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GLuaTest

🎉 The missing test framework for GMod 🎉

GLuaTest is a testing framework built for Garry's Mod.Its job is to make writing automated tests for Garry's Mod projects easy and tolerable.

It offers an approachable and flexible syntax that makes writing tests intuitive.

GLuaTest takes a lot of inspiration from both Ruby's RSpec and JavaScript's Jest

Glossary

GLuaLint


(Are you an impatient software developer? Check out the quickstart guide to go fast)

(Is the idea of testing your code new to you? That's great! Check out the guided testing walkthrough to see some great examples of how to test real code)


Features

Simple test setup and quirky (yet intuitive!) test syntax

-- lua/tests/project_name/main.luareturn {
groupName="MyProject",
cases= {
{
name="Should create project tables",
func=function()
expect( MyProject ).to.exist()
end
}
}
}

Beautiful test output

Handsome, informative error reporting

image


Some additional reading:

Foreword about automated testing in GMod
Automated testing is a crucial part of any software workflow. Your automated tests define a contract that give you and your would-be users confidence that the project will behave properly.

Without tests, you may find yourself spending large amounts of time debugging obscure issues. Automated tests require more work up front, but will save you time and frustration in the future as your project grows.


Traditionally, Garry's Mod developers have included, at most, a few crucial tests with their codebase - usually only ran manually when the maintainer remembers. Modern testing infrastructure allow you to run your tests on a Pull Request, before the code has made it into the main branch.

Such a tool has never existed for Garry's Mod. Until now!

Technical info
GLuaTest was made to run on GitHub Actions, but it's flexible enough to fit anywhere you'd like.

You can use the GLuaTest Docker image to spin up a test server, run your tests, and see the output - all without having to install a server of your own.

This makes it easy to test your code in a real Garry's Mod environment without worrying about other addons or config values.


Usage

GLuaTest can be used in a number of ways. Whether you want to run your tests when you open a PR, or if you just want to have it run on your development server - we've got you covered.


Automated testing on Pull Requests

Run your tests in a Pull Request

To set up automated test runs, we'll use GitHub Workflows.

It's actually really simple to set up the workflow. Add the following file to your project:

name: GLuaTest Runneron:
pull_request:
jobs:
run-tests:
uses: CFC-Servers/GLuaTest/.github/workflows/run_tests.yml@main

And that's it! The next time you make a PR, it'll spin up a new test server, run your project's test, and report any failures in your PR.

There are a couple of config options you can use though.


Requirements

If your project depends on an external project, GLuaTest can automatically grab them for you

Let's say you needed:

Make a new file somewhere in your project (i.e. lua/tests/my_project/requirements.txt) with the following:

TeamUlysses/ulx
TeamUlysses/ulib
CFC-Servers/gm_logger@lua

Each line should be in the format of: <Github owner name>/<Project name>.

You can use a specific branch of the project by adding @<branch-name> to the end of the line.

(If your requirement is hosted in a private GitHub repo, you'll need to do some annoying legwork to get everything connected. More info here.)

Great, now we update our workflow to use our requirements file

name: GLuaTest Runneron:
pull_request:
jobs:
run-tests:
uses: CFC-Servers/GLuaTest/.github/workflows/run_tests.yml@mainwith:
requirements: lua/tests/my_project/requirements.txt

All done! Commit those changes and GLuaTest will automatically clone your requirements.


Server Configs

Sometimes your project requires specific convars / server settings

Similar to how you define requirements, we'll make a new .cfg file.

This file will be dumped straight into the end of server's server.cfg file. You can override existing configs, too.

So, create the file:

# Example file name/location: lua/tests/my_project/server.cfg
my_convar 1
name "My favorite server"

Update the workflow:

name: GLuaTest Runneron:
pull_request:
jobs:
run-tests:
uses: CFC-Servers/GLuaTest/.github/workflows/run_tests.yml@mainwith:
server-cfg: lua/tests/my_project/server.cfg

And that's it!


Gamemodes and Maps

You can customize which gamemode and map the server starts with

Simply specify the desired gamemode and/or map in your workflow's with section.

name: GLuaTest Runneron:
pull_request:
jobs:
run-tests:
uses: CFC-Servers/GLuaTest/.github/workflows/run_tests.yml@mainwith:
gamemode: darkrpmap: rp_downtown_tits_v2

Workshop Collection

To make dependency management easier, you can tell the test server to use a specific workshop collection.

