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[Freeciv-Dev] Re: a civserver patch testing framework (was: [RFC][Patch]

[Freeciv-Dev] Re: a civserver patch testing framework (was: [RFC][Patch]

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To: Paul Zastoupil <paul@xxxxxxxxxxxxx>
Cc: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>, freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: a civserver patch testing framework (was: [RFC][Patch] Inline)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 21 Mar 2002 18:12:53 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Thu, Mar 21, 2002 at 08:22:12AM -0800, Paul Zastoupil wrote:
> Looks like we need new hardware.  I'll see if we can get a
>, it would be better if this didn't run on civserver,
> where it would affect players.

If it is easy as an "make foobar" or "./" than every
develop can do this. We should be able to bundle a lot of cycles this

> On Thu, Mar 21, 2002 at 05:03:21PM +0100, Per I. Mathisen wrote:
> > On Thu, 21 Mar 2002, Reinier Post wrote:
> > > I've thought out how to implement this in a Makefile
> > > and wrote an auxiliary utility, but not the Makefile itself.
> > >
> > > It would be used from a web interface; its purpose would be
> > > to allow different versions to be run on
> > 
> > This is all good, but I would also like better support for testing in
> > freeciv proper. Autogames are brilliant, if you know how to set them up.
> > But they don't test client<->server interaction, or the clients at all,
> > where I suspect the development version still has a lot of bugs.
> > 
> > In the sound patch I added support for "make check" on the sound stuff.
> > Raimar removed this. I would like to see something like this added to
> > freeciv eventually (put in a directory of its own, like "tests/"), which
> > in addition to running some tests on basic functions (with different
> > ruleset options selected), runs a few autogames with different options
> > set, then finally loads a savegame produced by this autogame.
> > 
> > It would also be good to set up a "bug-find farm" with autogames that use
> > random server variables and ruleset options (within sane limits). Lots of
> > bugs can be uncovered that way. For instance, it took just a quick
> > autogame with tech_cost_style=1 to see that this had become broken (I have
> > already posted a patch that fixes this).
> > 
> > Finally it would be really nice to have an "AI" client that can join
> > autogames, even if it does nothing other than sitting there with two
> > cities run by cma, since this allows us to test network interaction very
> > quickly. Don't anyone already have code for this?

Good ideas.


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