I am trying to do junit testing on a libgdx game, and have found this thread to be very helpful: Unit-testing of libgdx-using classes
I have a test class similar to the following:
public class BoardTest {
private static Chess game;
private static HeadlessApplication app;
@BeforeClass
public static void testStartGame() {
game = new Chess();
final HeadlessApplicationConfiguration config = new HeadlessApplicationConfiguration();
config.renderInterval = 1f/60; // Likely want 1f/60 for 60 fps
app = new HeadlessApplication(game, config);
}
@Test
public void testSetUpBoard() {
final boolean isFalse = false;
Gdx.app.postRunnable(new Runnable() {
@Override
public void run() {
//do stuff to game
fail(); //see if the test will fail or not
}
});
}
}
When I run this test class, it runs testSetUpBoard() and passes, instead of failing like it should. The reason for this, I believe, is because the executed code is in a separate thread as per Gdx.app.postRunnable(). Is there any way that I can communicate back to the junit thread, so that I can complete my tests like described?
You can wait for the thread to finish like this:
private boolean waitForThread = true;
@Test
public void testSetUpBoard() {
final boolean isFalse = false;
Gdx.app.postRunnable(new Runnable() {
@Override
public void run() {
//do stuff to game
waitForThread = false;
}
});
while(waitForThread) {
try {
Thread.sleep(10);
} catch(Exception e ) {
}
}
// fail or pass...
fail(); //see if the test will fail or not
}
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