#!/usr/bin/env python3 """ Comprehensive Pytest configuration file for MMORPG test suite. Provides shared fixtures, test configuration, and testing utilities. """ import pytest import sys import os import tempfile import shutil from typing import Generator, Dict, Any, List from unittest.mock import Mock, patch import threading import time # Add project root to path sys.path.insert(0, os.path.dirname(os.path.dirname(__file__))) # Import project components from src.core.game_engine import GameEngine from src.facades.game_facade import GameFacade # Avoid importing UI components to prevent Gradio instantiation # from src.ui.interface_manager import InterfaceManager # from src.ui.huggingface_ui import HuggingFaceUI from src.core.player import Player from src.core.world import GameWorld class TestGameEngine(GameEngine): """Test version of GameEngine that can be reset between tests.""" def __new__(cls): # Use a different instance variable for test engine to avoid conflicts if not hasattr(cls, '_test_instance') or cls._test_instance is None: with cls._lock: if not hasattr(cls, '_test_instance') or cls._test_instance is None: cls._test_instance = object.__new__(cls) return cls._test_instance def __init__(self): if hasattr(self, '_test_initialized'): return with self._lock: if hasattr(self, '_test_initialized'): return self._test_initialized = True self._running = False self._services: Dict[str, Any] = {} # Initialize core components from src.core.world import GameWorld self._game_world = GameWorld() # Initialize services but disable threading self._initialize_services_no_threads() def _initialize_services_no_threads(self): """Initialize services without background threads for testing.""" from src.services.player_service import PlayerService from src.services.chat_service import ChatService from src.services.npc_service import NPCService from src.services.mcp_service import MCPService from src.services.plugin_service import PluginService # Initialize services try: self._services['player'] = PlayerService(self._game_world) self._services['plugin'] = PluginService() self._services['chat'] = ChatService(self._game_world, plugin_service=self._services['plugin']) # Initialize NPC service but prevent movement system from starting npc_service = NPCService(self._game_world) # Override the start method to prevent thread creation npc_service.start_movement_system = lambda: None self._services['npc'] = npc_service self._services['mcp'] = MCPService( player_service=self._services['player'], npc_service=self._services['npc'], chat_service=self._services['chat'], game_world=self._game_world ) except Exception as e: print(f"Error initializing test services: {e}") @classmethod def reset_instance(cls): """Reset the singleton instance for testing.""" with cls._lock: if hasattr(cls, '_test_instance') and cls._test_instance and hasattr(cls._test_instance, '_services'): # Stop all background threads before resetting for service_name, service in cls._test_instance._services.items(): if hasattr(service, 'stop_movement_system'): try: service.stop_movement_system() except Exception as e: print(f"Warning: Error stopping {service_name} movement system: {e}") cls._test_instance = None @pytest.fixture(scope="session", autouse=True) def setup_test_environment(): """Set up the test environment and clean up after all tests.""" # Create temporary directory for test files test_dir = tempfile.mkdtemp(prefix="mmorpg_test_") os.environ['MMORPG_TEST_DIR'] = test_dir yield test_dir # Cleanup if os.path.exists(test_dir): shutil.rmtree(test_dir) @pytest.fixture(scope="function") def game_engine() -> Generator[GameEngine, None, None]: """Provide a fresh game engine instance for each test.""" # Reset singleton before test TestGameEngine.reset_instance() # Patch the original GameEngine with our test version with patch('src.core.game_engine.GameEngine', TestGameEngine): engine = TestGameEngine() yield engine # Stop engine and reset after test engine.stop() TestGameEngine.reset_instance() @pytest.fixture(scope="function") def game_facade(game_engine) -> Generator[GameFacade, None, None]: """Provide a game facade instance for tests.""" facade = GameFacade() yield facade @pytest.fixture(scope="function") def game_world() -> Generator[GameWorld, None, None]: """Provide a fresh game world instance for tests.""" world = GameWorld() yield world @pytest.fixture(scope="function") def ui_components(game_facade) -> Generator[tuple, None, None]: """Provide