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Test Driven Development For Games: What, Why, And How Noel Llopis Senior Architect High Moon Studios
[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
define G(n) int n(int t, int q, int d) #define X(p,t,s) (p>=t&&p<(t+s)&&(p-(t)&1023)<(s&1023)) #define U(m) *((signed char *)(m)) #define F if(!--q){ #define I(s) (int)main-(int)s #define P(s,c,k) for(h=0; h>>14==0; h+=129)Y(16*c+h/1024+Y(V+36))&128>>(h&7)?U(s+(h&15367))=k:k G (B) { Z; F D = E (Y (V), C = E (Y (V), Y (t + 4) + 3, 4, 0), 2, 0); Y (t + 12) = Y (t + 20) = i; Y (t + 24) = 1; Y (t + 28) = t; Y (t + 16) = 442890; Y (t + 28) = d = E (Y (V), s = D * 8 + 1664, 1, 0); for (p = 0; j < s; j++, p++) U (d + j) = i == D | j < p ? p--, 0 : (n = U (C + 512 + i++)) < ' ' ? p |= n * 56 - 497, 0 : n; } n = Y (Y (t + 4)) & 1; F U (Y (t + 28) + 1536) |= 62 & -n; M U (d + D) = X (D, Y (t + 12) + 26628, 412162) ? X (D, Y (t + 12) + 27653, 410112) ? 31 : 0 : U (d + D); for (; j < 12800; j += 8) P (d + 27653 + Y (t + 12) + ' ' * (j & ~511) + j % 512, U (Y (t + 28) + j / 8 + 64 * Y (t + 20)), 0); } F if (n) { D = Y (t + 28); if (d - 10) U (++Y (t + 24) + D + 1535) = d; else { for (i = D; i < D + 1600; i++) U (i) = U (i + 64); Y (t + 24) = 1; E (Y (V), i - 127, 3, 0); } } else Y (t + 20) += ((d >> 4) ^ (d >> 5)) - 3; } }
 
TDD addresses those problems
[object Object],TDD cycle Check in Check in TEST (ShieldLevelStartsFull) { Shield shield; CHECK_EQUAL (Shield::kMaxLevel, shield.GetLevel()); } Shield::Shield() : m_level (Shield::kMaxLevel) { } Write test Write code Refactor Failing tests Passing tests Passing tests
Benefits: Simplicity, modularity
Benefits: Safety net
Benefits: Instant feedback ,[object Object],[object Object],[object Object],[object Object],[object Object]
 
Benefits:  Documentation
TDD != Unit tests TDD != Testing strategy TDD == Development technique
[object Object],[object Object],[object Object],[object Object],[object Object]
Character + Shield Character Damage(x) Shield Damage(x) class Character { IShield* m_shield; public: Character(); void Damage(float amount); float GetHealth() const; };
Three Ways to Test ,[object Object],[object Object],[object Object]
Testing Return Values TEST (ShieldCanBeDamagedIfFull) { } Shield Test Shield bool Damage() Damage? Shield shield; CHECK (shield.Damage()); “ Failure in ShieldLevelStartsFull: Expected 100 but got 0”
Testing State TEST (LevelCannotBeDamagedBelowZero) { } Shield Test Shield Damage(200) GetLevel() Shield shield; shield.Damage(200); CHECK_EQUAL (0, shield.GetLevel()); 0?
Where do we put tests? ,[object Object],[object Object],[object Object],[object Object]
Writing Tests ,[object Object],[object Object]
Run Tests With Every Build
Testing Interaction (Can Be A Problem Initially) Test Character Character Damage() *m_shield TEST(CharacterUsesShieldToAbsorbDamage) { Character character(400); character.Damage(100); CHECK_EQUAL(390, character.GetHealth()); } 390? Shield GetHealth() Fancy Shield
class IShield { public: virtual float Damage(float amount) = 0; } class FancyShield : public IShield { public: float Damage(float amount) { … }; } class MockShield : public IShield { public: float damagePassedIn; float damageToReturn; float Damage(float amount) { damagePassedIn = amount; return damageToReturn; } } A mock object stands in for an object outside the unit you're testing
Using a Mock in Your Test Test Character TEST(CharacterUsesShieldToAbsorbDamage) { } MockShield  MockShield mockShield = new MockShield; mockShield->damageToReturn = 10; Character character(400, mockShield); character.Damage(200); CHECK_EQUAL(200, mockShield->damagePassedIn); CHECK_EQUAL(390, character.GetHealth()); Character Damage() *m_shield Parameters correct? GetHealth() Returned damage correctly used?
