__tablename__ = "level"
id = Column(Unicode, primary_key=True)
- name = Column(Unicode, unique=True, nullable=False, index=True)
- description = Column(UnicodeText)
+ name = Column(Unicode)x
+ description = Column(Unicode)
exits = Column(PickleType)
SET1_MODELS = [Creature1, Level1]
id = Column(Unicode, primary_key=True)
name = Column(Unicode)
- description = Column(UnicodeText)
+ description = Column(Unicode)
class LevelExit2(Base2):
__tablename__ = "level_exit"
@RegisterMigration(1, FULL_MIGRATIONS)
def creature_remove_is_demon(db_conn):
+ """
+ Remove the is_demon field from the creature model. We don't need
+ it!
+ """
metadata = MetaData(bind=db_conn.engine)
creature_table = Table(
'creature', metadata,
@RegisterMigration(2, FULL_MIGRATIONS)
def creature_powers_new_table(db_conn):
+ """
+ Add a new table for creature powers. Nothing needs to go in it
+ yet though as there wasn't anything that previously held this
+ information
+ """
metadata = MetaData(bind=db_conn.engine)
creature_powers = Table(
'creature_power', metadata,
@RegisterMigration(3, FULL_MIGRATIONS)
def level_exits_new_table(db_conn):
+ """
+ Make a new table for level exits and move the previously pickled
+ stuff over to here (then drop the old unneeded table)
+ """
# First, create the table
# -----------------------
metadata = MetaData(bind=db_conn.engine)
id = Column(Unicode, primary_key=True)
name = Column(Unicode)
- description = Column(UnicodeText)
+ description = Column(Unicode)
class LevelExit3(Base3):
__tablename__ = "level_exit"
@RegisterMigration(4, FULL_MIGRATIONS)
def creature_num_legs_to_num_limbs(db_conn):
+ """
+ Turns out we're tracking all sorts of limbs, not "legs"
+ specifically. Humans would be 4 here, for instance. So we
+ renamed the column.
+ """
metadata = MetaData(bind=db_conn.engine)
creature_table = Table(
'creature', metadata,
autoload=True, autoload_with=db_conn.engine)
- creature_table.c.num_legs.alter(name="num_limbs")
+ creature_table.c.num_legs.alter(name=u"num_limbs")
@RegisterMigration(5, FULL_MIGRATIONS)
def level_exit_index_from_and_to_level(db_conn):
+ """
+ Index the from and to levels of the level exit table.
+ """
metadata = MetaData(bind=db_conn.engine)
level_exit = Table(
'level_exit', metadata,
@RegisterMigration(6, FULL_MIGRATIONS)
def creature_power_index_creature(db_conn):
+ """
+ Index our foreign key relationship to the creatures
+ """
metadata = MetaData(bind=db_conn.engine)
creature_power = Table(
'creature_power', metadata,
@RegisterMigration(7, FULL_MIGRATIONS)
def creature_power_hitpower_to_float(db_conn):
+ """
+ Convert hitpower column on creature power table from integer to
+ float.
+
+ Turns out we want super precise values of how much hitpower there
+ really is.
+ """
metadata = MetaData(bind=db_conn.engine)
creature_power = Table(
'creature_power', metadata,
def _insert_migration1_objects(session):
+ """
+ Test objects to insert for the first set of things
+ """