Add the collection ID in your workflow's with section.

name: GLuaTest Runneron:
pull_request:
jobs:
run-tests:
uses: CFC-Servers/GLuaTest/.github/workflows/run_tests.yml@mainwith:
collection: 1629732176

GMod Branch

You can run your tests on any of the GMod branches

Just set the branch input in your workflow:

name: GLuaTest Runneron:
pull_request:
jobs:
run-tests:
uses: CFC-Servers/GLuaTest/.github/workflows/run_tests.yml@mainwith:
branch: x86-64

Acceptable options are:

  • live (Main GMod version - this is the default)
  • x86-64
  • prerelease
  • dev

Extra Startup Arguments

You can give GLuaTest custom startup args to fine-tune your test setup

You can use the extra-startup-args input to pass any arguments you want to the srcds instance. For example:

name: GLuaTest Runneron:
pull_request:
jobs:
run-tests:
uses: CFC-Servers/GLuaTest/.github/workflows/run_tests.yml@mainwith:
extra-startup-args: "-tickrate 16 -usegh"

Note: These args are passed in before the base params, so you can override any of the base srcds arguments.


All options

Here are all of the options you can pass to the workflow
NameDescriptionExample
server-cfgA path (relative to project directory) with extra server config optionsdata_static/my_addon.cfg
requirementsA path (relative to project directory) with a list of all requirements to test this projectdata_static/my_addon.txt
gamemodeThe name of the gamemode for the test server to rundarkrp
mapThe direct name of the map you want the server to startup withgm_bigcity_improved_lite
collectionThe workshop ID of the collection for the test server to use1629732176
extra-startup-argsAdditional startup arguments to add to the srcds startup-tickrate 16 -usegh
ssh-private-keyThe Private SSH key to use when cloning the dependencies-----BEGIN OPENSSH PRIVATE KEY-----\n...
github-tokenA GitHub Personal Access Token, used when cloning dependencies
timeoutHow many minutes to let the job run before killing the server10
branchWhich GMod branch to run your tests onlive
gluatest-refWhich tag/branch of GLuaTest to runmain
custom-overridesAn absolute path with custom files to copy to the server directly. Structure should match the contents of garrysmod/$GITHUB_WORKSPACE/my_overrides
download-artifactA URL path to a .tar.gz file that will be unpacked in the root directoryhttps://github.com/RaphaelIT7/gmod-holylib/releases/download/Release0.7/gmsv_holylib_linux_packed.zip
additional-setupIf specificed, executes the given string as a script after all setup is complete, allowing additional setupecho "Hello, this is a test!"

Speed 🏃

Running tests in a GitHub Runner is surprisingly fast.

Even with hundreds of tests, you can expect the entire check to take under 30 seconds!

In fact, the test suite itself will often complete in only a couple of seconds. Most of the time is spent downloading the image and setting up the runner.

(Failing async tests will slow down the time significantly because it has to wait for the timeouts)

Cost 💸

You should incur no costs by using GitHub Actions.

Nothing better than free 😎

Running locally

Running your tests locally

It's actually extremely simple to run GLuaTest locally.

Just put GLuaTest into your addons/ directory and restart!

All of your tests will run when the server starts up and you can view the output in the server console/logs.

Running locally without a server

Running your tests locally without a server

Sounds weird, right? Well it's really not all that different from running GLuaTest on GitHub.

In fact, many of the steps are the same.

Requirements / Server Configs

If your project depends on other projects, you can have GLuaTest automatically acquire them for you.

Take a quick skim through the GitHub Action setup instructions for the relevant sections on how to set this up.

Environment setup

When running GLuaTest without a server, you need to tell it where to find your project and custom files.

You can do that with simple environment variables, i.e.:

export REQUIREMENTS=/absolute/path/to/requirements.txt
export CUSTOM_SERVER_CONFIG=/absolute/path/to/server.cfg
export PROJECT_DIR=/home/me/Code/my_project
export GAMEMODE="sandbox"export COLLECTION_ID="12345"export SSH_PRIVATE_KEY="the-entire-private-key"export GITHUB_TOKEN="a-personal-access-token"
  • You can skip the REQUIREMENTS and CUSTOM_SERVER_CONFIG if you don't need them, but you must set the PROJECT_DIR variable.

  • The GAMEMODE variable defaults to "sandbox", so you can omit it if that's appropriate for your tests.

