abstreet/docs/design/testing.md
2018-09-16 16:35:48 -07:00

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# Testing-related design notes
## Simulation unit tests
To encourage testing, it should be easy to:
- describe a setup
- assert what the outcome should be
- sometimes just that no runtime invariants are broken
- pop up a UI to interactively step through the test
Some first tests to write:
= car starting with no path on road with no parking spots, ensure they wind up parking at the first spot on some
side street
- car stops for departing car (winds up following it)
- departing car waits for other car (winds up following it)
- a line of cars moving through a stop sign looks jittery right now. correct or not?
- following distances for cars of different lengths
Unclear how to nicely let the test inspect stuff every tick.
Rejected ideas:
- make every pub(crate) so a unit test can reach into state anywhere. It ruins viz for testing.
- JSONify stuff and look at that. too slow, and walking the JSON structure is annoying and not type-safe.
- make one-off accessors for interesting stuff. pollutes code and is tedious.
The idea that's sticking:
- every tick, accumulate a list of events that occurred. publish these from various places.
- most of the events are state transitions -- car leaves lane, intersection accepts ticket, car parks, bus departs
- beyond unit testing, this will be useful for building up a compressed schedule for the time traveler
- and already am kind of using this pattern to communicate between sim managers, spawners, etc
- will help compute trip statistics later
- would also be nice to log some of these
## Watch tests easily
- need to organize savestate captures
- dedicated place: data/savestates/MAP/scenario/time
- plumb map name, scenario name
- should be able to just point to one of these saves, not refer to the map or RNG seed again
- also kinda needed for time traveling later
- when a problem happens, we want to back up a little bit
- probably just need automatic occasional savestating, and to print a nice command to rerun from it
## Diffing for A/B tests
Basic problem: how do we show map edits/diffs?
- could be useful for debugging as new data sources come in
- and is vital part of the game
- UI
- highlight edited things
- hold a button to show the original versions of things in a transparentish overlay
How to show diffs for agents?