UI components for tests.""" from unittest.mock import Mock, MagicMock # Create mock UI components to avoid Gradio instantiation during tests ui = Mock() # Remove spec to avoid importing HuggingFaceUI ui.game_facade = game_facade ui.get_keyboard_script = Mock(return_value=""" document.addEventListener('keydown', function(event) { if (event.key === 'w' || event.key === 'W') { event.preventDefault(); } if (event.key === 's' || event.key === 'S') { event.preventDefault(); } if (event.key === 'a' || event.key === 'A') { event.preventDefault(); } if (event.key === 'd' || event.key === 'D') { event.preventDefault(); } }); """) ui.generate_world_html = Mock(return_value="
Mock World HTML
") ui.create_interface = Mock(return_value=MagicMock()) interface_manager = Mock() # Remove spec to avoid importing InterfaceManager interface_manager.game_facade = game_facade interface_manager.ui = ui interface_manager.handle_movement = Mock(return_value={"success": True}) interface_manager.handle_chat = Mock(return_value={"success": True}) interface_manager.setup_event_handlers = Mock() yield ui, interface_manager @pytest.fixture(scope="function") def test_player(game_facade) -> Generator[str, None, None]: """Create a test player and clean up after test.""" player_id = game_facade.join_game("TestPlayer") yield player_id # Cleanup - remove player if still exists try: game_facade.leave_game(player_id) except: pass # Player might already be removed @pytest.fixture(scope="function") def multiple_test_players(game_facade) -> Generator[List[str], None, None]: """Create multiple test players for multiplayer testing.""" player_ids = [] for i in range(3): player_id = game_facade.join_game(f"TestPlayer{i+1}") player_ids.append(player_id) yield player_ids # Cleanup for player_id in player_ids: try: game_facade.leave_game(player_id) except: pass @pytest.fixture(scope="function") def sample_player_data() -> Dict[str, Any]: """Provide sample player data for testing.""" return { "name": "TestPlayer", "x": 100, "y": 150, "health": 100, "level": 1, "experience": 0, "gold": 50, "type": "human" } @pytest.fixture(scope="function") def sample_npc_data() -> List[Dict[str, Any]]: """Provide sample NPC data for testing.""" return [ { "id": "test_npc_1", "name": "Test Merchant", "x": 200, "y": 200, "char": "🏪", "personality": "friendly" }, { "id": "test_npc_2", "name": "Test Guard", "x": 300, "y": 100, "char": "🛡️", "personality": "stern" } ] @pytest.fixture(scope="function") def sample_chat_messages() -> List[Dict[str, Any]]: """Provide sample chat messages for testing.""" return [ { "sender": "TestPlayer1", "message": "Hello everyone!", "type": "public", "timestamp": "2024-01-01 10:00:00" }, { "sender": "TestPlayer2", "message": "Hi there!", "type": "public", "timestamp": "2024-01-01 10:01:00" }, { "sender": "TestPlayer1", "message": "Secret message", "type": "private", "recipient": "TestPlayer2", "timestamp": "2024-01-01 10:02:00" } ] @pytest.fixture(scope="function") def mock_gradio_components(): """Provide mock Gradio components for UI testing.""" mock_components = {} # Mock common Gradio components mock_components['textbox'] = Mock() mock_components['button'] = Mock() mock_components['html'] = Mock() mock_components['json'] = Mock() mock_components['dataframe'] = Mock() mock_components['chatbot'] = Mock() mock_components['dropdown'] = Mock() mock_components['checkbox'] = Mock() return mock_components @pytest.fixture(scope="function") def mock_file_system(): """Provide a mock file system for testing.""" with tempfile.TemporaryDirectory() as temp_dir: # Create test directory structure plugins_dir = os.path.join(temp_dir, "plugins") os.makedirs(plugins_dir, exist_ok=True) # Create a sample plugin file sample_plugin = os.path.join(plugins_dir, "test_plugin.py") with open(sample_plugin, 'w') as f: f.write(""" class TestPlugin: def __init__(self): self.name = "test_plugin" def activate(self): return True def deactivate(self): return True """) yield temp_dir @pytest.fixture(scope="function") def mock_mcp_client(): """Provide a mock MCP client for testing.""" mock_client = Mock() mock_client.connect.return_value = True mock_client.disconnect.return_value = True mock_client.send_message.return_value = {"status": "success"} mock_client.receive_message.return_value = {"type": "response", "data": {}} return mock_client @pytest.fixture(scope="function") def performance_timer(): """Provide a performance timer for benchmarking tests.""" class