App.keyreleased(chord)
App.screen.contents = {}
App.draw()
end
function App.run_after_mouse_click(x,y, mouse_button)
App.fake_mouse_press(x,y, mouse_button)
App.mousepressed(x,y, mouse_button)
App.fake_mouse_release(x,y, mouse_button)
App.mousereleased(x,y, mouse_button)
App.screen.contents = {}
App.draw()
end
function App.run_after_mouse_press(x,y, mouse_button)
App.fake_mouse_press(x,y, mouse_button)
App.mousepressed(x,y, mouse_button)
App.screen.contents = {}
App.draw()
end
function App.run_after_mouse_release(x,y, mouse_button)
App.fake_mouse_release(x,y, mouse_button)
App.mousereleased(x,y, mouse_button)
App.screen.contents = {}
App.draw()
end
-- miscellaneous internal helpers
function App.color(color)
love.graphics.setColor(color.r, color.g, color.b, color.a)
end
-- prepend file/line/test
function prepend_debug_info_to_test_failure(test_name, err)
local err_without_line_number = err:gsub('^[^:]*:[^:]*: ', '')
local stack_trace = debug.traceback('', --[[stack frame]]5)
local file_and_line_number = stack_trace:gsub('stack traceback:\n', ''):gsub(': .*', '')
local full_error = file_and_line_number..':'..test_name..' -- '..err_without_line_number
--? local full_error = file_and_line_number..':'..test_name..' -- '..err_without_line_number..'\t\t'..stack_trace:gsub('\n', '\n\t\t')
table.insert(Test_errors, full_error)
end
nativefs = require 'nativefs'
local Keys_down = {}
-- call this once all tests are run
-- can't run any tests after this
function App.disable_tests()
-- have LÖVE delegate all handlers to App if they exist
-- make sure to late-bind handlers like LÖVE's defaults do
for name in pairs(love.handlers) do
if App[name] then
-- love.keyboard.isDown doesn't work on Android, so emulate it using
-- keypressed and keyreleased events
if name == 'keypressed' then
love.handlers[name] = function(key, scancode, isrepeat)
Keys_down[key] = true
return App.keypressed(key, scancode, isrepeat)
end
elseif name == 'keyreleased' then
love.handlers[name] = function(key, scancode)
Keys_down[key] = nil
return App.keyreleased(key, scancode)
end
else
love.handlers[name] = function(...) App[name](...) end
end
end
end
-- test methods are disallowed outside tests
App.run_tests = nil
App.disable_tests = nil
App.screen.init = nil
App.filesystem = nil
App.time = nil
App.run_after_textinput = nil
App.run_after_keychord = nil
App.keypress = nil
App.keyrelease = nil
App.run_after_mouse_click = nil
App.run_after_mouse_press = nil
App.run_after_mouse_release = nil
App.fake_keys_pressed = nil
App.fake_key_press = nil
App.fake_key_release = nil
App.fake_mouse_state = nil
App.fake_mouse_press = nil
App.fake_mouse_release = nil
-- other methods dispatch to real hardware
App.screen.resize = love.window.setMode
App.screen.size = love.window.getMode
App.screen.move = love.window.setPosition
App.screen.position = love.window.getPosition
App.screen.print = love.graphics.print
App.open_for_reading =
function(filename)
local result = nativefs.newFile(filename)
local ok, err = result:open('r')
if ok then
return result
else
return ok, err
end
end
App.read_file =
function(path)
if not is_absolute_path(path) then
return --[[status]] false, 'Please use an unambiguous absolute path.'
end
local f, err = App.open_for_reading(path)
if err then
return --[[status]] false, err
end
local contents = f:read()
f:close()
return contents
end
App.open_for_writing =
function(filename)
local result = nativefs.newFile(filename)
local ok, err = result:open('w')
if ok then
return result
else
return ok, err
end
end
App.write_file =
function(path, contents)
if not is_absolute_path(path) then
return --[[status]] false, 'Please use an unambiguous absolute path.'
end
local f, err = App.open_for_writing(path)
if err then
return --[[status]] false, err
end
f:write(contents)
f:close()
return --[[status]] true
end
App.files = nativefs.getDirectoryItems
App.file_info = nativefs.getInfo
App.mkdir = nativefs.createDirectory
App.remove = nativefs.remove
App.source_dir = love.filesystem.getSource()..'/' -- '/' should work even on Windows
App.current_dir = nativefs.getWorkingDirectory()..'/'
App.save_dir = love.filesystem.getSaveDirectory()..'/'
App.get_time = love.timer.getTime
App.get_clipboard = love.system.getClipboardText
App.set_clipboard = love.system.setClipboardText
App.key_down = function(key) return Keys_down[key] end
App.mouse_move = love.mouse.setPosition
App.mouse_down = love.mouse.isDown
App.mouse_x = love.mouse.getX
App.mouse_y = love.mouse.getY
end