  • The COLLECTION_ID variable allows you to pass a workshop collection ID for the server to grab before starting.

  • The SSH_PRIVATE_KEY variable is used when one or more of your Requirements are hosted on a Private Repository.

  • The GITHUB_TOKEN variable, like the SSH_PRIVATE_KEY is also used to grant access to private repositories. Personal Access Tokens are a simpler (but ultimately worse) alternative to a full SSH keypair.

(Read more about privately-hosted project requirements: https://github.com/CFC-Servers/GLuaTest/wiki/Private-Requirements )

Running in Docker

Now you'll need docker-compose. I'll leave it to you to figure out how to install it: https://docs.docker.com/compose/install/

Once that's done, you just need to run the docker-compose file in the docker/ directory.

On Linux/OSX, this looks like:

docker-compose up

And.. that's it! It'll pull the latest Runner, start the server, and run your tests. You can even follow the test output live.


Writing Tests ✍️

Your first test file

In your GLua project, create a new directory: lua/tests/<your project name>/.

This is where you'll keep the tests for your project. You can put all of your tests in one file, or split the files up based on module/responsibility.

For example, if your addon had two entities you'd like to test, you could make lua/tests/your_project/entity_1.lua and lua/tests/your_project/entity_2.lua. We suggest you group your tests, but it'll work either way.

The test file itself is fairly simple. It has a few keys you can use, but the only requirement is the cases key; a table of Test Cases.

For example:

-- lua/tests/my_clock/get_time.luareturn {
cases= {
{
name="It should return the correct time",
func=function()
localmyClock=Clock.New()
localrealTime=os.time()
expect( myClock:GetTime() ).to.equal( realTime )
end
}
}
}

The Test Group

The Test Group (that is, the table you return from your Test File) can have the following keys:

KeyTypeDescriptionRequired
casestableA table of Test Cases✔️
groupNamestringThe name of the module/function this Test Group is testing
beforeAllfunctionA function to run once before running your Test Group
beforeEachfunctionA function to run before each Test Case in your Test Group. Takes a state table
afterAllfunctionA function to run after all Test Cases in your Test Group
afterEachfunctionA function to run after each Test Case in your Test Group. Takes a state table

The Test Case

Each Test Case is a table with the following keys:

KeyTypeDescriptionRequiredDefault
namestringName of the Test Case (for reference later)✔️
funcfunctionThe actual test function. Takes a state table✔️
asyncboolIf your test relies on timers, hooks, or callbacks, it must run asynchronouslyfalse
coroutineboolThis allows your test to use coroutines to control its executionfalse
timeoutintHow long to wait for your async test before marking it as having timed out5
cleanupfunctionThe function to run after running your test. Takes a state table
whenbool / functionOnly run this test case "when" this field is (or evaluates to)true
skipbool / functionSkip this test case if this field is (or evaluates to)true

The expect function

The heart of a test is the expectation. You did a thing, and now you expect a result.

In each test function, you have access to the expect function.

Let's say you expect "a" to equal "b". In regular Lua you might do:

assert( "a" =="b" )

Similarly, in GLuaTest, you'd do:

expect( "a" ).to.equal( "b" )

There are a number of different expectations you can use.

Expectations

ExpectationDescriptionExample
equal/eqBasic == equality checkexpect( a ).to.equal( b )
aboutEqualBasic == equality check, with a toleranceexpect( 0.999 ).to.aboutEqual( 1 )
deepEqualExpects that two tables are deeply equalexpect( {{ Entity(1) }} ).to.deepEqual( {{ Entity(1) }} )
beLessThanBasic < comparisonexpect( 5 ).to.beLessThan( 6 )
beGreaterThanBasic > comparisonexpect( 10 ).to.beGreaterThan( 1 )
beBetweenExpects the subject to be less than min, and greater than maxexpect( 5 ).to.beBetween( 3, 7 )
beTrueExpects the subject to literally be trueexpect( Entity( 1 ):IsPlayer() ).to.beTrue()
beFalseExpects the subject to literally be falseexpect( istable( "test" ) ).to.beFalse()
beValidExpects IsValid( value ) to return trueexpect( ply ).to.beValid()
beInvalidExpects IsValid( value ) to return falseexpect( nil ).to.beInvalid()
beNilExpects the subject to literally be nilexpect( player.GetAll()[2] ).to.beNil()
beNaNExpects the subject to be NaNexpect( 0 / 0 ).to.beNaN()
existExpects the subject to not be nilexpect( MyProject ).to.exist()
beA/beAnExpects the subject to have the given typeexpect( "test" ).to.beA( "string" )
succeedExpects the subject function to run without errorexpect( func, param ).to.succeed()
errExpects the subject function to throw an errorexpect( error ).to.err()
errWithExpects the subject function to throw the given errorexpect( badFunc, param ).to.errWith( "error message" )
calledExpects the subject Stub have been calledexpect( myStub ).was.called()