Best Practices: Test only the code at hand Test Code under test Test Code under test Subsystem A Subsystem B Subsystem C Something the cat dragged in The kitchen sink Who knows
Best Practices: Keep Tests Simple TEST (ShieldStartsAtInitialLevel) { ShieldComponent shield(100); CHECK_EQUAL (100, shield.GetLevel()); } TEST (ShieldTakesDamage) { ShieldComponent shield(100); shield.Damage(30); CHECK_EQUAL (70, shield.GetLevel()); } TEST (LevelCannotDropBelowZero) { ShieldComponent shield(100); shield.Damage(200); CHECK_EQUAL (0, shield.GetLevel()); } TEST(ActorDoesntMoveIfPelvisBodyIsInSamePositionAsPelvisAnim) { component = ConstructObject<UAmpPhysicallyDrivableSkeletalComponent>(); component->physicalPelvisHandle = NULL; component->SetOwner(owner); component->SkeletalMesh = skelMesh; component->Animations = CreateReadable2BoneAnimSequenceForAmpRagdollGetup(component, skelMesh, 10.0f, 0.0f); component->PhysicsAsset = physicsAsset; component->SpaceBases.AddZeroed(2); component->InitComponentRBPhys(false); component->LocalToWorld = FMatrix::Identity; const FVector actorPos(100,200,300); const FVector pelvisBodyPositionWS(100,200,380); const FTranslationMatrix actorToWorld(actorPos); owner->Location = actorPos; component->ConditionalUpdateTransform(actorToWorld); INT pelvisIndex = physicsAsset->CreateNewBody(TEXT(&quot;Bone1&quot;)); URB_BodySetup* pelvisSetup = physicsAsset->BodySetup(pelvisIndex); FPhysAssetCreateParams params = GetGenericCreateParamsForAmpRagdollGetup(); physicsAsset->CreateCollisionFromBone( pelvisSetup, skelMesh, 1, params, boneThings); URB_BodyInstance* pelvisBody = component->PhysicsAssetInstance->Bodies(0); NxActor* pelvisNxActor = pelvisBody->GetNxActor(); SetRigidBodyPositionWSForAmpRagdollGetup(*pelvisNxActor, pelvisBodyPositionWS); component->UpdateSkelPose(0.016f); component->RetransformActorToMatchCurrrentRoot(TransformManipulator()); const float kTolerance(0.002f); FMatrix expectedActorMatrix; expectedActorMatrix.SetIdentity(); expectedActorMatrix.M[3][0] = actorPos.X; expectedActorMatrix.M[3][1] = actorPos.Y; expectedActorMatrix.M[3][2] = actorPos.Z; const FMatrix actorMatrix = owner->LocalToWorld(); CHECK_ARRAY2D_CLOSE(expectedActorMatrix.M, actorMatrix.M, 4, 4, kTolerance); }
Best Practices: Keep Tests Fast Slow Test(24 > 20 ms): CheckSpotOverlapIsHandledCorrectly1Test Slow Test(25 > 20 ms): CheckSpotOverlapIsHandledCorrectly2Test Slow Test(24 > 20 ms): DeleteWaveEventFailsIfEventDoesntExistInCueTest Slow Test(22 > 20 ms): CanGetObjectsInBrowserListPackageTest Slow Test(48 > 20 ms): HmAddActorCallsCreateActorTest Slow Test(74 > 20 ms): HmReplaceActorDoesNothingIfEmptySelectionTest Slow Test(57 > 20 ms): HmReplaceActorWorksIfTwoActorsSelectedTest Slow Test(26 > 20 ms): ThrowExceptionWhenTrackIndexOutOfRangeTest Total time spent in 1923 tests: 4.83 seconds. Time spent in 26 slow tests: 2.54 seconds.
Best Practices: Keep Tests Fast Running unit tests TestDebugServer in Debug... 116 tests run There were no test failures. Test time: 0.016 seconds. Running unit tests for TestStreams in Debug... 138 tests run There were no test failures. Test time: 0.015 seconds. Running unit tests TestMath in Debug... 245 tests run There were no test failures. Test time: 0.001 seconds. Running unit tests... 184 tests run There were no test failures. Test time: 0.359 seconds.
