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Integration Tests incorrect #54
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I'd love to contribute for this. As a person integrating this library into their bevy game I'd like to see that:
The test in the link provided would be a good start, I would remove line bevy_ggrs/tests/example_integration.rs Line 29 in de32619
It is not expected that the two systems are completely in sync only that both system are being scheduled and executed. Additionally the second test would be a good candidate for the integration test and rollback behavior's: bevy_ggrs/tests/example_integration.rs Line 35 in de32619
Now with thanks to this helper function or something very similar, we can now also test frame by frame scenarios/edge cases: fn tick_60_fps(app: &mut App) {
let mut update_strategy = app.world.resource_mut::<TimeUpdateStrategy>();
let TimeUpdateStrategy::ManualInstant(prev_time) = *update_strategy else { unimplemented!() };
*update_strategy =
TimeUpdateStrategy::ManualInstant(prev_time + Duration::from_secs_f64(1. / 60.));
app.update();
} |
solved in #69 . we now have a nice basis to extend integration tests from if we wish to do so! |
I deleted the integration tests I previously merged. While I like the idea of having more testing not only on ggrs, but also the plugin, these tests did not correctly test what should happen. This should be fixed at some point.
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