mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-06 04:52:16 +00:00
7acd1ad743
git-svn-id: https://svn.eduke32.com/eduke32@3407 1a8010ca-5511-0410-912e-c29ae57300e0
330 lines
10 KiB
Text
330 lines
10 KiB
Text
-- test script for ELua/Lunatic Interpreter
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--do return end
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-- error=nil -- must not affect "require"
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local string = require("string")
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local bit = require("bit")
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local math = require("math")
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local pcall = pcall
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local DBG_ = DBG_
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print('---=== ELua Test script ===---')
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local function printf(fmt, ...)
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print(string.format(fmt, ...))
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end
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local function checkfail(funcstr, expectedmsg)
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local status, errmsg = pcall(DBG_.loadstring(funcstr))
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if (status) then
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print('^21ERROR:^O '..funcstr.." DIDN'T fail")
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else
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if (expectedmsg==nil or string.find(errmsg, expectedmsg, 1, true)) then
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print("^11SUCCESS:^O "..funcstr.." failed: "..errmsg)
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else
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-- XXX: beginning with "^10" is counted as error in OSD_Printf()
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print("^10ERROR*:^O "..funcstr.." failed: "..errmsg..
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", but expected error message was: "..expectedmsg)
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end
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end
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end
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---- check serialization ----
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gamevar("ourvar")
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gamevar("ourvar2")
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-- test nans, infs, precision, subnorms, booleans
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ourvar2 = { "asd"; 0/0, 1/0, -1/0, 0.12345678901234567, 1e-314, true }
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ourvar = { ourvar2; 1, 2, 3, "qwe"; [true]=0, [false]=1 }
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ourvar[#ourvar+1] = ourvar;
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local gvstr = DBG_.serializeGamevars()
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ourvar = -1
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print("========== attempting to load string: ==========")
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print(gvstr)
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print("---------- (end string to load) ----------")
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-- XXX: need to think about fully restoring state
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DBG_.loadGamevarsString(gvstr)
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print("ourvar[4]="..ourvar[4])
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local i
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print('tweaking sector pals')
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print('numsectors: ' .. gv.numsectors .. ' of ' .. gv.MAXSECTORS)
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---[[
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for i = 0, gv.numsectors/2 do
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sector[i].floorpal = 1;
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sector[i].ceilingpal = 2;
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end
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local vol, lev
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vol, lev = TEMP_getvollev()
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print('volume='..vol..', level='..lev)
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if (vol==1 and lev==1) then -- E1L1
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print('tweaking some sprites 2')
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i = 562
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spriteext[i].alpha = 0.5;
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sprite[i].cstat = bit.bor(sprite[i].cstat, 2+512);
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spriteext[i].pitch = 128;
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spriteext[i].roll = 256;
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for spr in spritesofsect(307) do -- some fence sprites in E1L1
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printf('spr %d', spr)
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sprite[spr].pal = 6
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end
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--this is a problem
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--actor = {}
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actor[562].flags = bit.bor(actor[562].flags, 2); -- pal 6 with goggles on front SEENINE
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end
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--[[
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-- TODO: better API for all TROR things?
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if (vol==1 and lev==8) then
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print('tweaking bunch 1');
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-- trueror1.map
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for i in sectorsofbunch(1, gv.CEILING) do
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sector[i].ceilingz = sector[i].ceilingz - 3*1024;
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end
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for i in sectorsofbunch(1, gv.FLOOR) do
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sector[i].floorz = sector[i].floorz - 3*1024;
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end
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end
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--]]
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local unsafe = pcall(function() string.UNSAFE=true; end)
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--]]
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--tostring = nil -- REMEMBER
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--DBG_.printkv('_G in test.elua', _G)
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-- direct gv array access forbidden
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checkfail('gv.sprite[0].yrepeat = 100', "access forbidden")
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-- indexing struct array with non-numeric type
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checkfail('local i = sprite["qwe"]') -- this will produce an error inside the sprite metatable
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checkfail('print(sprite[100000].ceilingpal)', "out-of-bounds sprite[] struct read access")
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checkfail('print(gv.sprite[0])', "access forbidden")
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-- set metatable forbidden
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checkfail('setmetatable(sprite, {})', "attempt to read undeclared variable 'setmetatable'")
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-- OOB write access.
