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docs/source/Coding/Unit-Testing.md
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docs/source/Coding/Unit-Testing.md
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# Unit Testing
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*Unit testing* means testing components of a program in isolation from each other to make sure every
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part works on its own before using it with others. Extensive testing helps avoid new updates causing
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unexpected side effects as well as alleviates general code rot (a more comprehensive wikipedia
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article on unit testing can be found [here](https://en.wikipedia.org/wiki/Unit_test)).
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A typical unit test set calls some function or method with a given input, looks at the result and
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makes sure that this result looks as expected. Rather than having lots of stand-alone test programs,
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Evennia makes use of a central *test runner*. This is a program that gathers all available tests all
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over the Evennia source code (called *test suites*) and runs them all in one go. Errors and
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tracebacks are reported.
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By default Evennia only tests itself. But you can also add your own tests to your game code and have
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Evennia run those for you.
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## Running the Evennia test suite
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To run the full Evennia test suite, go to your game folder and issue the command
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evennia test evennia
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This will run all the evennia tests using the default settings. You could also run only a subset of
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all tests by specifying a subpackage of the library:
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evennia test evennia.commands.default
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A temporary database will be instantiated to manage the tests. If everything works out you will see
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how many tests were run and how long it took. If something went wrong you will get error messages.
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If you contribute to Evennia, this is a useful sanity check to see you haven't introduced an
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unexpected bug.
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## Running tests for your game dir
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If you have implemented your own tests for your game you can run them from your game dir
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with
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evennia test --settings settings.py .
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The period (`.`) means to run all tests found in the current directory and all subdirectories. You
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could also specify, say, `typeclasses` or `world` if you wanted to just run tests in those subdirs.
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An important thing to note is that those tests will all be run using the _default Evennia settings_.
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To run the tests with your own settings file you must use the `--settings` option:
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evennia test --settings settings.py .
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The `--settings` option of Evennia takes a file name in the `mygame/server/conf` folder. It is
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normally used to swap settings files for testing and development. In combination with `test`, it
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forces Evennia to use this settings file over the default one.
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You can also test specific things by giving their path
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evennia test --settings settings.py .world.tests.YourTest
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## Writing new tests
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Evennia's test suite makes use of Django unit test system, which in turn relies on Python's
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*unittest* module.
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To make the test runner find the tests, they must be put in a module named `test*.py` (so `test.py`,
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`tests.py` etc). Such a test module will be found wherever it is in the package. It can be a good
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idea to look at some of Evennia's `tests.py` modules to see how they look.
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Inside the module you need to put a class inheriting (at any distance) from `unittest.TestCase`. Each
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method on that class that starts with `test_` will be run separately as a unit test. There
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are two special, optional methods `setUp` and `tearDown` that will (if you define them) run before
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_every_ test. This can be useful for setting up and deleting things.
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To actually test things, you use special `assert...` methods on the class. Most common on is
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`assertEqual`, which makes sure a result is what you expect it to be.
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Here's an example of the principle. Let's assume you put this in `mygame/world/tests.py`
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and want to test a function in `mygame/world/myfunctions.py`
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```python
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# in a module tests.py somewhere i your game dir
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import unittest
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from evennia import create_object
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# the function we want to test
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from .myfunctions import myfunc
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class TestObj(unittest.TestCase):
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"This tests a function myfunc."
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def setUp(self):
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"""done before every of the test_ * methods below"""
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self.obj = create_object("mytestobject")
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def tearDown(self):
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"""done after every test_* method below """
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self.obj.delete()
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def test_return_value(self):
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"""test method. Makes sure return value is as expected."""
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actual_return = myfunc(self.obj)
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expected_return = "This is the good object 'mytestobject'."
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# test
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self.assertEqual(expected_return, actual_return)
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def test_alternative_call(self):
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"""test method. Calls with a keyword argument."""
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actual_return = myfunc(self.obj, bad=True)
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expected_return = "This is the baaad object 'mytestobject'."
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# test
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self.assertEqual(expected_return, actual_return)
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```
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To test this, run
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evennia test --settings settings.py .