Expectation Negation

You can invert an Expectation by using .toNot or .notTo in place of your .to

i.e.:

expect( ply ).toNot.beInvalid()
expect( "test" ).notTo.beA( "table" )

Was

You may replace .to with .was in any expectation. .wasNot is also valid.

Primarily this is syntax sugar for the called expectation. Technically these two calls are equivalent:

expect( func ).to.called()
expect( func ).was.called()

when and skip

These fields can be used to control your test invocation.

For example, to run your test case only on the x86-64 branch:

{
name="Is valid on x86-64",
when=BRANCH=="x86-64",
func=function()
-- x86-64 specific stuff hereend
}

Skipping is also handy if you want to disable a test but keep the code:

{
name="Broken test (but I'll definitely fix it some day 100%),skip=true,
func=function() error() end
}

Note:skip takes precedence over when


The coroutine option

Sometimes you need your test to wait indefinitely for unpredictable circumstances that don't have callbacks

In these situations, you can use the coroutine option to run your test in a coroutine.

For example, if you're testing with Nextbots, you'll find it frustrating to wait for them to disconnect before your next test runs.

-- lua/gluatest/extensions/my_nextbot_extensions.lua--- Halts the coroutine until the server is emptyWaitForEmptyServer=function()
localco=coroutine.running()
localidentifier=getWaitIdentifier()
hook.Add( "Think", identifier, function()
localcount=player.GetCount()
ifcount>0thenreturnendhook.Remove( "Think", identifier )
coroutine.resume( co )
end )
returncoroutine.yield()
end
-- lua/tests/my_nextbot/my_nextbot.luareturn {
groupName="My Nextbot tests",
-- Automatically kick all bots after each testafterEach=function()
for_, botinipairs( player.GetBots() ) dogame.KickID( bot:UserID() )
endend,
cases= {
{
name="Should be able to spawn a nextbot",
async=true,
timeout=2,
coroutine=true,
func=function()
WaitForEmptyServer() -- We need to be sure the server is empty before we do our tests, otherwise it could fail due to timinglocalmyBot=player.CreateNextBot( "Silly little guy" )
expect( player.GetCount() ).to.equal( 1 )
expect( player.GetAll()[1] ).to.equal( myBot )
done()
end
}
}
}

The stub function

Isolating your tests is important. Stubs are a powerful way of controlling which parts of your code your tests invoke.

Let's say your addon looks like this:

MyProject= {}
functionMyProject.UserExistsInDatabase( user )
localuserObject=lookupUserInDatabase( user )
returnuserObject.existsendfunctionMyProject.CheckUser( user )
ifnotMyProject.UserExistsInDatabase( user ) thenreturnendifnotuser.namethenreturnendif#user.name==0thenreturnendreturntrueend

You want to test the functionality of CheckUser.

There are three checks in CheckUser:

  • The user exists in the database
  • The user's name exists
  • The user's name is not empty

You could add a fake user to the database and use the function normally, but you're not testing the database, you're testing CheckUser.

Instead, we could pretend that UserExistsInDatabase returns true for our tests. We can do this using a Stub.

-- lua/tests/my_project/checkuser.luareturn {
groupName="CheckUser",
beforeEach=function( state )
state.validUser= { name="Valid User" }
end,
cases= {
{
name="Should return true with a valid User",
func=function( state )
stub( MyProject, "UserExistsInDatabase" ).returns( true )
expect( MyProject.CheckUser, state.validUser ).to.beTrue()
end
},
{
name="Should check if user exists in database",
func=function()
localdbCheck=stub( MyProject, "UserExistsInDatabase" ).returns( true )
MyProject.CheckUser( state.validUser )
expect( dbCheck ).to.haveBeenCalled()
end
}
}
}

Now our CheckUser test only tests the functionality in CheckUser, and doesn't depend on any other function's correctness.

A Stub will replace the given function on the given table with a callable Stub object. The Stub keeps track of how many times it was called, and what parameters it was called with.