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-- Note that indexing ("reading") sector fails, even if the user wants to
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-- assign to a sector member. Potentially confusing error message.
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checkfail('sector[-1].ceilingpal = 4', "out-of-bounds sector[] read access")
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-- wallnum member is read-only
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checkfail('sector[0].wallnum = 0', "attempt to write to constant location") -- this comes from LJ/FFI
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-- gv.numsectors is read-only
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checkfail('gv.numsectors = 4', "write access forbidden")
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-- cannot create new fields in 'gv'
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checkfail('gv.QWE = 4', "write access forbidden")
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-- direct sector write access forbidden
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checkfail('sector[4] = sector[6]', "cannot write directly to sector[] struct")
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-- that would be horrible...
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checkfail('nextspritesect[4] = -666', "cannot write directly to nextspritesect[]")
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-- we're indexing a plain array!
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checkfail('print(nextspritesect[4].whatfield)', "attempt to index a number value")
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-- creating new keys forbidden... handled by LuaJit
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checkfail('wall[4].QWE = 123', "has no member named 'QWE'")
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-- our 'require' has only safe stuff
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--checkfail("require('os')")
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-- we must declare globals with 'gamevar'
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checkfail("new_global = 345", "attempt to write to undeclared variable 'new_global'")
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-- can't redefine constants in 'gv'
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checkfail('gv.CEILING = 3', "write access forbidden")
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-- string.dump is unavailable
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checkfail('local s=require[[string]]; local tmp=s.dump(gameevent)',
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"attempt to call field 'dump' (a nil value)")
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if (not unsafe) then
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-- changing base module tables is disallowed
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checkfail('local s=require[[string]]; s.format=nil', "modifying base module table forbidden")
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else
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print('WARNING: RUNNING WITH UNPROTECTED BASE MODULES')
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end
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print('')
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-- This is problematic, even though pretty much every access will yield a
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-- "missing declaration" error.
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-- See http://luajit.org/ext_ffi_api.html#ffi_C about what stuff ffi.C contains.
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checkfail('gv.luaJIT_setmode(nil, 0, 0)', "missing declaration for symbol 'luaJIT_setmode'")
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checkfail('gv.luaJIT_BC_con_lang', "attempt to call a nil value")
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checkfail('gv.yax_getbunch(0,0)', "access forbidden")
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checkfail('gv.gethitickms = nil', "write access forbidden")
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-- we don't have arrays in Lua-accessible structs now
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checkfail('local i = actor[0].t_data[15]', "has no member named 't_data'")
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-- no pointer arithmetic!
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checkfail('local spr = sprite[0]; local x=spr+1', "attempt to perform arithmetic on")
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checkfail('gameactor(1680, 0)', "invalid last argument to gameactor: must be a function")
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checkfail("do local bt=require'bittest'; bt.QWE=1; end", "modifying module table forbidden")
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-- the cdata returned by player[] can't be made into a pointer!
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checkfail("do local pl=player[0]; i=pl[1]; end")
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checkfail("do local ud=gv.ud.camerasprite; end", "access forbidden") -- test for proper decl()
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checkfail("sprite[0]:set_picnum(-10)", "attempt to set invalid picnum")
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checkfail("gv.g_sizes_of=nil; print(gv.g_sizes_of[0])", "write access forbidden")
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checkfail("gv.cam.sect=-1", "passed out-of-bounds sector number")
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printf('ceilingbunch of sector 0: %d', getbunch(0, gv.CEILING))
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gameevent(gv.EVENT_JUMP,
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function(actori, playeri, dist)
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printf("jump i=%d p=%d d=%d", actori, playeri, dist)
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error("greetings from EVENT_JUMP")
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end
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)
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-- test event chaining
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gameevent("JUMP",
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function(actori, playeri, dist)
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print("I'm first!")
