Add headless mode for automated testing

Implemented headless mode using MinimalPlugins and ScheduleRunnerPlugin
to enable running the app without rendering, controlled via Unix socket.

Changes:
- Added conditional compilation based on 'headless' feature flag
- Use MinimalPlugins with 60 FPS ScheduleRunner in headless mode
- Skip rendering plugins (Camera, Rendering, DebugUI, SessionUI)
- Made cube mesh/material assets optional for headless spawning
- Direct NetworkingPlugin + PersistencePlugin instead of MarathonPlugin
- Use app.run() instead of platform executor in headless mode

This enables:
- Running multiple instances for multi-client testing
- Automated testing via marathonctl without GUI overhead
- Background server instances for development
- CI/CD integration for networking tests

Refs #131, #132

Signed-off-by: Sienna Meridian Satterwhite <sienna@r3t.io>
This commit is contained in:
2025-12-24 11:50:56 +00:00
parent 6303c4b409
commit da886452bd
2 changed files with 106 additions and 46 deletions

View File

@@ -11,7 +11,13 @@ use libmarathon::{
persistence::PersistenceConfig,
};
#[cfg(feature = "headless")]
use bevy::app::ScheduleRunnerPlugin;
#[cfg(feature = "headless")]
use std::time::Duration;
mod camera;
mod control;
mod cube;
mod debug_ui;
mod engine_bridge;
@@ -115,46 +121,95 @@ fn main() {
eprintln!(">>> Inserting EngineBridge resource");
app.insert_resource(engine_bridge);
// Use DefaultPlugins but disable winit/window/input (we own those)
eprintln!(">>> Adding DefaultPlugins");
app.add_plugins(
DefaultPlugins
.build()
.disable::<bevy::log::LogPlugin>() // Using tracing-subscriber
.disable::<bevy::winit::WinitPlugin>() // We own winit
.disable::<bevy::window::WindowPlugin>() // We own the window
.disable::<bevy::input::InputPlugin>() // We provide InputEvents directly
.disable::<bevy::gilrs::GilrsPlugin>(), // We handle gamepad input ourselves
);
eprintln!(">>> DefaultPlugins added");
// Plugin setup based on headless vs rendering mode
#[cfg(not(feature = "headless"))]
{
info!("Adding DefaultPlugins (rendering mode)");
app.add_plugins(
DefaultPlugins
.build()
.disable::<bevy::log::LogPlugin>() // Using tracing-subscriber
.disable::<bevy::winit::WinitPlugin>() // We own winit
.disable::<bevy::window::WindowPlugin>() // We own the window
.disable::<bevy::input::InputPlugin>() // We provide InputEvents directly
.disable::<bevy::gilrs::GilrsPlugin>(), // We handle gamepad input ourselves
);
info!("DefaultPlugins added");
}
// Marathon core plugins (networking, debug UI, persistence)
eprintln!(">>> Adding MarathonPlugin");
app.add_plugins(libmarathon::MarathonPlugin::new(
APP_NAME,
PersistenceConfig {
flush_interval_secs: 2,
checkpoint_interval_secs: 30,
battery_adaptive: true,
..Default::default()
},
));
eprintln!(">>> MarathonPlugin added");
#[cfg(feature = "headless")]
{
info!("Adding MinimalPlugins (headless mode)");
app.add_plugins(
MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(
Duration::from_secs_f64(1.0 / 60.0), // 60 FPS
)),
);
info!("MinimalPlugins added");
}
// Marathon core plugins based on mode
#[cfg(not(feature = "headless"))]
{
info!("Adding MarathonPlugin (with debug UI)");
app.add_plugins(libmarathon::MarathonPlugin::new(
APP_NAME,
PersistenceConfig {
flush_interval_secs: 2,
checkpoint_interval_secs: 30,
battery_adaptive: true,
..Default::default()
},
));
}
#[cfg(feature = "headless")]
{
info!("Adding networking and persistence (headless, no UI)");
app.add_plugins(libmarathon::networking::NetworkingPlugin::new(Default::default()));
app.add_plugins(libmarathon::persistence::PersistencePlugin::with_config(
db_path.clone(),
PersistenceConfig {
flush_interval_secs: 2,
checkpoint_interval_secs: 30,
battery_adaptive: true,
..Default::default()
},
));
}
info!("Marathon plugins added");
// App-specific bridge for polling engine events
eprintln!(">>> Adding app plugins");
info!("Adding app plugins");
app.add_plugins(EngineBridgePlugin);
app.add_plugins(CameraPlugin);
app.add_plugins(RenderingPlugin);
app.add_plugins(input::InputHandlerPlugin);
app.add_plugins(CubePlugin);
app.add_plugins(SelectionPlugin);
app.add_plugins(DebugUiPlugin);
app.add_plugins(SessionUiPlugin);
app.add_systems(Startup, initialize_offline_resources);
eprintln!(">>> All plugins added");
app.add_systems(Startup, control::start_control_socket_system);
eprintln!(">>> Running executor");
libmarathon::platform::run_executor(app).expect("Failed to run executor");
eprintln!(">>> Executor returned (should never reach here)");
// Rendering-only plugins
#[cfg(not(feature = "headless"))]
{
app.add_plugins(CameraPlugin);
app.add_plugins(RenderingPlugin);
app.add_plugins(input::InputHandlerPlugin);
app.add_plugins(SelectionPlugin);
app.add_plugins(DebugUiPlugin);
app.add_plugins(SessionUiPlugin);
}
info!("All plugins added");
// Run the app based on mode
#[cfg(not(feature = "headless"))]
{
info!("Running platform executor (rendering mode)");
libmarathon::platform::run_executor(app).expect("Failed to run executor");
}
#[cfg(feature = "headless")]
{
info!("Running headless app loop");
app.run();
}
}