# XR Headless Test HOWTO These XR UI loopback tests are integration-test crates gated with: ```rust #![cfg(headless)] ``` So run them with both: - `MAKEPAD=headless` - `RUSTFLAGS='--cfg headless'` `MAKEPAD=headless` enables the headless backend in Makepad itself. `RUSTFLAGS='--cfg headless'` makes Cargo compile the integration test file at all. The test harnesses already use headless `no-draw` mode internally via `Cx::headless_no_draw_event_loop_for_draw_cycles(...)`. That means they still run the event loop and draw-time code paths, but skip actual GPU/UI raster work. Use `--release` for the loopback multiplayer tests. ## Shooter Loopback Build only: ```sh RUSTFLAGS='--cfg headless' MAKEPAD=headless cargo test -p makepad-xr --test ui_shooter_loopback --no-run ``` Single-app sanity: ```sh RUSTFLAGS='--cfg headless' MAKEPAD=headless cargo test --release -p makepad-xr --test ui_shooter_loopback single_headless_shooter_app_emits_projectiles_from_synthetic_xr_updates -- --nocapture ``` Two-app loopback replication: ```sh RUSTFLAGS='--cfg headless' MAKEPAD=headless cargo test --release -p makepad-xr --test ui_shooter_loopback two_headless_shooter_apps_emit_and_replicate_projectiles_over_loopback -- --nocapture ``` Desktop-like observer path: ```sh RUSTFLAGS='--cfg headless' MAKEPAD=headless cargo test --release -p makepad-xr --test ui_shooter_loopback two_headless_shooter_apps_replicate_projectiles_to_desktop_like_observer -- --nocapture ``` Desktop-like wall-bounce regression: ```sh RUSTFLAGS='--cfg headless' MAKEPAD=headless cargo test --release -p makepad-xr --test ui_shooter_loopback two_headless_shooter_apps_replicate_wall_bounces_to_desktop_like_observer -- --nocapture ``` OpenXR aim-point replication: ```sh RUSTFLAGS='--cfg headless' MAKEPAD=headless cargo test --release -p makepad-xr --test ui_shooter_loopback two_headless_shooter_apps_emit_and_replicate_projectiles_from_openxr_aim_point -- --nocapture ``` Ignored long-hold regressions: ```sh RUSTFLAGS='--cfg headless' MAKEPAD=headless cargo test --release -p makepad-xr --test ui_shooter_loopback two_headless_shooter_apps_keep_replicating_projectiles_during_long_hold -- --ignored --nocapture ``` ```sh RUSTFLAGS='--cfg headless' MAKEPAD=headless cargo test --release -p makepad-xr --test ui_shooter_loopback two_headless_shooter_apps_repro_frozen_observer_projectiles -- --ignored --nocapture ``` ## Shared Object Loopback Build only: ```sh RUSTFLAGS='--cfg headless' MAKEPAD=headless cargo test -p makepad-xr --test ui_shared_object_loopback --no-run ``` Single-app shared-cube sanity: ```sh RUSTFLAGS='--cfg headless' MAKEPAD=headless cargo test --release -p makepad-xr --test ui_shared_object_loopback single_headless_shared_cube_app_grabs_moves_and_releases_cube -- --nocapture ``` Two-app shared-cube loopback: ```sh RUSTFLAGS='--cfg headless' MAKEPAD=headless cargo test --release -p makepad-xr --test ui_shared_object_loopback two_headless_shared_cube_apps_take_over_and_release_cube_over_loopback -- --nocapture ``` ## Notes - These multiplayer tests bind localhost UDP/TCP ports. If you run them in a restricted sandbox, socket bind can fail. - `--nocapture` is useful because test failures include detailed app state dumps. - The shooter harness uses bounded headless draw cycles, so peer discovery still needs some real-time slack; if you add new long-running cases, prefer copying the existing `run_test_app_with_limits(...)` pattern.