Writing tests
Where tests live
Golem loads every .php file in your tests folder (tests/ by default, see Configuration) and runs every concrete class extending Golem\TestCase. Helper classes and abstract base tests can live in the same folder.
Any namespace works. A convention that keeps IDEs happy is your plugin's namespace plus \Tests, declared in composer.json:
"autoload-dev": {
"psr-4": { "MyName\\MyPlugin\\Tests\\": "tests/" }
}Test methods
A test is a public, non-static method whose name starts with test, or any public method marked with #[Golem\Attribute\Test]. Tests run one after the other, in file order, on the server's main thread. Your plugin is already enabled and the default world is loaded.
public function testConfigHasDefaults(): void
{
$this->assertSame(5, $this->plugin()->getConfig()->get('cooldown'));
}Waiting: tests as generators
Most interesting behaviour takes time: a player joining, a delayed task, a cooldown. Declare the test as returning Generator and yield what you are waiting for. The test pauses, the server keeps ticking, and the test resumes when the value is ready.
| Yield this | To wait for | You get back |
|---|---|---|
$this->golem('Steve') | a simulated player to join | the Golem |
$this->wait(40) | 40 ticks (20 ticks = 1 second) | null |
$this->waitUntil(fn () => ..., 100) | a condition, checked every tick | the condition's value |
any PocketMine Promise | the promise to resolve | its value |
public function testRewardsAfterTenSeconds(): Generator
{
$steve = yield $this->golem('Steve');
yield $this->wait(10 * 20);
$this->assertHasItem($steve, VanillaItems::DIAMOND());
}
public function testLoadsTheLeaderboard(): Generator
{
$board = yield $this->waitUntil(
fn () => $this->plugin()->getLeaderboard(), // returns null until loaded
timeoutTicks: 200,
description: 'the leaderboard to load',
);
$this->assertCount(10, $board->getEntries());
}waitUntil() throws Golem\WaitTimedOut when the condition is still falsy after the timeout, which fails the test and points at the yield that was waiting.
setUp and tearDown
setUp() runs before each test and may itself be a generator, which is handy to share golems:
final class ShopTest extends TestCase
{
private Golem $buyer;
protected function setUp(): Generator
{
$this->buyer = yield $this->golem('Buyer');
$this->buyer->give(VanillaItems::EMERALD()->setCount(10));
}
public function testBuysASword(): void
{
$this->buyer->chat('/shop buy sword');
$this->assertHasItem($this->buyer, VanillaItems::DIAMOND_SWORD());
}
}tearDown() runs after each test, even a failed one. After it, Golem disconnects every golem the test spawned and revokes their op status, so each test starts with an empty server.
Isolation
Golems are cleaned up between tests, but the shared world and your plugin's state are not: a block broken in one test stays broken in the next, and data your plugin keeps in memory survives.
When a test changes the world, give it a world of its own with #[FreshWorld]: it runs in a brand new superflat world, which becomes the default world (golems spawn there, $this->world() returns it) and is deleted afterwards.
use Golem\Attribute\FreshWorld;
#[FreshWorld]
public function testExplosionsDestroyBlocks(): Generator
{
$steve = yield $this->golem('Steve');
// ...
}The same thing from code is $this->freshWorld(), to call before spawning golems, usually in setUp(). Plugin state is yours to reset in setUp().
Worlds from a template
Minigames need their map. Put a world folder (the one PocketMine saves, with level.dat) in your repository and run tests in a copy of it:
use Golem\Attribute\World;
#[World('tests/worlds/arena')]
final class ArenaTest extends TestCase
{
public function testTeamsSpawnOnTheirSide(): Generator { /* ... */ }
}Each test gets its own copy, set as the default world and deleted afterwards: the template is never modified. The chunks around its spawn are loaded right away, so a test can read or change blocks before any golem joins. From code: $this->loadWorld('tests/worlds/arena').
Mark world folders as binary in .gitattributes (**/worlds/** binary), or git may rewrite the line endings of LevelDB files and corrupt them.
Attributes
use Golem\Attribute\FreshWorld;
use Golem\Attribute\Skip;
use Golem\Attribute\Test;
use Golem\Attribute\Timeout;
use Golem\Attribute\World;
#[Timeout(ticks: 600)] // every test of the class may take 30 seconds
final class BossFightTest extends TestCase
{
#[Test] // runs although the name does not start with "test"
public function bossSpawnsAtNight(): Generator { /* ... */ }
#[FreshWorld] // runs in its own world, deleted afterwards
public function testArenaCollapses(): Generator { /* ... */ }
#[World('tests/worlds/arena')] // runs in a copy of a world folder
public function testTeamsSpawnApart(): Generator { /* ... */ }
#[Skip('waiting for the 2.0 loot tables')]
public function testLoot(): void { /* ... */ }
}The default timeout is 200 ticks (10 seconds) per test. You can also skip from inside a test with $this->skip('reason').
Data providers
Run the same test with several inputs: point #[DataProvider] at a public static method that returns one array of arguments per data set. Each data set runs, and is reported, as its own test.
use Golem\Attribute\DataProvider;
#[DataProvider('buttons')]
public function testEveryMenuButtonAnswers(string $button, string $reply): Generator
{
$steve = yield $this->golem('Steve');
$steve->chat('/menu');
$steve->clickButton($button);
$this->assertSame($reply, $steve->lastMessage());
}
public static function buttons(): iterable
{
yield 'spawn' => ['Spawn', 'Teleported to spawn.'];
yield 'daytime' => ['Daytime', 'Good morning!'];
}The output reads every menu button answers (spawn), and --filter=spawn runs just that data set. Unnamed data sets are numbered #0, #1…
Useful helpers
| Method | Returns |
|---|---|
$this->server() | the Server |
$this->plugin() | your plugin instance (or plugin('Other') for another one) |
$this->world() | the default world, a superflat world created fresh for each run |
$this->spawn() | the default world's spawn position |
$this->freshWorld() | switches the test to a brand new world (see Isolation) |
$this->loadWorld($path) | switches the test to a copy of a world folder (see Worlds from a template) |