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Pre release testing Checklist, and release engine checklist
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Get an engine version that isn't obviously broken in known ways preventing release with help from #engine. The latest ones can be downloaded from the releases page
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Build and release an engine. Only developers can trigger a new build, testers only need to download from above.
Release is needed so that cluster can easily grab engine.
- Trigger "Build engine (Docker)" GitHub Actions workflow. No need to change any input boxes, just click the Run button.
- Trigger "Release Engine" workflow after the above finishes, which will automatically use the result of that build (no need to alter any input either)
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Set up engine testing host. Devs only.
- Choose a cluster, and update the engine by grabbing the URL of the Linux build from the releases page (so that wget can download it)
- In the cluster, run
$ ~/spads/spads_config_bar/python3 spads_config_bar_updater.py -u [engine url from github]
- Edit
springServer
andunitsyncDir
parameters in~/spads/etc/latest_engine_spads.conf
. It's a file analogous to regularspads.conf
for the testing engine room. Ensure thatspringServerType
is set tospring-headless
. Dedicated servers dont run sim code, headless does.
Download engine, unpack in engines/
and use BAR Debug Launcher to start Chobby using new engine version.
Alternative methods without debug launcher
Create a config-dev.json
file in the data/
folder with contents like this:
{
"title" : "Beyond All Reason",
"setups" : [
{
"package": {
"id": "engine-test",
"display": "Engine Test"
},
"no_start_script" : true,
"no_downloads" : true,
"auto_start": true,
"launch": {
"start_args" : ["--menu", "rapid://byar-chobby:test"]
"engine": "VERSION_TO_TEST"
}
}
]
}
Replace VERSION_TO_TEST
with the name of directory in engines/
that contains the engine version you want to test, e.g. 105.1.1-1214-gcf8d087 bar
.
Finally, launch the launcher pointing at this config: C:\Users\*\AppData\Local\Programs\Beyond-All-Reason\Beyond-All-Reason.exe -c C:\Users\*\AppData\Local\Programs\Beyond-All-Reason\data\config-dev.json
Manually start new engine version from command line like:
$ {SPRING_BINARY} --write-dir {DATA_DIR} --isolation --menu rapid://byar-chobby:test
NOTE: Downloads in Chobby won't work in this method, as downloads require working launcher.
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Test local skirmish game:
- Starting
- Saving
- Loading
- AI does stuff
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Sync test online
Join the engine testing autohost (set up during preparation) and run game with plenty of Barbarian AIs on a mixed mode map such as Pentos to check if there are any sync issues.
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Check for any visual bugs or artifacts.
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Check infolog for any unusual messages
- Create/Update a "Engine Test" entries in the launcher
config.json
that have the same options as production config, but new testing engine version. - Launch
Publish launcher config.json
GitHub Actions workflow in theBYAR-Chobby
repo to publish theconfig.json
update to all players.
Write announce message in the #dev-main channel tagging testers to test the new engine version using the "Engine Test" launcher config option.
The message should contain:
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Basic local game testing instructions similar to private testing, just play some games locally and in engine testing room.
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Special testing instruction for features/changes that were done in the engine since last release. This should be gathered from developers in the #engine room into a document that will be then also used as a base for the release message announcement.
E.g.: If there were changes to minimap, mention what is expected/unexpected in testing instructions to get better feedback from players to look for issues there.
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Reaction button for each of the graphics configurations to ensure testing covered all of them:
- Linux/Intel
- Linux/AMD
- Linux/NVIDIA
- Windows/Intel
- Windows/AMD
- Windows/NVIDIA
Recommendation: If a lot of changes were being made to graphics, to make it easier for players to point issues, it's highly recommended to prepare a replay of a game showcasing those features and a video recording of that replay from system that showcases how it should look like when rendered correctly.
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Verify all the bug reports from testers and ensure that all of the graphics configurations were tested.
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Prepare engine release announcement message with promo team. Announce in #spads lobby channel to all hosts with "!say Engine update coming in, this lobby will close after the game is finished, please restart your clients after to update".
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Update all clusters by shutting down cluster managers, by typing !quit into #spads lobby channel. This will exit all managers and non-ingame instances, as well as tell running instances to exit once their games are over.
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Update their engine and configs with:
$ ~/spads/spads_config_bar/python3 spads_config_bar_updater.py -c -u [engine url from github]
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Restart AU, US, EU and EU1 clusters via ~/spads/etc/spads_cluster_launcher.sh
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Update debug symbols for engine on stacktrace translator
$ python update_debug_symbols.py [windows debug symbol.tgz url]
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Update
config.json
entries with new engine version. -
Launch
Publish launcher config.json
GitHub Actions workflow inBYAR-Chobby
repo to publish theconfig.json
update to all players. -
Publish new engine release announcement.