# Insert creatures
session.add_all(
- [Creature1(name='centipede',
+ [Creature1(name=u'centipede',
num_legs=100,
is_demon=False),
- Creature1(name='wolf',
+ Creature1(name=u'wolf',
num_legs=4,
is_demon=False),
# don't ask me what a wizardsnake is.
- Creature1(name='wizardsnake',
+ Creature1(name=u'wizardsnake',
num_legs=0,
is_demon=True)])
# Insert levels
session.add_all(
- [Level1(id='necroplex',
- name='The Necroplex',
- description='A complex full of pure deathzone.',
+ [Level1(id=u'necroplex',
+ name=u'The Necroplex',
+ description=u'A complex full of pure deathzone.',
exits={
'deathwell': 'evilstorm',
'portal': 'central_park'}),
- Level1(id='evilstorm',
- name='Evil Storm',
- description='A storm full of pure evil.',
+ Level1(id=u'evilstorm',
+ name=u'Evil Storm',
+ description=u'A storm full of pure evil.',
exits={}), # you can't escape the evilstorm
- Level1(id='central_park'
- name='Central Park, NY, NY',
- description="New York's friendly Central Park.",
+ Level1(id=u'central_park'
+ name=u'Central Park, NY, NY',
+ description=u"New York's friendly Central Park.",
exits={
'portal': 'necroplex'})])
def _insert_migration2_objects(session):
+ """
+ Test objects to insert for the second set of things
+ """
# Insert creatures
session.add_all(
[Creature2(
- name='centipede',
+ name=u'centipede',
num_legs=100),
Creature2(
- name='wolf',
+ name=u'wolf',
num_legs=4,
magical_powers = [
CreaturePower2(
- name="ice breath",
- description="A blast of icy breath!",
+ name=u"ice breath",
+ description=u"A blast of icy breath!",
hitpower=20),
CreaturePower2(
- name="death stare",
- description="A frightening stare, for sure!",
+ name=u"death stare",
+ description=u"A frightening stare, for sure!",
hitpower=45)]),
Creature2(
- name='wizardsnake',
+ name=u'wizardsnake',
num_legs=0,
magical_powers=[
CreaturePower2(
- name='death_rattle',
- description='A rattle... of DEATH!',
+ name=u'death_rattle',
+ description=u'A rattle... of DEATH!',
hitpower=1000),
CreaturePower2(
- name='sneaky_stare',
- description="The sneakiest stare you've ever seen!"
+ name=u'sneaky_stare',
+ description=u"The sneakiest stare you've ever seen!"
hitpower=300),
CreaturePower2(
- name='slithery_smoke',
- description="A blast of slithery, slithery smoke.",
+ name=u'slithery_smoke',
+ description=u"A blast of slithery, slithery smoke.",
hitpower=10),
CreaturePower2(
- name='treacherous_tremors',
- description="The ground shakes beneath footed animals!",
+ name=u'treacherous_tremors',
+ description=u"The ground shakes beneath footed animals!",
hitpower=0)])])
# Insert levels
session.add_all(
- [Level2(id='necroplex',
- name='The Necroplex',
- description='A complex full of pure deathzone.'),
- Level2(id='evilstorm',
- name='Evil Storm',
- description='A storm full of pure evil.',
+ [Level2(id=u'necroplex',
+ name=u'The Necroplex',
+ description=u'A complex full of pure deathzone.'),
+ Level2(id=u'evilstorm',
+ name=u'Evil Storm',
+ description=u'A storm full of pure evil.',
+ exits=[]), # you can't escape the evilstorm
+ Level2(id=u'central_park'
+ name=u'Central Park, NY, NY',
+ description=u"New York's friendly Central Park.")])
+
+ # necroplex exits
+ session.add_all(
+ [LevelExit2(name=u'deathwell',
+ from_level=u'necroplex',
+ to_level=u'evilstorm'),
+ LevelExit2(name=u'portal',
+ from_level=u'necroplex',
+ to_level=u'central_park')])
+
+ # there are no evilstorm exits because there is no exit from the
+ # evilstorm
+
+ # central park exits
+ session.add_all(
+ [LevelExit2(name=u'portal',
+ from_level=u'central_park',
+ to_level=u'necroplex')])
+
+ session.commit()
+
+
+def _insert_migration3_objects(session):
+ """
+ Test objects to insert for the third set of things
+ """
+ # Insert creatures
+ session.add_all(
+ [Creature3(
+ name=u'centipede',
+ num_limbs=100),
+ Creature3(
+ name=u'wolf',
+ num_limbs=4,
+ magical_powers = [
+ CreaturePower3(
+ name=u"ice breath",
+ description=u"A blast of icy breath!",
+ hitpower=20.0),
+ CreaturePower3(
+ name=u"death stare",
+ description=u"A frightening stare, for sure!",
+ hitpower=45.0)]),
+ Creature3(
+ name=u'wizardsnake',
+ num_limbs=0,
+ magical_powers=[
+ CreaturePower3(
+ name=u'death_rattle',
+ description=u'A rattle... of DEATH!',
+ hitpower=1000.0),
+ CreaturePower3(
+ name=u'sneaky_stare',
+ description=u"The sneakiest stare you've ever seen!"
+ hitpower=300.0),
+ CreaturePower3(
+ name=u'slithery_smoke',
+ description=u"A blast of slithery, slithery smoke.",
+ hitpower=10.0),
+ CreaturePower3(
+ name=u'treacherous_tremors',
+ description=u"The ground shakes beneath footed animals!",
+ hitpower=0.0)])],
+ # annnnnd one more to test a floating point hitpower
+ Creature3(
+ name=u'deity',
+ numb_limbs=30,
+ magical_powers[
+ CreaturePower3(
+ name=u'smite',
+ description=u'Smitten by holy wrath!',
+ hitpower=9999.9))))
+
+ # Insert levels
+ session.add_all(
+ [Level3(id=u'necroplex',
+ name=u'The Necroplex',
+ description=u'A complex full of pure deathzone.'),
+ Level3(id=u'evilstorm',
+ name=u'Evil Storm',
+ description=u'A storm full of pure evil.',
exits=[]), # you can't escape the evilstorm
- Level2(id='central_park'
- name='Central Park, NY, NY',
- description="New York's friendly Central Park.")])
