mirror of
https://github.com/ZDoom/raze-gles.git
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4ed1eaa520
There's no option letter for loading them, and the extension is checked case sensitively. Lua modules are loaded after CON translated to Lua. Also remove -testlua option. git-svn-id: https://svn.eduke32.com/eduke32@3788 1a8010ca-5511-0410-912e-c29ae57300e0
525 lines
17 KiB
Text
525 lines
17 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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--[[
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---- check serialization ----
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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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--]]
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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 = gv.currentEpisode()+1, gv.currentLevel()+1
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printf('volume=%d, level=%d', vol, 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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local 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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i = 107 -- pistol ammo at rooftop
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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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checkfail('print(sprite[100000].ceilingpal)', "out-of-bounds sprite[] 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', "attempt to write to constant location")
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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[]")
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-- that would be horrible...
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checkfail('sprite._nextspritesect[4] = -666', "cannot write directly to nextspritesect[]")
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-- we're indexing a plain array!
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checkfail('print(sprite._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', "attempt to write to constant location")
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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.gethitickms = nil', "attempt to write to constant location")
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-- actor[].t_data[] is not accessible for 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'test/test_bitar'; 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)", "invalid tile number")
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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", "invalid sector number")
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checkfail("local flag=gv.SFLAG_NULL", "missing declaration")
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player[0].wackedbyactor = -1 -- should succeed
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checkfail("player[0].curr_weapon = -1", "Invalid weapon ID")
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player[0].curr_weapon = 1
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printf('ceilingbunch of sector 0: %d', sector[0].ceilingbunch)
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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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gameevent("PROCESSINPUT",
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-- Input test.
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-- NOTE: I don't think that exposing g_player[].sync (aka "input") is a good idea...
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function(actori, playeri, dist)
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local IB = player.INPUT_BITS
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local input = player[playeri]._input
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if (bit.band(input.bits, IB.JUMP) ~= 0) then
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print("JUMPED")
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-- ... because for example this doesn't work
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-- (P_HandleSharedKeys, where the JETPACK bit is tested, runs
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-- before P_ProcessInput):
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input.bits = bit.bor(input.bits, IB.JETPACK)
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end
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end
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)
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-- test event chaining
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gameevent("JUMP", actor.FLAGS.chain_beg,
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function(actori, playeri, dist)
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local ps = player[playeri]
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print("I'm first!")
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-- DBG_.oom()
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ps.weapon.PISTOL.shoots = 2605 -- RPG
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ps.weapon[gv.PISTOL_WEAPON].firesound = 351 -- thunder
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-- XXX: provide either named constants or methods?
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ps.pipebombControl = 2
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ps.tripbombControl = 2
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-- Test of INTERNAL member _pals.
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-- NOTE: setting colors partially is bad! E.g. after an item is
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-- picked up, col[0] and col[1] remain and tint everything greenish.
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ps._pals[2] = 20
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ps._pals.f = 30
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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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if (gv._DEBUG_LUNATIC) then
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DBG_.testmembread()
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end
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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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local pl = player[0]
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-- MAX < current is "allowed"
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pl.max_ammo_amount[gv.RPG_WEAPON] = 17
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pl:give_weapon(gv.RPG_WEAPON)
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pl.ammo_amount[gv.RPG_WEAPON] = 54
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pl:give_weapon(gv.SHRINKER_WEAPON)
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-- This looks much prettier:
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pl.ammo_amount.SHRINKER = 2
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-- MORTER2 from test/weaponvars.con
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player[0].weapon.SHOTGUN.shoots = 1653
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local proj = projectile[1653]
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proj.drop = 0
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proj:set_trail(2329) -- SMALLSMOKE
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t = gv.gethitickms()
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local N=1
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for n=1,N do
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for i=0,gv.MAXSPRITES-1 do
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sprite[i].filler = 1
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end
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for i=gv.MAXSPRITES-1,0,-1 do
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sprite[i].shade = 1
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end
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for i=0,gv.MAXSPRITES-1 do
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sprite[i].xoffset = 0
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end
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for i=gv.MAXSPRITES-1,0,-1 do
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sprite[i].yoffset = 1
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end
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end
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t = gv.gethitickms()-t
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printf("%d x four 0..MAXSPRITES-1 iterations took %.03f us per outer iteration", N, (1000*t)/N)
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-- Results on x86:
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-- N=1: 480-1000 us (too large variance)
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-- N=10: 190-210 us * 10 = 1.9-2.1 ms
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-- N=100: about 160 us * 100 = about 16 ms
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-- Make the DUKECAR in E1L1 into a zombie actor (temporarily)
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if (sprite[24].picnum==2491) then
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sprite.changestat(24, gv.STAT_ZOMBIEACTOR)
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end
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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 geom = require "geom"
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gameevent("LOADACTOR", function(i)
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local spr = sprite[i]
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if (i==614 and spr.picnum==930) then
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-- "police line" ribbon in E1L1
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-- clear the hitag so that it doesn't spawn as FALLER from premap
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spr.hitag = 0
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end
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end)
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gameactor(930, nil, 1, function(i) -- "police line" ribbon
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local spr = sprite[i]
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local r = math.random
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local d = 20
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-- NOTE: __add metamethod is called because of the RHS:
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local v = spr + geom.vec3(r(-d,d), r(-d,d))
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spr:setpos(v)
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end)
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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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local AF = actor.FLAGS
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local CS = sprite.CSTAT
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-- Also test actor code chaining: strength is doubled.