Stub Restoration

If you need to restore the original functionality of the stubbed function, you can use stub:Restore().

Un-restored stubs are automatically restored after each Test Case, but you can manually call :Restore() any time you need.

Empty Stubs

You can create an empty Stub that doesn't automatically replace anything by calling stub() with no arguments.

You can use the Stub like normal. This is particularly useful for functions that take callbacks, i.e.:

{
name="RunCallback should run the given callback",
func=function()
localmyStub=stub()
MyProject.RunCallback( myStub )
expect( myStub ).to.haveBeenCalled()
end
}

Restoring empty stubs is a no-op, but won't break anything.

Stub return values

You can tell your stubs what to return when they're called.

.with( function )

If you want to replace a function with another function, you can use the .with modifier.

When your stub is called, it will pass all of the parameters it received to the function you gave to .with, and will return whatever your given function returns.

.returns( ... )

If you just want to return a certain value every time your Stub is called, you can use the .returns modifier.

When your Stub is called, it will simply return everything you passed into .returns.

.returnsSequence( table sequence, any default )

If you need to specify a sequence of values that your stub will return as it's called, .returnsSequence is the right choice.

Every time your stub is called, it will return the next value in the sequence table. One cool trick is to include gaps in your sequence table. So, for example, if you wanted to return "" for every call except the 6th one, you could do:

stub( net, "ReadString" ).returnsSequence( { [6] ="hello" }, "" )

This would make net.ReadString return "" for the first 5 calls, "hello" for the 6th, and "" for every call after.

Note: Because lua discards all indices with nil values, using the default parameter will override any intentional nils in your sequence table.


Async tests and the done/fail functions

If your test relies on timers, hooks, callbacks, etc., then you need to run your test Asynchronously.

The test is otherwise completely normal, but it's your job to tell GLuaTest when the test is done by calling done() or fail() anywhere in your test.

done() and timeout functionality

If your test fails for some reason before it can call done(), it'll be marked as having failed after timing out.

If you know the maximum amount of time your test will take, you can include the timeout key on the test with the number of seconds to wait until failing the test.

If you don't include a timeout on your Test Case, you'll have to wait for the default 60-second timer before the test can complete. So if speed is important to you, consider setting a conservative timeout value for your async tests.

For example, say we were trying to test this code:

-- lua/my_project/main.luaMyProject= { didRun=false }
functionMyProject:StartRun()
timer.Simple( 2, function()
MyProject.didRun=trueend )
end

We want to make sure that when MyProject:StartRun() is called, that it changes MyProject.didRun two seconds later.

Our test might look like:

-- lua/tests/my_project/start_run.luareturn {
groupName="StartRun",
cases= {
{
name="Runs within two seconds of being called",
async=true,
timeout=3, -- If it hasn't finished in 3 seconds, something went wrong and it can be marked as failedfunc=function()
MyProject:StartRun()
timer.Simple( 2, function()
expect( MyProject.didRun ).to.beTrue()
done()
end )
end
}
}
}

The fail() function

In the event that you want to fail a test manually, you can call fail( "with a reason if you want to" ) anywhere in your test case.

This is useful if you have a callback/timer/etc that should never run, and indeed, fail your test if it does.

Here's an example:

-- lua/tests/my_project/async_failure.luareturn {
groupName="Async Failure Examples",
cases= {
{
name="HTTP Request succeeds",
async=true,
timeout=5,
func=function()
localsuccess=function( body )
-- Expect exactly 1024 bytes in the body (for example)expect( #body ).to.equal( 1024 )
done()
endlocalfailure=function( reason )
-- This shouldn't ever happen! If it does, we need to fail the test instead of letting it time out.fail( "HTTP Request failed with reason: " ..reason )
-- We don't need to call done() here because we already called fail() :)endhttp.Fetch( "my url", success, failure )
end
}
}
}

Before / After functions

You may find yourself writing a lot of repetitive setup/teardown code in each of your Test Cases.

