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In-game tests: a rerun counts the checks it skips - #502
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Sections 23 and 26 test the first registration of a listener, which a second run in the same game can not repeat, so they skip themselves and said so in a note. The note now carries how many checks it skips and the summary adds them up, so the checks a rerun runs plus the checks it skips are what the first run ran.
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…t still compiles A required method on the public interface broke any class implementing it for setEventChecksReporter and its siblings. The default reports the plain note those reporters got before; the runner's own reporter overrides it to count. A test with a reporter of the old shape fails to compile without the default.
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Running the in-game suite a second time in the same game skips sections 23 and 26. They test the first registration of a listener, a listener can not be taken back, and so a second run can not repeat them. They said so in an INFO note, but the totals did not: the first run reported 103 checks and the second 97, with nothing saying where 6 went.
The note now carries the count (
skipped 4 checks: ...) and the summary adds them up:97/97 checks passed, 6 skipped. The checks a rerun runs plus the checks it skips are what the first run ran, so a rerun which loses a check without saying so can be told from one which skipped it on purpose.IngameChecksgetsskipped(int checks, string why)next tonote, which the two sections call instead ofnote. It has a default body, the plain note, so a reporter written before it existed still compiles; the runner's own reporter overrides it to count.Measured on the 3.0.0.24268 client in a test map, the suite twice in one game: 103 checks the first time, 97 plus 6 skipped the second. The six are the four checks of section 23 and the two of section 26. If one of those sections gains or loses a check without its count changing, that sum no longer holds.
grill test: 522 of 522, including a test with a reporter of the old shape.