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gameactor(1680, AF.chain_end+AF.enemy, 2*TROOPSTRENGTH, "TROOPSTAND", -- LIZTROOP
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function(i, playeri, dist)
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spriteext[i]:make_animated()
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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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local actr = actor[i]
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if (actr:get_count() % 30 == 0) then
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spr.cstatx:flip(CS.YFLIP)
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end
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actr.flagsx:test(AF.NVG) -- test of bitint's ":test()" for actor[].flags
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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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local ps = player[0]
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if (ps.cursectnum >= 0) then
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local hit = sector[ps.cursectnum]:zrangeat(cam.pos)
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if (gv.totalclock%200==0) then
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printf("hit %s %d at z=%d, %s %d at z=%d",
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hit.c.spritep and "sprite" or "sector", hit.c.num, hit.c.z,
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hit.f.spritep and "sprite" or "sector", hit.f.num, hit.f.z)
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end
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end
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end
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)
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gameevent("DISPLAYREST", function()
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for i=0,10 do
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for j=1,100 do
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-- XXX: This is slower in the Polymodes than with classic!
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-- con._gametext(2822, j, i, 12, 0, 0, 16, 0,0,gv.xdim,gv.ydim,8192)
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end
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end
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-- Clear showing every sector with the pavement floor tile. (Unless we're
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-- in such a sector or an adjoining one.)
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-- XXX: We need a better place to do this, maybe an event in
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-- G_DisplayRest() where show2dsector[] is tweaked?
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local show2dsector = sector.showbitmap
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for i=0,gv.numsectors-1 do
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if (sector[i].floorpicnum==815) then
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show2dsector:set0(i)
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end
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end
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end)
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-- APLAYER
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gameactor(1405, actor.FLAGS.chain_beg, function(aci, pli)
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if (con._squished(aci, pli)) then
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printf("Squished LunaCON test")
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end
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end)
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gameevent("ANIMATESPRITES",
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function(aci)
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local tspr = atsprite[aci]
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if (tspr:getspr().picnum==1680) then
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local tspr2 = tspr:dup()
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if (tspr2) then
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tspr2.x = tspr2.x + 512*math.cos(gv.totalclock/60)
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tspr2.y = tspr2.y + 512*math.sin(gv.totalclock/60)
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tspr2.cstatx:set(CS.TRANSLUCENT_BOTH_BITS)
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end
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end
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end)
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printf("EVENT_INIT = %d", gv.EVENT_INIT) -- tests default defines
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local bittest = require "test/test_bitar"
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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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do
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-- Test ksin vs. sinb
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local xmath = require "xmath"
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|
local sum = 0
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|
|
|
local N = 1000
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local t = gv.gethitickms()
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for i=0,N*2048-1 do
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sum = sum+xmath.ksin(i)
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|
end
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t = gv.gethitickms()-t
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|
sum = sum*1e12
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printf("ksin: sum*1e12=%.03f, %.03fus per 0-2047 cycle", sum, t)
|
|
|
|
sum = 0
|
|
local t = gv.gethitickms()
|
|
for i=0,N*2048-1 do
|
|
sum = sum+xmath.sinb(i)
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|
end
|
|
t = gv.gethitickms()-t
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|
sum = sum*1e12
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|
printf("sinb: sum*1e12=%.03f, %.03fus per 0-2047 cycle", sum, t)
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|
|
|
-- Results (helixhorned x86):
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|
-- ksin: sum*1e12=0.000, 3.801us per 0-2047 cycle
|
|
-- sinb: sum*1e12=0.052, 2.886us per 0-2047 cycle
|
|
end
|
|
|
|
do
|
|
-- Test getflorzofslopeptr()/sector[]:floorzat()
|
|
local N = 100
|
|
local t = gv.gethitickms()
|
|
|
|
for n=1,N do
|
|
for i=0,gv.numsectors-1 do
|
|
local sec = sector[i]
|
|
local w1 = sec.wallptr
|
|
sec:floorzat(wall[w1])
|
|
end
|
|
end
|
|
|
|
printf("%d x %d floorzat: %.03f us", N, gv.numsectors, (gv.gethitickms()-t)*1000)
|
|
|
|
-- Results for 100 x 325 floorzat (helixhorned x86):
|
|
-- cdecl getflorzofslope(): 572.165 us
|
|
-- __fastcall getflorzofslope(): 830.147 us (sic, but tested only once!)
|
|
end
|
|
|
|
print('---=== END TEST SCRIPT ===---')
|
|
|
|
--[[
|
|
function check_sector_idx()
|
|
error("bla")
|
|
end
|
|
spritesofsect(0)
|
|
--]]
|
|
|
|
--DBG_.oom()
|
|
|
|
-- This will complain about wrong usage of 'error'. In particular,
|
|
-- the nil must not propagate to C!
|
|
checkfail('error(nil)', "error using 'error': error message must be a string")
|