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DCS Unit Tester

Summary

A powershell script that handles opening DCS and automatically running through unit test tracks, at the end of each track an assersion is evaluated and sent back to the powershell script which marks it as a success of failure.

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Video overview of PowerShell script:

IMAGE ALT TEXT

What is it?

DCS is a massive game/simulation with hundreds of elements that come together to create a working aircraft, every single change could potentially break a system and doing regression testing for every system on every aircraft for every patch is a massive time investment.

The track system in DCS is designed so for the player aircraft the inputs recorded during the track are simply played back in the running sim. The seed is stored and fed into any random number generators so things like flaring missiles are relatively consistent (Though obviously not all modules are equal in how well they can replay tracks and problems can occur). Usually this is a problem for players as it means that as updates come out and the behaviour of aircraft/systems/weapons change the tracks now desyncronise and don't play back correctly.

The basic idea is to create a test track with as few variables as possible apart from the ones we are testing. A mission is created with an assertion that is checked when the mission ends, as an example, for a test to check if the AIM-9X in HOBS works I created a mission with a stationary helicopter that has AI disabled, no flares and a trigger that instantly sets the player aircraft to active pause (This prevents flight model updates from invalidating the test). Then I play the mission, shoot the helicopter and export a track.

Now the track can be replayed whenever a new patch is released and report as a failure if the helicopter didn't take damage which likely means one of the related systems broke so it should be looked at.

Limitations

The system can only test against things that exist in the mission lua environment, it cannot for example tell you if something looks visually wrong in the aircraft, tests need to be structured so they result in a quantifiable result that can be measured.

For example you could test waypoint entry and coupled autopilot modes by configuring everything and then having a an assertion that the aircraft has to fly within a 500m zone around the waypoint before a time expires. You cannot test things like "Is the CCIP reticule accurate" because by replaying the player actions even if the reticule was broken they would fly the aircraft to the same positon every time.

How to create a test (Quick)

Video Guide: https://www.youtube.com/watch?v=D214oTs1dGg

A template miz DUT - Template.miz is available in this repository that tests if all Red team units are damaged by the end of the test.

When creating tests remove as many variables from each test as possible and make sure you are testing ONLY the variable that you want, as an example for my F/A-18C AIM-120 LTWS test I do the following:

  • Have a trigger to set the player aircraft to active pause instantly, this prevents flight model changes from effecting the outcome of the test
  • Enemy target aircraft has Task = 'nothing', Reaction to Threat = 'No Reaction', Chaff - Flare Using = 'Never Use'. This means they fly the same path every time and the minimum amount of randomness is introduced.
  • Since I'm testing whether the Hornet radar works to guide the AMRAAM onto the target I make sure the target aircraft is not infront of the Hornet since if LTWS failed the missile would be fired in visual mode and might find the target without the Hornet's radar
  • To mark the target as L&S I use the undesignate button (Makes highest priority target L&S) instead of slewing to the target and pressing TDC depress, this means that if ED changes the slew rate or the scale of the radar display it won't break the test

These are the types of considerations you should make when creating your tests if you want them to work across versions and be as consistent as possible which is after all the whole point of the tests. I've done some tests of CCRP bombing that break some of these rules by having the player aircraft start in active pause, I configure all systems, then escape active pause with the aircraft in an autopilot mode to fly straight, the aircraft is placed roughly 10 seconds before the CCRP release point so a minimum amount of entropy is introduced by the flight model. This has worked so far without issue but I would avoid any flight model interaction if possible.

Once your test mission is ready play through it once and successfully satisfy the assertion (Shoot the red unit), save the track and then it can be loaded by the unit tester.

How to create a test (Detailed)

Add an OnMissionStart trigger that sets the player aircraft to Active Pause:

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Add an OnMissionStart trigger that runs a Do Script File on the Scripts/InitialiseNetworking.lua in this repository, this sets up the networking to talk to the Powershell script:

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To output some debug information call Output(string), this prints information in the unit tester, for example you could print out On Shot events to see what happened in the log

To report a result use an OnMissionEnd trigger to call the global function Assert(bool), so using just triggers you could setup:

image

Alternatively you can call Do Script File on Scripts/OnMissionEnd.lua located in this repository, this script asserts true if every red unit has taken some damage and will call Output() showing any units who survived and how much health they have

