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rollbear avatar rollbear commented on August 14, 2024 1

Yes, there are land mines here.

What if a violation occurs in a function that returns something that the framework cannot create? There simply is no way to continue.

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akhosravian avatar akhosravian commented on August 14, 2024

Yep that's true. A lot of Unreal uses return types that are default or trivial constructible (favoring out parameters by reference for spots that may be a bad idea) so I didn't run into that with my initial exploration. Do you have any suggestions on approaches for getting suitable beahvior in place there? I'd guess I could get a lot of mileage out of trompeloeil even with compile time errors (only) for bad mocks, but I might be able to set up some kind of run time adapter for aborting the current test.

I'm open to doing a lot of the lifting for this myself (i.e. porting the tests to unreal and working through issues there), but would appreciate if you think it'd be a waste of time 😄

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rollbear avatar rollbear commented on August 14, 2024

I admit that I haven't thought very much about this, because I think that when a test fails, you really don't want to continue running because nothing valuable will come out of it. Abort/terminate/crash is unfortunate, but it only happens when a bug has been caught, which really ought to be very rare, so it's not a big deal. I strongly dislike the idea of a solution that only works in some circumstances.

I've been toying with the idea of a co-routine based testing framework that'd co_return a violation, which maybe could work, but it's nothing more than a vague idea at this point and won't address your current needs.

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