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to run the entire test module
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evennia test --settings setings.py .world.tests
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or a specific class:
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evennia test --settings settings.py .world.tests.TestObj
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You can also run a specific test:
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evennia test --settings settings.py .world.tests.TestObj.test_alternative_call
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You might also want to read the [Python documentation for the unittest module](https://docs.python.org/library/unittest.html).
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## Using the Evennia testing classes
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Evennia offers many custom testing classes that helps with testing Evennia features.
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They are all found in [evennia.utils.test_resources](evennia.utils.test_resources). Note that
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these classes implement the `setUp` and `tearDown` already, so if you want to add stuff in them
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yourself you should remember to use e.g. `super().setUp()` in your code.
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### Classes for testing your game dir
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These all use whatever setting you pass to them and works well for testing code in your game dir.
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- `EvenniaTest` - this sets up a full object environment for your test. All the created entities
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can be accesses as properties on the class:
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- `.account` - A fake [Account](evennia.accounts.accounts.DefaultAccount) named "TestAccount".
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- `.account2` - Another account named "TestAccount2"
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- `char1` - A [Character](evennia.objects.objects.DefaultCharacter) linked to `.account`, named `Char`.
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This has 'Developer' permissions but is not a superuser.
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- `.char2` - Another character linked to `account`, named `Char2`. This has base permissions (player).
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- `.obj1` - A regular [Object](evennia.objects.objects.DefaultObject) named "Obj".
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- `.obj2` - Another object named "Obj2".
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- `.room1` - A [Room](evennia.objects.objects.DefaultRoom) named "Room". Both characters and both
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objects are located inside this room. It has a description of "room_desc".
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- `.room2` - Another room named "Room2". It is empty and has no set description.
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- `.exit` - An exit named "out" that leads from `.room1` to `.room2`.
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- `.script` - A [Script](evennia.scripts.scripts.DefaultScript) named "Script". It's an inert script
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without a timing component.
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- `.session` - A fake [Session](evennia.server.serversession.ServerSession) that mimics a player
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connecting to the game. It is used by `.account1` and has a sessid of 1.
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- `EvenniaCommandTest` - has the same environment like `EvenniaTest` but also adds a special
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[.call()](evennia.utils.test_resources.EvenniaCommandTestMixin.call) method specifically for
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testing Evennia [Commands](../Components/Commands.md). It allows you to compare what the command _actually_
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returns to the player with what you expect. Read the `call` api doc for more info.
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- `EvenniaTestCase` - This is identical to the regular Python `TestCase` class, it's
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just there for naming symmetry with `BaseEvenniaTestCase` below.
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Here's an example of using `EvenniaTest`
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```python
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# in a test module
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from evennia.utils.test_resources import EvenniaTest
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class TestObject(EvenniaTest):
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"""Remember that the testing class creates char1 and char2 inside room1 ..."""
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def test_object_search_character(self):
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"""Check that char1 can search for char2 by name"""
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self.assertEqual(self.char1.search(self.char2.key), self.char2)
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def test_location_search(self):
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"""Check so that char1 can find the current location by name"""
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self.assertEqual(self.char1.search(self.char1.location.key), self.char1.location)
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# ...
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```
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This example tests a custom command.
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```python
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from evennia.commands.default.tests import EvenniaCommandTest
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from commands import command as mycommand
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class TestSet(EvenniaCommandTest):
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"tests the look command by simple call, using Char2 as a target"
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def test_mycmd_char(self):
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self.call(mycommand.CmdMyLook(), "Char2", "Char2(#7)")
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def test_mycmd_room(self):
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"tests the look command by simple call, with target as room"
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self.call(mycommand.CmdMyLook(), "Room",
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"Room(#1)\nroom_desc\nExits: out(#3)\n"
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"You see: Obj(#4), Obj2(#5), Char2(#7)")
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```
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When using `.call`, you don't need to specify the entire string; you can just give the beginning
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of it and if it matches, that's enough. Use `\n` to denote line breaks and (this is a special for
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the `.call` helper), `||` to indicate multiple uses of `.msg()` in the Command. The `.call` helper
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has a lot of arguments for mimicing different ways of calling a Command, so make sure to
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[read the API docs for .call()](evennia.utils.test_resources.EvenniaCommandTestMixin.call).
