libs/render (Renderer, SceneDraws, preview play) plus the Arcade sim/math it still draws through. Gameplay crates stay out.
3.4 KiB
XR Headless Test HOWTO
These XR UI loopback tests are integration-test crates gated with:
#![cfg(headless)]
So run them with both:
MAKEPAD=headlessRUSTFLAGS='--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:
RUSTFLAGS='--cfg headless' MAKEPAD=headless cargo test -p makepad-xr --test ui_shooter_loopback --no-run
Single-app sanity:
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:
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:
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:
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:
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:
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
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:
RUSTFLAGS='--cfg headless' MAKEPAD=headless cargo test -p makepad-xr --test ui_shared_object_loopback --no-run
Single-app shared-cube sanity:
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:
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.
--nocaptureis 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.