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-- DBG_.oom()
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player[playeri].weapon.PISTOL.shoots = 2605 -- RPG
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player[playeri].weapon[gv.PISTOL_WEAPON].firesound = 351 -- thunder
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end
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)
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gameevent(gv.EVENT_ENTERLEVEL,
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function()
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-- NOTE: times are for helixhorned (Core2Duo 3GHz)
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local i
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local N = 1e6
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local t = gv.gethitickms()
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for i=3,N do
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gv.gethitickms()
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end
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t = gv.gethitickms()-t
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-- x86_64: 35ns/call, x86: 280 ns/call
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-- Windows 32-bit: about 1 us/call?
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printf("%d gethitickms() calls took %.03f ms (%.03f us/call)",
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N, t, (t*1000)/N)
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local sum=0
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t = gv.gethitickms()
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for i=1,N do sum = sum+gv.ksqrt(i) end
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t = gv.gethitickms()-t
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-- x86_64: 14ns/call
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printf("%d ksqrt() calls took %.03f ms (%.03f us/call) [sum=%f]",
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N, t, (t*1000)/N, sum)
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sum=0
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t = gv.gethitickms()
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for i=1,N do sum = sum+math.sqrt(i) end
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t = gv.gethitickms()-t
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-- x86_64: 7ns/call
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printf("%d math.sqrt() calls took %.03f ms (%.03f us/call) [sum=%f]",
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N, t, (t*1000)/N, sum)
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printf("sqrt(0xffffffff) = %f(ksqrt) %f(math.sqrt)",
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gv.ksqrt(0xffffffff), math.sqrt(0xffffffff))
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checkfail("gameevent('GAME', function() print('qwe') end)",
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"must be called from top level")
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end
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)
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local stat = require("stat")
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local hs = stat.new()
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local con = require("con")
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local AC, MV = con.AC, con.MV
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con.action("TROOPSTAND",0,1,5,1,1)
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con.action("TROOPFLINTCH", 50, 1, 1, 1, 6)
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con.move("SHRUNKVELS", 32)
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con.ai("AITEMP", AC.TROOPFLINTCH, MV.SHRUNKVELS, 0) -- TODO: test
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-- This should work as well. In fact, it's exactly the same, but I prefer the
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-- above version for clarity. NOTE: we'll need to think whether it's OK to
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-- redefine composites (moves/actions/ais) during gameplay (probably not).
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-- Or will we allow only one definition per label ever?
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con.ai("AITEMP", "TROOPFLINTCH", "SHRUNKVELS", 0)
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local TROOPSTRENGTH = 30
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gameactor(1680, TROOPSTRENGTH, "TROOPSTAND", -- LIZTROOP
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function(i, playeri, dist)
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sprite[i].pal = math.random(32)
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-- sprite[i].ang = bit.band(sprite[i].ang-20, 2047)
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local spr = sprite[i]
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local t = gv.gethitickms()
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local hit = hitscan(spr, spr.sectnum, 10, 10, 0, gv.CLIPMASK0)
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hs:add(1000*(gv.gethitickms()-t))
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if (hs.n == 300) then
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printf("hitscan: %s", hs:getstatstr())
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hs:reset()
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error("greetings from LIZTROOP actor")
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end
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if (dist < 4096) then
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-- Duke Vader / Anakin Nukewalker?
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actor[i]:set_action("TROOPFLINTCH")
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actor[i]:set_move("SHRUNKVELS")
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if (dist < 1024) then
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con.killit()
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end
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end
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end
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)
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gameevent("DISPLAYROOMS",
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function()
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local cam = gv.cam
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cam.pos.z = cam.pos.z + 64*16*math.sin(gv.totalclock/30)
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end
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)
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printf("EVENT_INIT = %d", gv.EVENT_INIT) -- tests default defines
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local bittest = require "bittest"
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bittest.sieve()
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require("test/test_geom")
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require("test/test_rotspr")
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print('---=== END TEST SCRIPT ===---')
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--[[
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function check_sector_idx()
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error("bla")
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end
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--]]
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spritesofsect(0)
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--DBG_.oom()
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-- This will complain about wrong usage of 'error'. In particular,
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-- the nil must not propagate to C!
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error(nil)
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