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### Classes for testing Evennia core
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These are used for testing Evennia itself. They provide the same resources as the classes
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above but enforce Evennias default settings found in `evennia/settings_default.py`, ignoring
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any settings changes in your game dir.
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- `BaseEvenniaTest` - all the default objects above but with enforced default settings
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- `BaseEvenniaCommandTest` - for testing Commands, but with enforced default settings
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- `BaseEvenniaTestCase` - no default objects, only enforced default settings
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There are also two special 'mixin' classes. These are uses in the classes above, but may also
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be useful if you want to mix your own testing classes:
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- `EvenniaTestMixin` - A class mixin that creates all test environment objects.
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- `EvenniaCommandMixin` - A class mixin that adds the `.call()` Command-tester helper.
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If you want to help out writing unittests for Evennia, take a look at Evennia's [coveralls.io
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page](https://coveralls.io/github/evennia/evennia). There you see which modules have any form of
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test coverage and which does not. All help is appreciated!
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## Unit testing contribs with custom models
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A special case is if you were to create a contribution to go to the `evennia/contrib` folder that
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uses its [own database models](../Concepts/New-Models.md). The problem with this is that Evennia (and Django) will
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only recognize models in `settings.INSTALLED_APPS`. If a user wants to use your contrib, they will
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be required to add your models to their settings file. But since contribs are optional you cannot
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add the model to Evennia's central `settings_default.py` file - this would always create your
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optional models regardless of if the user wants them. But at the same time a contribution is a part
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of the Evennia distribution and its unit tests should be run with all other Evennia tests using
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`evennia test evennia`.
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The way to do this is to only temporarily add your models to the `INSTALLED_APPS` directory when the
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test runs. here is an example of how to do it.
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> Note that this solution, derived from this [stackexchange
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answer](http://stackoverflow.com/questions/502916/django-how-to-create-a-model-dynamically-just-for-
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testing#503435) is currently untested! Please report your findings.
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```python
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# a file contrib/mycontrib/tests.py
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from django.conf import settings
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import django
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from evennia.utils.test_resources import BaseEvenniaTest
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OLD_DEFAULT_SETTINGS = settings.INSTALLED_APPS
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DEFAULT_SETTINGS = dict(
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INSTALLED_APPS=(
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'contrib.mycontrib.tests',
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),
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DATABASES={
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"default": {
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"ENGINE": "django.db.backends.sqlite3"
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}
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},
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SILENCED_SYSTEM_CHECKS=["1_7.W001"],
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)
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class TestMyModel(BaseEvenniaTest):
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def setUp(self):
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if not settings.configured:
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settings.configure(**DEFAULT_SETTINGS)
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django.setup()
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from django.core.management import call_command
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from django.db.models import loading
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loading.cache.loaded = False
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call_command('syncdb', verbosity=0)
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def tearDown(self):
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settings.configure(**OLD_DEFAULT_SETTINGS)
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django.setup()
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from django.core.management import call_command
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from django.db.models import loading
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loading.cache.loaded = False
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call_command('syncdb', verbosity=0)
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# test cases below ...
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def test_case(self):
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# test case here
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```
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## A note on making the test runner faster
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If you have custom models with a large number of migrations, creating the test database can take a
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very long time. If you don't require migrations to run for your tests, you can disable them with the
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django-test-without-migrations package. To install it, simply:
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```
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$ pip install django-test-without-migrations
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```
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Then add it to your `INSTALLED_APPS` in your `server.conf.settings.py`:
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```python
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INSTALLED_APPS = (
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# ...
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'test_without_migrations',
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)
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```
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After doing so, you can then run tests without migrations by adding the `--nomigrations` argument:
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```
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evennia test --settings settings.py --nomigrations .
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```
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