GLuaTest has a few convenience functions for you to use.

beforeEach/afterEach

Here's an example of how beforeEach and afterEach could make your life easier while working with entities:

-- lua/tests/my_project/tickle_monster.luareturn {
groupName="Tickle Monster",
beforeEach=function( state )
state.ent=ents.Create( "sent_ticklemonster" )
state.ent:Spawn()
end,
afterEach=function( state )
ifIsValid( state.ent ) thenstate.ent:Remove()
endend,
cases= {
{
name="Should accept the Tickle function",
func=function( state )
expect( state.ent.Tickle ).to.exist()
expect( function() state.ent:Tickle() end ).to.succeed()
expect( state.ent.wasTickled ).to.beTrue()
end
},
{
name="Should not be tickled by default",
func=function( state )
expect( state.ent.wasTickled ).to.beFalse()
end
},
{
name="Should have the correct model",
func=function( state )
expect( state.ent:GetModel() ).to.equal( "materials/ticklemonster/default.mdl" )
end
}
}
}

The beforeEach function created a brand-new Tickle Monster before every test, and the afterEach function deleted it, ensuring a clean test environment for each Test Case.

You'll notice the state variable in that example. The state parameter is just a table that's shared between the before/after funcs and the Test Case function.

You also have access to beforeAll and afterAll, which are self-explanatory. Please note that these two functions do not take a state table.



cleanup

The cleanup function is a lot like afterEach, except it's used only for a specific Test Case.

One common way to use this is to make sure that your test cleans up after itself even if it errors.


For example, say I want to test my WrapperFunc in this file:

-- lua/my_project/wrapper.luaGlobalFunc=function()
return"Test"endWrapperFunc=function()
returnGlobalFunc()
end

I might write something like this:

{
name="Wrapper should call the original function",
func=function()
localogGlobalFunc=GlobalFunclocalwasCalled=falseGlobalFunc=function()
wasCalled=trueendWrapperFunc()
expect( wasCalled ).to.beTrue()
GlobalFunc=ogGlobalFuncend
}

But consider, what would happen if WrapperFunc errored, or the expectation failed?

GlobalFunc would still be defined as our local function for all future tests, potentially causing them to fail.

Instead, we can use GLuaTest's cleanup function to make our test safer:

-- lua/tests/my_project/wrapper.luareturn {
groupName="Wrapper Functions",
cases= {
{
name="Wrapper should call the original function",
func=function( state )
state.GlobalFunc=GlobalFunclocalwasCalled=falseGlobalFunc=function()
wasCalled=trueendWrapperFunc()
expect( wasCalled ).to.beTrue()
end,
cleanup=function( state )
GlobalFunc=state.GlobalFuncend
}
}
}

Extensions

Extensions allow you to make your own test utilities or GLuaTest extensions

If you have a function or tool that you'd like to use in your tests, you can add it to the gluatest/extensions/ directory.

For example, if you were going to be testing a lot of entities in the same way, you could save yourself some headache by making an extension like this:

-- lua/gluatest/extensions/with_entity.lua--- Returns a GLuaTest TestGroup that is set up for Entity Testing--- @paramclassnamestring The class name of the entity to spawn--- @paramtestGroupGLuaTest_TestGroupWithEntityTests=function( classname, testGroup )
testGroup.beforeEach=function( state )
state.ents= {}
functionstate.SpawnEnt()
localent=ents.Create( classname )
ent:Spawn()
table.insert( state.ents, ent )
returnentendfunctionstate.RemoveEnt( ent )
table.RemoveByValue( state.ents, ent )
ifIsValid( ent ) thenent:Remove()
endendendtestGroup.afterEach=function( state )
for_, entinipairs( state.ents ) doifIsValid( ent ) thenent:Remove()
endendendend

And then you can set up your test like this:

-- lua/tests/my_project/entity_1.luareturnWithEntityTests( "my_special_entity", {
groupName="My Special Entity Tests",
-- No need to include any special setup/cleanup logic here as it's already handled by WithEntityTestscases= {
{
name="Spawns with default values",
func=function( state )
localent=state.SpawnEnt()
expect( ent:GetModel() ).to.equal( "models/my_special_entity.mdl" )
expect( ent:GetColor() ).to.equal( Color( 255, 255, 255 ) )
end
}
}
} )



Now what?

At this point, you might be excited to try GLuaTest. Maybe you already have a test file set up!

But... now what?

Check out this wiki page addressing that very question:

https://github.com/CFC-Servers/GLuaTest/wiki/I-set-up-GLuaTest...-now-what


Developers 👨‍💻

Information about working with GLuaTest

Interested in making an extension for GLuaTest?

Check out the wiki article outlining the hooks you can use: https://github.com/CFC-Servers/GLuaTest/wiki/Developers

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A delightful unit testing framework for GLua projects

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