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< h1 > Using Travis< a class = "headerlink" href = "#using-travis" title = "Permalink to this headline" > ¶< / a > < / h1 >
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< p > Evennia uses < a class = "reference external" href = "http://travis-ci.org/" > Travis CI< / a > to check that it’ s building successfully after every
commit to its Github repository (you can for example see the < code class = "docutils literal notranslate" > < span class = "pre" > build:< / span > < span class = "pre" > passing< / span > < / code > badge at the top of
Evennia’ s < a class = "reference external" href = "https://github.com/evennia/evennia" > Readme file< / a > ). If your game is open source on Github
you may use Travis for free. See < a class = "reference external" href = "http://docs.travis-ci.com/user/getting-started/" > the Travis docs< / a >
for how to get started.< / p >
< p > After logging in you need to point Travis to your repository on github. One further thing you need
to set up yourself is a Travis config file named < code class = "docutils literal notranslate" > < span class = "pre" > .travis.yml< / span > < / code > (note the initial period < code class = "docutils literal notranslate" > < span class = "pre" > .< / span > < / code > ). This
should be created in the < em > root< / em > of your game directory.< / p >
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< div class = "highlight-yaml notranslate" > < table class = "highlighttable" > < tr > < td class = "linenos" > < div class = "linenodiv" > < pre > 1
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15< / pre > < / div > < / td > < td class = "code" > < div class = "highlight" > < pre > < span > < / span > < span class = "nt" > dist< / span > < span class = "p" > :< / span > < span class = "l l-Scalar l-Scalar-Plain" > xenial< / span >
< span class = "nt" > language< / span > < span class = "p" > :< / span > < span class = "l l-Scalar l-Scalar-Plain" > python< / span >
< span class = "nt" > cache< / span > < span class = "p" > :< / span > < span class = "l l-Scalar l-Scalar-Plain" > pip< / span >
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< span class = "nt" > python< / span > < span class = "p" > :< / span >
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< span class = "p p-Indicator" > -< / span > < span class = "s" > " 3.7" < / span >
< span class = "p p-Indicator" > -< / span > < span class = "s" > " 3.8" < / span >
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< span class = "nt" > install< / span > < span class = "p" > :< / span >
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< span class = "p p-Indicator" > -< / span > < span class = "l l-Scalar l-Scalar-Plain" > git clone https://github.com/evennia/evennia.git ../evennia< / span >
< span class = "p p-Indicator" > -< / span > < span class = "l l-Scalar l-Scalar-Plain" > pip install -e ../evennia< / span >
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< span class = "nt" > script< / span > < span class = "p" > :< / span >
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< span class = "p p-Indicator" > -< / span > < span class = "l l-Scalar l-Scalar-Plain" > evennia test --settings settings.py< / span >
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< p > Here we tell Travis how to download and install Evennia into a folder a level up from your game dir.
It will then install the server (so the < code class = "docutils literal notranslate" > < span class = "pre" > evennia< / span > < / code > command is available) and run the tests only for
your game dir (based on your < code class = "docutils literal notranslate" > < span class = "pre" > settings.py< / span > < / code > file in < code class = "docutils literal notranslate" > < span class = "pre" > server/conf/< / span > < / code > ).< / p >
< p > Running this will not actually do anything though, because there are no unit tests in your game dir
yet. < a class = "reference internal" href = "Unit-Testing.html" > < span class = "doc" > We have a page< / span > < / a > on how we set those up for Evennia, you should be able to refer
to that for making tests fitting your game.< / p >
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