+ Level3(id=u'central_park'
+ name=u'Central Park, NY, NY',
+ description=u"New York's friendly Central Park.")])
# necroplex exits
session.add_all(
- [LevelExit2(name='deathwell',
- from_level='necroplex',
- to_level='evilstorm'),
- LevelExit2(name='portal',
- from_level='necroplex',
- to_level='central_park')])
+ [LevelExit3(name=u'deathwell',
+ from_level=u'necroplex',
+ to_level=u'evilstorm'),
+ LevelExit3(name=u'portal',
+ from_level=u'necroplex',
+ to_level=u'central_park')])
# there are no evilstorm exits because there is no exit from the
# evilstorm
# central park exits
session.add_all(
- [LevelExit2(name='portal',
- from_level='central_park',
- to_level='necroplex')]
+ [LevelExit3(name=u'portal',
+ from_level=u'central_park',
+ to_level=u'necroplex')])
session.commit()
+
+
+def CollectingPrinter(object):
+ def __init__(self):
+ self.collection = []
+
+ def __call__(self, string):
+ self.collection.append(string)
+
+ @property
+ def combined_string(self):
+ return u''.join(self.collection)
+
+
+def create_test_engine():
+ from sqlalchemy import create_engine
+ engine = create_engine('sqlite:///:memory:', echo=False)
+ sqlalchemy.orm import sessionmaker
+ Session = sessionmaker(bind=engine)
+ return engine, Session
+
+
+def assert_col_type(column, class):
+ assert isinstance(column.type, class)
+
+
+def test_set1_to_set3():
+ # Create / connect to database
+ # ----------------------------
+
+ engine, Session = create_test_engine()
+
+ # Create tables by migrating on empty initial set
+ # -----------------------------------------------
+
+ printer = CollectingPrinter
+ migration_manager = MigrationManager(
+ '__main__', SET1_MODELS, SET1_MIGRATIONS, Session(),
+ printer)
+
+ # Check latest migration and database current migration
+ assert migration_manager.latest_migration == 0
+ assert migration_manager.database_current_migration == None
+
+ result = migration_manager.init_or_migrate()
+
+ # Make sure output was "inited"
+ assert result == u'inited'
+ # Check output
+ assert printer.combined_string == (
+ "-> Initializing main mediagoblin tables... done.\n")
+ # Check version in database
+ assert migration_manager.latest_migration == 0
+ assert migration_manager.database_current_migration == 0
+
+ # Install the initial set
+ # -----------------------
+
+ _insert_migration1_objects(Session())
+
+ # Try to "re-migrate" with same manager settings... nothing should happen
+ migration_manager = MigrationManager(
+ '__main__', SET1_MODELS, SET1_MIGRATIONS, Session(),
+ printer)
+ assert migration_manager.init_or_migrate() == None
+
+ # Check version in database
+ assert migration_manager.latest_migration == 0
+ assert migration_manager.database_current_migration == 0
+
+ # Sanity check a few things in the database...
+ metadata = MetaData(bind=db_conn.engine)
+
+ # Check the structure of the creature table
+ creature_table = Table(
+ 'creature', metadata,
+ autoload=True, autoload_with=db_conn.engine)
+ assert set(creature_table.c.keys()) == set(
+ ['id', 'name', 'num_legs', 'is_demon'])
+ assert_col_type(creature_table.c.id, Integer)
+ assert_col_type(creature_table.c.name, Unicode)
+ assert creature_table.c.name.nullable is False
+ assert creature_table.c.name.index is True
+ assert creature_table.c.name.unique is True
+ assert_col_type(creature_table.c.num_legs, Integer)
+ assert creature_table.c.num_legs.nullable is False
+ assert_col_type(creature_table.c.is_demon, Boolean)
+
+ # Check the structure of the level table
+ level_table = Table(
+ 'level', metadata,
+ autoload=True, autoload_with=db_conn.engine)
+ assert set(level_table.c.keys()) == set(
+ ['id', 'name', 'description', 'exits'])
+ assert_col_type(level_table.c.id, Unicode)
+ assert level_table.c.id.primary_key is True
+ assert_col_type(level_table.c.name, Unicode)
+ assert_col_type(level_table.c.description, Unicode)
+ # Skipping exits... Not sure if we can detect pickletype, not a
+ # big deal regardless.
