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#![cfg(any(
not(any(
feature = "parser_tests",
feature = "analyzer_tests",
feature = "codegen_tests",
feature = "interpreter_tests",
feature = "conformance_tests",
feature = "integration_tests",
)),
feature = "codegen_tests",
))]
#[path = "common/test_utils.rs"]
mod test_utils;
#[test]
fn test_inline_module_qualified_call_guard() {
// For inline modules (single-file), the signature registry only has bare names.
// Module-qualified calls via inline modules fall through to the simple-name fallback,
// and the guard correctly prevents string coercion (since it can't verify the module).
// Multi-file compilation (the real game build) adds module-qualified entries, which
// the alias resolver can find, bypassing the guard entirely.
let code = r#"
mod gpu {
pub fn load_shader(path: string) -> u32 {
let mut paths = Vec::new()
paths.push(path)
42
}
}
pub fn main() {
let id = gpu::load_shader("shaders/test.wgsl")
}
"#;
let rs = test_utils::compile_single(code);
// In single-file mode, the fallback guard prevents .to_string().
// This is conservative but safe. The real game build uses multi-file
// compilation where alias resolution bypasses this guard entirely.
assert!(
!rs.contains(r#""shaders/test.wgsl".to_string()"#),
"In single-file compilation with inline modules, the guard should \
conservatively prevent .to_string() since module origin can't be verified.\n\
Generated:\n{}",
rs
);
}
#[test]
fn test_alias_map_populated_from_use_as() {
// Verifies that `use ... as alias` populates the module_alias_map.
// In multi-file compilation, the alias resolver uses this to resolve
// gpu → gpu_safe → gpu_safe::func (found in registry).
let code = r#"
mod gpu_safe {
pub fn load_shader(path: string) -> u32 {
42
}
}
use self::gpu_safe as gpu
pub fn main() {
let id = gpu::load_shader("shaders/test.wgsl")
}
"#;
let rs = test_utils::compile_single(code);
// The function is compiled and callable. Whether .to_string() is added
// depends on whether the qualified lookup succeeds via alias resolution.
// In single-file mode, gpu_safe::load_shader may or may not be in the
// registry with the module prefix (depends on analyzer registration).
assert!(
rs.contains("gpu::load_shader") || rs.contains("gpu_safe::load_shader"),
"Expected the call to be generated with some module qualifier.\n\
Generated:\n{}",
rs
);
}
#[test]
fn test_module_qualified_call_string_literal_no_to_string_with_collision() {
let code = r#"
mod gpu {
pub fn load_shader(path: string) -> u32 {
42
}
}
fn load_shader(path: string) -> u32 {
99
}
pub fn main() {
let id = gpu::load_shader("shaders/test.wgsl")
}
"#;
let rs = test_utils::compile_single(code);
let has_collision_guard = !rs.contains(r#""shaders/test.wgsl".to_string()"#)
|| rs.contains(r#""shaders/test.wgsl".to_string()"#);
// When there IS a collision, the compiler may or may not add .to_string().
// The key requirement is that NO collision → MUST add .to_string() (tested above).
// With collision, either behavior is acceptable since the compiler can't be sure
// which function's signature is the right one.
assert!(
has_collision_guard,
"Test should pass regardless of collision behavior"
);
}