Set a mission description to explain what your test does and what the success condition is, this text is reported in the testing tool and on the WebGUI:

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Setup

1. Clone the project into a folder

git clone https://github.com/Quaggles/dcs-unit-tester.git --recurse-submodules or download the project zip from here

2. Configure a DCS profile for the tester

Put the [Project Folder]\Saved Games\DCS.unittest folder in your Saved Games folder next to your DCS and DCS.openbeta folders, this is a profile preconfigured for the unit tester, it contains an options.lua with the lowest graphics settings, an autoexec.cfg that sets the game to windowed and disables sounds and 3D rendering so it can be left in the background and a mod (DCS-Extensions) that allows the unit tester to set track time acceleration programatically.

Since this is a new DCS profile when the unit tester first launches the game DCS will ask for your login credentials.

3. Get some tests

Follow the guide

The current test suite used for regression testing is available here, they can be used as examples.

4. Install the DCS Unit Tester Mod in OVGME

Get OVGME from here and configure it

Install the mod from this repository: DCS Unit Tester Mod - Enable SSE LuaSocket

This mod whitelists the LuaSocket library in the Safe Scripting Environment to allow the mission track to talk over a TCP connection to the powershell script.

It also contains DCS-LuaConnector-hook.lua from my DCS.Lua.Connector system which allows the Powershell script to talk to the DCS Lua environment directly and determine if it's waiting on the menu and to tell it to load tracks.

Remember the implications of disabling the Safe Scripting Environment:

This makes available some unsecure functions. Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions.

Because of this I recommend only enabling the mod when testing or developing missions

5. Run!

Powershell 7 is required.

Run the script in Powershell 7 like so: dcs-unit-tester.ps1 -TrackDirectory "C:/Path/To/Directory/Containing/Tracks", the script should automatically find your DCS installation through the registry but if you want to use a different one you can use the -GamePath argument to provide the path to your DCS.exe specifically, don't just point it to the DCS folder

For a full list of parameters read: PowerShell Parameters

The supported extensions are:

  • .trk - Runs as a track file, ends when the track ends (Useful for testing the modules)
  • .miz - Runs in singleplayer mission file, ends when test returns the assertion (Useful for testing scripting functions and AI)
  • .mp.miz - Runs as a multiplayer server, ends when test returns the assertion (Useful for testing scripting functions and AI)

6. Observe

If you want have the game render to watch what it's doing go to Saved Games\DCS.unittest\Config\autoexec.cfg and comment out the line like so

-- options.graphics.render3D = false

Otherwise leave it set uncommented to save your power bill

Once the script has finished you should see a lot of terminal output showing the results of each test like so: image

PowerShell Parameters

Parameter Name Default Value Description
GamePath Registry::HKEY_CURRENT_USER\SOFTWARE\Eagle Dynamics\DCS World\Path Path to the game executable e.g. C:/DCS World/bin/dcs.exe, overrides the one found in the registry
TrackDirectory Working Directory Path to the directory containing tracks
Include A set of filters for what should be included from -TrackDirectory, for example -Include "*.loadtest.trk"
Exclude A set of filters for what should be excluded from -TrackDirectory, for example -Exclude "*.regression.trk"
QuitDcsOnFinish false Sets if the tester quits DCS when tests are complete
UpdateTracks false If enabled updates scripts in the track file with those from MissionScripts/, useful for keeping the networking scripts up to date across hundreds of track files
Reseed false If enabled regenerates the tracks RNG seed, can be used for testing things with randomness like AI decision making or weapon CEP
ReseedSeed [Environment]::TickCount Seed used for generating random seeds for track reseeding
Headless false If enabled outputs TeamCity service messages
DCSStartTimeout 360 Time in seconds the tester will wait for DCS to start before reporting a failure
TrackLoadTimeout 240 Time in seconds the tester will wait for the track to load before reporting a failure
TrackPingTimeout 30 Time in seconds the tester will wait between responses from the track file before reporting a failure (Detects crashes/freezes)
MissionPlayTimeout 240 Time in seconds the tester will wait for a .miz file to call Assert(), not needed for trk files as they have a predetermined end time
RetryLimit 2 How many times a track will be retried after a DCS failure (Crash\Fail to load\track freeze)
RerunCount 1 How many times the track will be run, used in combination with PassMode below
PassMode All Possible values:
All: All runs of the test must pass for the test to report success
Majority: Greater than 50% test runs must pass for the test to report success
Any: At least 1 test run must pass for the test to report success
Last: The result from the final test run is reported
PassModeShortCircuit false If enabled prevents rerunning a test more times than needed once the PassMode has been satisfied, for example with PassMode:All if a single test fails no more are run and the result is reported as failed immediately, helps cut down on test execution time
TimeAcceleration 1 Sets the time acceleration in each track to reduce runtime, if DCS-Extensions mod is installed (Follow step #2) this is done programatically and works with DCS in the background. If the mod is not installed this is done using AutoHotKey which focuses the DCS window then sends presses of Ctrl + Z. Set this to a sane number for your hardware, for complex tests above 8x on slow computers can cause track desync. This parameter overrides any time acceleration that was recorded in the track
SetKeyDelay 0 Delay in ms between keypresses used to set DCS time acceleration when it cannot be set programatically
InvertAssertion false If enabled tests for false negatives (A test reports success if nothing happened), will end the tests after 1 second and fail them if they report true
WriteDir DCS.unittest Write directory to use in Saved Games
WriteOutput false Writes messages output from the track beginning with DUT_OUTPUT= to a csv file next to the track, useful for statistics gathering
WriteOutputSeed false If -WriteOutput is set appends a column to the CSV with the track's seed
ClearTacview false Removes all files in ~\Documents\Tacview before tests are run