+
+ # Now check to see if stuff seems to be in there.
+ creature = session.query(Creature1).filter_by(
+ name=u'centipede').one()
+ assert creature.num_legs == 100
+ assert creature.is_demon == False
+
+ creature = session.query(Creature1).filter_by(
+ name=u'wolf').one()
+ assert creature.num_legs == 4
+ assert creature.is_demon == False
+
+ creature = session.query(Creature1).filter_by(
+ name=u'wizardsnake').one()
+ assert creature.num_legs == 0
+ assert creature.is_demon == True
+
+ level = session.query(Level1).filter_by(
+ id=u'necroplex')
+ assert level.name == u'The Necroplex'
+ assert level.description == u'A complex of pure deathzone.'
+ assert level.exits == {
+ 'deathwell': 'evilstorm',
+ 'portal': 'central_park'}
+
+ level = session.query(Level1).filter_by(
+ id=u'evilstorm')
+ assert level.name == u'Evil Storm'
+ assert level.description == u'A storm full of pure evil.'
+ assert level.exits == {} # You still can't escape the evilstorm!
+
+ level = session.query(Level1).filter_by(
+ id=u'central_park')
+ assert level.name == u'Central Park, NY, NY'
+ assert level.description == u"New York's friendly Central Park."
+ assert level.exits == {
+ 'portal': 'necroplex'}
+
+ # Create new migration manager, but make sure the db migration
+ # isn't said to be updated yet
+ printer = CollectingPrinter
+ migration_manager = MigrationManager(
+ '__main__', SET3_MODELS, SET3_MIGRATIONS, Session(),
+ printer)
+
+ assert migration_manager.latest_migration == 3
+ assert migration_manager.database_current_migration == 0
+
+ # Migrate
+ result = migration_manager.init_or_migrate()
+
+ # Make sure result was "migrated"
+ assert result == u'migrated'
+
+ # TODO: Check output to user
+ assert printer.combined_string == """\
+-> Updating main mediagoblin tables...
+ + Running migration 1, "creature_remove_is_demon"... done.
+ + Running migration 2, "creature_powers_new_table"... done.
+ + Running migration 3, "level_exits_new_table"... done."""
+
+ # Make sure version matches expected
+ migration_manager = MigrationManager(
+ '__main__', SET3_MODELS, SET3_MIGRATIONS, Session(),
+ printer)
+ assert migration_manager.latest_migration == 3
+ assert migration_manager.database_current_migration == 3
+
+ # Check all things in database match expected
+
+ # Check the creature table
+ creature_table = Table(
+ 'creature', metadata,
+ autoload=True, autoload_with=db_conn.engine)
+ assert set(creature_table.c.keys()) == set(
+ ['id', 'name', 'num_limbs'])
+ assert_col_type(creature_table.c.id, Integer)
+ assert_col_type(creature_table.c.name, Unicode)
+ assert creature_table.c.name.nullable is False
+ assert creature_table.c.name.index is True
+ assert creature_table.c.name.unique is True
+ assert_col_type(creature_table.c.num_legs, Integer)
+ assert creature_table.c.num_legs.nullable is False
+
+ # Check the CreaturePower table
+ creature_power_table = Table(
+ 'creature_power', metadata,
+ autoload=True, autoload_with=db_conn.engine)
+ assert set(creature_power_table.c.keys()) == set(
+ ['id', 'creature', 'name', 'description', 'hitpower'])
+ assert_col_type(creature_power_table.c.id, Integer)
+ assert_col_type(creature_power_table.c.creature, Integer)
+ assert creature_power_table.c.creature.nullable is False
+ assert_col_type(creature_power_table.c.name, Unicode)
+ assert_col_type(creature_power_table.c.description, Unicode)
+ assert_col_type(creature_power_table.c.hitpower, Float)
+ assert creature_power_table.c.hitpower.nullable is False
+
+ # Check the structure of the level table
+ level_table = Table(
+ 'level', metadata,
+ autoload=True, autoload_with=db_conn.engine)
+ assert set(level_table.c.keys()) == set(
+ ['id', 'name', 'description'])
+ assert_col_type(level_table.c.id, Unicode)
+ assert level_table.c.id.primary_key is True
+ assert_col_type(level_table.c.name, Unicode)
+ assert_col_type(level_table.c.description, Unicode)
+
+ # Check the structure of the level_exits table
+ level_exit_table = Table(
+ 'level_exit', metadata,
+ autoload=True, autoload_with=db_conn.engine)
+ assert set(level_exit_table.c.keys()) == set(
+ ['id', 'name', 'from_level', 'to_level'])
+ assert_col_type(level_exit_table.c.id, Integer)
+ assert_col_type(level_exit_table.c.name, Unicode)
+ assert_col_type(level_exit_table.c.from_level, Unicode)
+ assert level_exit_table.c.from_level.nullable is False
+ assert level_exit_table.c.from_level.indexed is True
+ assert_col_type(level_exit_table.c.to_level, Unicode)
+ assert level_exit_table.c.to_level.nullable is False
+ assert level_exit_table.c.to_level.indexed is True
+
+ # Now check to see if stuff seems to be in there.