Best Practices: Keep Tests Independent g_CollisionWorldSingleton
[object Object],[object Object],[object Object],[object Object],[object Object]
Run the tests on consoles... less often
 
Wrap full API
Test API state directly
Test all code except for API calls
Testing With Middleware Havok RenderWare Unreal Novodex OpenGL DirectX
TDD With An Existing Engine
I'd like to use TDD but...
[object Object],[object Object],[object Object],[object Object],[object Object]
Lesson #1: TDD can be used for high-level game code
Fighting AI example function TestEnemyChoosesLightAttack() { FightingComp = new(self) class'FightingComponent'; FightingComp.AddAttack(LightAttack); FightingComp.AddAttack(HeavyAttack); enemy.AttachComponent(FightingComp); enemy.FightingComponent = FightingComp; enemy.FindPlayerPawn = MockFindPlayerPawn; enemy.ShouldMeleeAttack = MockShouldAttack; ShouldMeleeAttackReturn = true; enemy.Tick(0.666); CheckObjectsEqual(LightAttack, FightingComp.GetCurrentAttack()); }
Character behavior example TEST_F( CharacterFixture,   SupportedWhenLeapAnimationEndsTransitionsRunning ) { LandingState state(CharacterStateParameters(&character),   AnimationIndex::LeapLanding); state.Enter(input); input.deltaTime = character.GetAnimationDuration(   AnimationIndex::LeapLanding ) + kEpsilon; character.supported = true; CharacterStateOutput output = state.Update( input ); CHECK_EQUAL(std::string(&quot;TransitionState&quot;),   output.nextState->GetClassInfo().GetName()); const TransitionState& transition = *output.nextState; CHECK_EQUAL(std::string(&quot;RunningState&quot;),   transition.endState->GetClassInfo().GetName()); }
Choice of architecture
Lesson #2: TDD and code design
Lesson #3: Number of tests as a measure of progress
Lesson #4: TDD improves build stability
Lesson #5: TDD creates more code
Lesson #6: Development speed
Lesson #7: Adopting TDD
Lesson #7: Adopting TDD ,[object Object]
1. What is TDD? 2. How We Use TDD 3. TDD and Games 4. Lessons Learned 5. Wrap Up
Conclusion
Questions? ,[object Object],[object Object],[object Object],Noel Llopis -  [email_address]

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Test Driven Development For Games: What, Why, And How (Game Connect 2006)

  • 1. Test Driven Development For Games: What, Why, And How Noel Llopis Senior Architect High Moon Studios
  • 2.
  • 3.
  • 4. define G(n) int n(int t, int q, int d) #define X(p,t,s) (p>=t&&p<(t+s)&&(p-(t)&1023)<(s&1023)) #define U(m) *((signed char *)(m)) #define F if(!--q){ #define I(s) (int)main-(int)s #define P(s,c,k) for(h=0; h>>14==0; h+=129)Y(16*c+h/1024+Y(V+36))&128>>(h&7)?U(s+(h&15367))=k:k G (B) { Z; F D = E (Y (V), C = E (Y (V), Y (t + 4) + 3, 4, 0), 2, 0); Y (t + 12) = Y (t + 20) = i; Y (t + 24) = 1; Y (t + 28) = t; Y (t + 16) = 442890; Y (t + 28) = d = E (Y (V), s = D * 8 + 1664, 1, 0); for (p = 0; j < s; j++, p++) U (d + j) = i == D | j < p ? p--, 0 : (n = U (C + 512 + i++)) < ' ' ? p |= n * 56 - 497, 0 : n; } n = Y (Y (t + 4)) & 1; F U (Y (t + 28) + 1536) |= 62 & -n; M U (d + D) = X (D, Y (t + 12) + 26628, 412162) ? X (D, Y (t + 12) + 27653, 410112) ? 31 : 0 : U (d + D); for (; j < 12800; j += 8) P (d + 27653 + Y (t + 12) + ' ' * (j & ~511) + j % 512, U (Y (t + 28) + j / 8 + 64 * Y (t + 20)), 0); } F if (n) { D = Y (t + 28); if (d - 10) U (++Y (t + 24) + D + 1535) = d; else { for (i = D; i < D + 1600; i++) U (i) = U (i + 64); Y (t + 24) = 1; E (Y (V), i - 127, 3, 0); } } else Y (t + 20) += ((d >> 4) ^ (d >> 5)) - 3; } }
  • 5.  
