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Integration Tests #66
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+1 How do we validate whether an integration test has failed because the game server we used has gone down or if its the libraries fault? I was thinking maybe me could use pseuso-servers that just always reply with a predetermined response we saved from a real server. But this requires work to implement and might defeat the entire purpose as it doesn't accurately reflect the current game engine (e.g. if a game update changed how queries work). |
Yep, that leaves us with three options as I see it:
I'm interested on the 2nd point, as the first one might not be that good and the third one would be very time and resource consuming. |
4th option hard code server addresses and if they break change them |
I've considered this to be the 2nd point. If we choose this option, how would we test these servers? Just by querying and saying that it shouldnt be a And also if we choose to find these dynamically (using a script) how would we do that? Although some servers (Valve ones for example) do have a master server, and we could search for those but many do not. Is there a game tracker that has an open api for stuff like this? Providing 100% coverage of our games is impossible unless we start our own (3rd point). |
I've been going through the test suite and noticed that it primarily consists of unit tests. While unit tests are invaluable for checking the functionality of individual components, I believe it would greatly benefit the library to also have a suite of integration tests.
Understanding how the library interacts with real game servers is essential, given that this is its primary application. Current unit tests do an excellent job of validating the standalone functions of the library, yet they fall short in shedding light on the dynamics between these functions in a live server context. In addition to this, having integration tests would significantly improve the quality of life for developers.
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