This is the very first plan for testing. The testing is not exhaustive and needs to be a lot more fine-grained of course. Later I hope a lot of testing will be done automatically with script. A script will be able to programmatically do many of the steps below.
Testing will for now consist of performing interactive user actions (definition of actions see below). The testing will have these four goals.
The action must work (obviously).
The action must be logged correctly in the log window.
The action must be undone/redone (this is essential for a working PBEM log-file).
The action must be sent over the net (where this makes sense; selecting a counter, for example, is not sent).
The actions are:
1.. Move a single counter within the same window.
2.. Move a stack of counters within the same window.
3.. Move a multi-stack within the same window (individual stacks must snap to the closest grid point).
4.. Move a single counter to another window.
5.. Move a stack of counters to another window.
Note: moving a multi-stack to a different window makes no sense.
6.. Map scroll while dragging a counter or a stack.
7.. Map scroll while dragging a multi-stack.
Note: dragging a multi-stack where one or more non-target stacks go outside the map will only move the on-map stacks.
8.. Dragging one or more counters within an opened stack.
9.. Dragging one or more counters between two opened stacks.
Note: a dragged counter will always be dropped on top of a counter regardless of position in stack. Note: only selected counters are moved. Note: the data structure holding opened stacks may have a memory leak.
10.. Edit->Settings->General->Offset-less stacks
11.. Edit->Settings->General->Open stack with window
Note: stack size numbers are seen in upper right corner. Note: with Open stack with window ticked you can reorder offset-less stacks.
12.. Save a game.
13.. Load a game.
14.. Make a log-file.
15.. Run a log-file.
Actions specific to Paths of Glory (classical map):
16.. Right-click actions for counters on the main map.
17.. Right-click actions for markers.
18.. Right-click actions for cards.
The testing:
1.. Checked.
2.. Checked.
3.. Checked.
4.. Checked (after making a big chance to also send a stage synchronously).
5.. Checked (after fixing an unrelated log window resize problem).
6.. Checked.
7.. Checked.
8.. Checked.
9.. Checked.
10.. Checked.
11.. Checked (had to fix CantBeMoved counters from being selected in the stack window).
16.. Checked (had to add log for actions and deletes, the Delete trait did not have a menufield, finished reporting).
17.. Checked (horrible bug in the resetting of basestate and undo/redo with regard to deleted counters, fixed actionMove call).
18.. Checked (disable actions for opposite side, prevent drawn card from being undone, card window scroll).
A new version of the prototype is now (8/19/2026) available on GitHub . This version is basically complete for playing the classical map in Paths of Glory (GMT Games). Soon I will upload a working module for Linux and Windows. It will be the very first actual module (implementation of a particular game) for the engine.
Last edit: Rhett 1 day ago
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This is the very first plan for testing. The testing is not exhaustive and needs to be a lot more fine-grained of course. Later I hope a lot of testing will be done automatically with script. A script will be able to programmatically do many of the steps below.
Testing will for now consist of performing interactive user actions (definition of actions see below). The testing will have these four goals.
The actions are:
1.. Move a single counter within the same window.
2.. Move a stack of counters within the same window.
3.. Move a multi-stack within the same window (individual stacks must snap to the closest grid point).
4.. Move a single counter to another window.
5.. Move a stack of counters to another window.
Note: moving a multi-stack to a different window makes no sense.
6.. Map scroll while dragging a counter or a stack.
7.. Map scroll while dragging a multi-stack.
Note: dragging a multi-stack where one or more non-target stacks go outside the map will only move the on-map stacks.
8.. Dragging one or more counters within an opened stack.
9.. Dragging one or more counters between two opened stacks.
Note: a dragged counter will always be dropped on top of a counter regardless of position in stack.
Note: only selected counters are moved.
Note: the data structure holding opened stacks may have a memory leak.
10.. Edit->Settings->General->Offset-less stacks
11.. Edit->Settings->General->Open stack with window
Note: stack size numbers are seen in upper right corner.
Note: with Open stack with window ticked you can reorder offset-less stacks.
12.. Save a game.
13.. Load a game.
14.. Make a log-file.
15.. Run a log-file.
Actions specific to Paths of Glory (classical map):
16.. Right-click actions for counters on the main map.
17.. Right-click actions for markers.
18.. Right-click actions for cards.
The testing:
1.. Checked.
2.. Checked.
3.. Checked.
4.. Checked (after making a big chance to also send a stage synchronously).
5.. Checked (after fixing an unrelated log window resize problem).
6.. Checked.
7.. Checked.
8.. Checked.
9.. Checked.
10.. Checked.
11.. Checked (had to fix CantBeMoved counters from being selected in the stack window).
12.. Checked.
13.. Checked.
14.. Checked.
15.. Checked.
16.. Checked (had to add log for actions and deletes, the Delete trait did not have a menufield, finished reporting).
17.. Checked (horrible bug in the resetting of basestate and undo/redo with regard to deleted counters, fixed actionMove call).
18.. Checked (disable actions for opposite side, prevent drawn card from being undone, card window scroll).
A new version of the prototype is now (8/19/2026) available on GitHub . This version is basically complete for playing the classical map in Paths of Glory (GMT Games). Soon I will upload a working module for Linux and Windows. It will be the very first actual module (implementation of a particular game) for the engine.
Last edit: Rhett 1 day ago