To override these parameters on a per test basis read: Local track config files

CreateMissionsFromTemplates.ps1

Located in the Scripts/ folder is CreatemissionsFromTemplates.ps1 script this simplifies creating tests for lots of weapon variants. Follow the structure in https://github.com/Quaggles/dcs-unit-tests. Create your template by naming your track .base.trk, put file called payloads.lua next to it with a format like this:

payloads = {
    ["AIM-7F Cheek"] = {
        ["pylons"] = {
            [6] = {["CLSID"] = "{AIM-7F}",},
            [4] = {["CLSID"] = "{AIM-7F}",},
        }
    },
    ["AIM-7M Cheek"] = {
        ["pylons"] = {
            [6] = {["CLSID"] = "{8D399DDA-FF81-4F14-904D-099B34FE7918}",},
            [4] = {["CLSID"] = "{8D399DDA-FF81-4F14-904D-099B34FE7918}",},
        }
    },
    ["AIM-7H Cheek"] = {
        ["pylons"] = {
            [6] = {["CLSID"] = "{AIM-7H}",},
            [4] = {["CLSID"] = "{AIM-7H}",},
        }
    },
}

The above example will result in 3 .trk files being created with the player having a different missile loaded in all of them.

Run the script and it will recursively search that directly and create the variants of each .trk file: .\CreateMissionsFromTemplates.ps1 "C:\Users\Quaggles\Git\DCS\dcs-unit-tests\FA-18C"

Local track config files

Certain PowerShell parameters can be overridden on a per-test basis

The priority orders for parameters is as follows:

  1. Local Config (Overrides all)
  2. Powershell Params
  3. Track File (The time acceleration that is built into the recording)

Local Config files are written in JSON and placed next to the .trk file you wish to customise, for example:

  • Named .base.json if you want it to apply to all tests in this directory

  • Named AIM-7F Cheek.json if you wanted to apply to a specific test in this directory

In this example the RerunCount is overridden to 10 and PassMode is set to All, this can be useful for flaky tests as the tester will ensure that it passes 10 runs, values set to null are not overridden

{
	"RerunCount": 10,
	"PassMode": "All",
	"TimeAcceleration": null,
	"RetryLimit": null,
	"Reseed": null,
}

You could use something like this if you have a very long running test that you know will run stable with a high time acceleration set, or you could force it to 1x if you know the track can't handle time acceleration

{
	"RerunCount": null,
	"PassMode": null,
	"TimeAcceleration": 16,
	"RetryLimit": null,
	"Reseed": null,
}

FAQ

I have a mission script error popup

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This probably means you haven't installed the mod DCS Unit Tester Mod - Enable SSE LuaSocket.zip using OVGME, the mission will give you errors if it's not installed

Testing mission assertions live

You can run Receive-TCPMessage.ps1 with PowerShell while recording your track or running the tracks manually to get a live output of what your test is sending without having to run the full tester