  • 7.
  • 10.
  • 11.  
  • 13. TDD != Unit tests TDD != Testing strategy TDD == Development technique
  • 14.
  • 15. Character + Shield Character Damage(x) Shield Damage(x) class Character { IShield* m_shield; public: Character(); void Damage(float amount); float GetHealth() const; };
  • 16.
  • 17. Testing Return Values TEST (ShieldCanBeDamagedIfFull) { } Shield Test Shield bool Damage() Damage? Shield shield; CHECK (shield.Damage()); “ Failure in ShieldLevelStartsFull: Expected 100 but got 0”
  • 18. Testing State TEST (LevelCannotBeDamagedBelowZero) { } Shield Test Shield Damage(200) GetLevel() Shield shield; shield.Damage(200); CHECK_EQUAL (0, shield.GetLevel()); 0?
  • 19.
  • 20.
  • 21. Run Tests With Every Build
  • 22. Testing Interaction (Can Be A Problem Initially) Test Character Character Damage() *m_shield TEST(CharacterUsesShieldToAbsorbDamage) { Character character(400); character.Damage(100); CHECK_EQUAL(390, character.GetHealth()); } 390? Shield GetHealth() Fancy Shield
  • 23. class IShield { public: virtual float Damage(float amount) = 0; } class FancyShield : public IShield { public: float Damage(float amount) { … }; } class MockShield : public IShield { public: float damagePassedIn; float damageToReturn; float Damage(float amount) { damagePassedIn = amount; return damageToReturn; } } A mock object stands in for an object outside the unit you're testing
  • 24. Using a Mock in Your Test Test Character TEST(CharacterUsesShieldToAbsorbDamage) { } MockShield MockShield mockShield = new MockShield; mockShield->damageToReturn = 10; Character character(400, mockShield); character.Damage(200); CHECK_EQUAL(200, mockShield->damagePassedIn); CHECK_EQUAL(390, character.GetHealth()); Character Damage() *m_shield Parameters correct? GetHealth() Returned damage correctly used?
  • 25. Best Practices: Test only the code at hand Test Code under test Test Code under test Subsystem A Subsystem B Subsystem C Something the cat dragged in The kitchen sink Who knows
  • 26. Best Practices: Keep Tests Simple TEST (ShieldStartsAtInitialLevel) { ShieldComponent shield(100); CHECK_EQUAL (100, shield.GetLevel()); } TEST (ShieldTakesDamage) { ShieldComponent shield(100); shield.Damage(30); CHECK_EQUAL (70, shield.GetLevel()); } TEST (LevelCannotDropBelowZero) { ShieldComponent shield(100); shield.Damage(200); CHECK_EQUAL (0, shield.GetLevel()); } TEST(ActorDoesntMoveIfPelvisBodyIsInSamePositionAsPelvisAnim) { component = ConstructObject<UAmpPhysicallyDrivableSkeletalComponent>(); component->physicalPelvisHandle = NULL; component->SetOwner(owner); component->SkeletalMesh = skelMesh; component->Animations = CreateReadable2BoneAnimSequenceForAmpRagdollGetup(component, skelMesh, 10.0f, 0.0f); component->PhysicsAsset = physicsAsset; component->SpaceBases.AddZeroed(2); component->InitComponentRBPhys(false); component->LocalToWorld = FMatrix::Identity; const FVector actorPos(100,200,300); const FVector pelvisBodyPositionWS(100,200,380); const FTranslationMatrix actorToWorld(actorPos); owner->Location = actorPos; component->ConditionalUpdateTransform(actorToWorld); INT pelvisIndex = physicsAsset->CreateNewBody(TEXT(&quot;Bone1&quot;)); URB_BodySetup* pelvisSetup = physicsAsset->BodySetup(pelvisIndex); FPhysAssetCreateParams params = GetGenericCreateParamsForAmpRagdollGetup(); physicsAsset->CreateCollisionFromBone( pelvisSetup, skelMesh, 1, params, boneThings); URB_BodyInstance* pelvisBody = component->PhysicsAssetInstance->Bodies(0); NxActor* pelvisNxActor = pelvisBody->GetNxActor(); SetRigidBodyPositionWSForAmpRagdollGetup(*pelvisNxActor, pelvisBodyPositionWS); component->UpdateSkelPose(0.016f); component->RetransformActorToMatchCurrrentRoot(TransformManipulator()); const float kTolerance(0.002f); FMatrix expectedActorMatrix; expectedActorMatrix.SetIdentity(); expectedActorMatrix.M[3][0] = actorPos.X; expectedActorMatrix.M[3][1] = actorPos.Y; expectedActorMatrix.M[3][2] = actorPos.Z; const FMatrix actorMatrix = owner->LocalToWorld(); CHECK_ARRAY2D_CLOSE(expectedActorMatrix.M, actorMatrix.M, 4, 4, kTolerance); }
  • 27. Best Practices: Keep Tests Fast Slow Test(24 > 20 ms): CheckSpotOverlapIsHandledCorrectly1Test Slow Test(25 > 20 ms): CheckSpotOverlapIsHandledCorrectly2Test Slow Test(24 > 20 ms): DeleteWaveEventFailsIfEventDoesntExistInCueTest Slow Test(22 > 20 ms): CanGetObjectsInBrowserListPackageTest Slow Test(48 > 20 ms): HmAddActorCallsCreateActorTest Slow Test(74 > 20 ms): HmReplaceActorDoesNothingIfEmptySelectionTest Slow Test(57 > 20 ms): HmReplaceActorWorksIfTwoActorsSelectedTest Slow Test(26 > 20 ms): ThrowExceptionWhenTrackIndexOutOfRangeTest Total time spent in 1923 tests: 4.83 seconds. Time spent in 26 slow tests: 2.54 seconds.
  • 28. Best Practices: Keep Tests Fast Running unit tests TestDebugServer in Debug... 116 tests run There were no test failures. Test time: 0.016 seconds. Running unit tests for TestStreams in Debug... 138 tests run There were no test failures. Test time: 0.015 seconds. Running unit tests TestMath in Debug... 245 tests run There were no test failures. Test time: 0.001 seconds. Running unit tests... 184 tests run There were no test failures. Test time: 0.359 seconds.
  • 29. Best Practices: Keep Tests Independent g_CollisionWorldSingleton
  • 30.
  • 31. Run the tests on consoles... less often
  • 32.  
  • 34. Test API state directly
  • 35. Test all code except for API calls
  • 36. Testing With Middleware Havok RenderWare Unreal Novodex OpenGL DirectX
  • 37. TDD With An Existing Engine
  • 38. I'd like to use TDD but...
  • 39.
  • 40. Lesson #1: TDD can be used for high-level game code
  • 41. Fighting AI example function TestEnemyChoosesLightAttack() { FightingComp = new(self) class'FightingComponent'; FightingComp.AddAttack(LightAttack); FightingComp.AddAttack(HeavyAttack); enemy.AttachComponent(FightingComp); enemy.FightingComponent = FightingComp; enemy.FindPlayerPawn = MockFindPlayerPawn; enemy.ShouldMeleeAttack = MockShouldAttack; ShouldMeleeAttackReturn = true; enemy.Tick(0.666); CheckObjectsEqual(LightAttack, FightingComp.GetCurrentAttack()); }
  • 42. Character behavior example TEST_F( CharacterFixture, SupportedWhenLeapAnimationEndsTransitionsRunning ) { LandingState state(CharacterStateParameters(&character), AnimationIndex::LeapLanding); state.Enter(input); input.deltaTime = character.GetAnimationDuration( AnimationIndex::LeapLanding ) + kEpsilon; character.supported = true; CharacterStateOutput output = state.Update( input ); CHECK_EQUAL(std::string(&quot;TransitionState&quot;), output.nextState->GetClassInfo().GetName()); const TransitionState& transition = *output.nextState; CHECK_EQUAL(std::string(&quot;RunningState&quot;), transition.endState->GetClassInfo().GetName()); }
  • 44. Lesson #2: TDD and code design
  • 45. Lesson #3: Number of tests as a measure of progress
  • 46. Lesson #4: TDD improves build stability
  • 47. Lesson #5: TDD creates more code
  • 50.
  • 51. 1. What is TDD? 2. How We Use TDD 3. TDD and Games 4. Lessons Learned 5. Wrap Up
  • 53.