+ creature = session.query(Creature1).filter_by(
+ name=u'centipede').one()
+ assert creature.num_legs == 100.0
+ assert creature.creature_powers == []
+
+ creature = session.query(Creature1).filter_by(
+ name=u'wolf').one()
+ assert creature.num_legs == 4.0
+ assert creature.creature_powers == []
+
+ creature = session.query(Creature1).filter_by(
+ name=u'wizardsnake').one()
+ assert creature.num_legs == 0.0
+ assert creature.creature_powers == []
+
+ pass
+
+
+def test_set2_to_set3():
+ # Create / connect to database
+ # Create tables by migrating on empty initial set
+
+ # Install the initial set
+ # Check version in database
+ # Sanity check a few things in the database
+
+ # Migrate
+ # Make sure version matches expected
+ # Check all things in database match expected
+ pass
+
+
+def test_set1_to_set2_to_set3():
+ # Create / connect to database
+ # Create tables by migrating on empty initial set
+
+ # Install the initial set
+ # Check version in database
+ # Sanity check a few things in the database
+
+ # Migrate
+ # Make sure version matches expected
+ # Check all things in database match expected
+
+ # Migrate again
+ # Make sure version matches expected again
+ # Check all things in database match expected again
+
+ ##### Set2
+ # creature_table = Table(
+ # 'creature', metadata,
+ # autoload=True, autoload_with=db_conn.engine)
+ # assert set(creature_table.c.keys()) == set(
+ # ['id', 'name', 'num_legs'])
+ # assert_col_type(creature_table.c.id, Integer)
+ # assert_col_type(creature_table.c.name, Unicode)
+ # assert creature_table.c.name.nullable is False
+ # assert creature_table.c.name.index is True
+ # assert creature_table.c.name.unique is True
+ # assert_col_type(creature_table.c.num_legs, Integer)
+ # assert creature_table.c.num_legs.nullable is False
+
+ # # Check the CreaturePower table
+ # creature_power_table = Table(
+ # 'creature_power', metadata,
+ # autoload=True, autoload_with=db_conn.engine)
+ # assert set(creature_power_table.c.keys()) == set(
+ # ['id', 'creature', 'name', 'description', 'hitpower'])
+ # assert_col_type(creature_power_table.c.id, Integer)
+ # assert_col_type(creature_power_table.c.creature, Integer)
+ # assert creature_power_table.c.creature.nullable is False
+ # assert_col_type(creature_power_table.c.name, Unicode)
+ # assert_col_type(creature_power_table.c.description, Unicode)
+ # assert_col_type(creature_power_table.c.hitpower, Integer)
+ # assert creature_power_table.c.hitpower.nullable is False
+
+ # # Check the structure of the level table
+ # level_table = Table(
+ # 'level', metadata,
+ # autoload=True, autoload_with=db_conn.engine)
+ # assert set(level_table.c.keys()) == set(
+ # ['id', 'name', 'description'])
+ # assert_col_type(level_table.c.id, Unicode)
+ # assert level_table.c.id.primary_key is True
+ # assert_col_type(level_table.c.name, Unicode)
+ # assert_col_type(level_table.c.description, Unicode)
+
+ # # Check the structure of the level_exits table
+ # level_exit_table = Table(
+ # 'level_exit', metadata,
+ # autoload=True, autoload_with=db_conn.engine)
+ # assert set(level_exit_table.c.keys()) == set(
+ # ['id', 'name', 'from_level', 'to_level'])
+ # assert_col_type(level_exit_table.c.id, Integer)
+ # assert_col_type(level_exit_table.c.name, Unicode)
+ # assert_col_type(level_exit_table.c.from_level, Unicode)
+ # assert level_exit_table.c.from_level.nullable is False
+ # assert_col_type(level_exit_table.c.to_level, Unicode)
+
+ pass