PerformanceTimer: def __init__(self): self.start_time = None self.end_time = None def start(self): self.start_time = time.time() def stop(self): self.end_time = time.time() return self.end_time - self.start_time def elapsed(self): if self.start_time and self.end_time: return self.end_time - self.start_time return None return PerformanceTimer() @pytest.fixture(scope="function") def thread_pool(): """Provide a thread pool for concurrency testing.""" threads = [] def create_thread(target, *args, **kwargs): thread = threading.Thread(target=target, args=args, kwargs=kwargs) threads.append(thread) return thread yield create_thread # Cleanup - wait for all threads to complete for thread in threads: if thread.is_alive(): thread.join(timeout=5.0) # Test markers def pytest_configure(config): """Configure pytest markers.""" config.addinivalue_line("markers", "unit: Unit tests") config.addinivalue_line("markers", "integration: Integration tests") config.addinivalue_line("markers", "e2e: End-to-end tests") config.addinivalue_line("markers", "performance: Performance tests") config.addinivalue_line("markers", "security: Security tests") config.addinivalue_line("markers", "smoke: Smoke tests") config.addinivalue_line("markers", "slow: Slow running tests") # Test collection customization def pytest_collection_modifyitems(config, items): """Modify test collection to add automatic markers.""" for item in items: # Automatically mark tests based on their location if "unit" in str(item.fspath): item.add_marker(pytest.mark.unit) elif "integration" in str(item.fspath): item.add_marker(pytest.mark.integration) elif "e2e" in str(item.fspath): item.add_marker(pytest.mark.e2e) elif "performance" in str(item.fspath): item.add_marker(pytest.mark.performance) item.add_marker(pytest.mark.slow) elif "security" in str(item.fspath): item.add_marker(pytest.mark.security) elif "smoke" in str(item.fspath): item.add_marker(pytest.mark.smoke) # Utility functions for tests class TestUtilities: """Utility functions for testing.""" @staticmethod def wait_for_condition(condition_func, timeout=5.0, interval=0.1): """Wait for a condition to become true.""" start_time = time.time() while time.time() - start_time < timeout: if condition_func(): return True time.sleep(interval) return False @staticmethod def assert_eventually(condition_func, timeout=5.0, message="Condition not met"): """Assert that a condition eventually becomes true.""" if not TestUtilities.wait_for_condition(condition_func, timeout): raise AssertionError(message) @pytest.fixture(scope="session") def test_utils(): """Provide test utilities.""" return TestUtilities # Performance benchmarking @pytest.fixture(scope="function") def benchmark_tracker(): """Provide benchmark tracking for performance tests.""" class BenchmarkTracker: def __init__(self): self.metrics = {} def track(self, name, value, unit="ms"): self.metrics[name] = {"value": value, "unit": unit} def get_metrics(self): return self.metrics def assert_performance(self, name, max_value, message=None): if name not in self.metrics: raise AssertionError(f"Metric '{name}' not tracked") actual = self.metrics[name]["value"] if actual > max_value: msg = message or f"Performance regression: {name} = {actual}, expected <= {max_value}" raise AssertionError(msg) return BenchmarkTracker() @pytest.fixture(scope="function") def npc_service_no_movement(game_engine) -> Generator[Any, None, None]: """Provide an NPC service without movement system for tests.""" from src.services.npc_service import NPCService # Get the NPC service from the engine npc_service = game_engine.get_service('npc') # Stop movement system if it's running if hasattr(npc_service, 'stop_movement_system'): npc_service.stop_movement_system() # Override the start_movement_system to do nothing during tests original_start = npc_service.start_movement_system npc_service.start_movement_system = lambda: None yield npc_service # Restore original method npc_service.start_movement_system = original_start # Test configuration def pytest_configure(config): """Configure pytest with custom markers.""" config.addinivalue_line("markers", "unit: Unit tests") config.addinivalue_line("markers", "integration: Integration tests") config.addinivalue_line("markers", "e2e: End-to-end tests") config.addinivalue_line("markers", "performance: Performance tests") config.addinivalue_line("markers", "smoke: Smoke tests") config.addinivalue_line("markers", "refactoring: Refactoring completion tests")