Gustavaopere

minecraft-testing

"Design and implement automated tests for Minecraft 1.21.x mods and plugins using JUnit, MockBukkit, NeoForge GameTests, or Fabric GameTests. Use for test code and test execution, not release publishing or gameplay implementation."

Gustavaopere 0 Updated 1mo ago

Resources

5
GitHub

Install

npx skillscat add gustavaopere/minecraft-mod-factory/minecraft-testing

Install via the SkillsCat registry.

SKILL.md

Minecraft Testing Skill

Testing Strategies Overview

Approach Best For Requires Game?
JUnit 5 (pure unit tests) Logic, data structures, NBT serialization No
MockBukkit Bukkit/Paper plugin events, commands, inventory No (mocked server)
NeoForge GameTests In-game block/entity/world interaction Yes (test environment)
Fabric GameTests In-game block/entity/world interaction Yes (test environment)
Integration server Full plugin/mod lifecycle Yes (dedicated test server)

Routing Boundaries

  • Use when: the task is designing or implementing automated tests (unit, mock, gametest, CI test jobs) for Minecraft projects.
  • Do not use when: the task is implementing gameplay features rather than testing them (minecraft-modding, minecraft-plugin-dev, minecraft-datapack).
  • Do not use when: the task is release automation or publishing pipelines (minecraft-ci-release).

Bundled References And Helpers

  • Layout guide: references/test-layouts.md
  • Fixture/layout validator: ./scripts/validate-test-layout.sh --root <project>

Use the validator before copying a test layout into a real project. It checks for
the common breakpoints that show up in 1.21.x plugin/mod test repos: missing
useJUnitPlatform(), MockBukkit tests without the dependency, GameTests with
missing committed template files, and missing NeoForge/Fabric GameTest registration
metadata.


Unit Testing (JUnit 5 — No Minecraft)

build.gradle.kts additions

dependencies {
    testImplementation("org.junit.jupiter:junit-jupiter:5.11.0")
    testRuntimeOnly("org.junit.platform:junit-platform-launcher")
}

tasks.test {
    useJUnitPlatform()
    testLogging {
        events("passed", "skipped", "failed")
    }
}

Example pure unit test

import org.junit.jupiter.api.Test;
import static org.junit.jupiter.api.Assertions.*;

class CooldownManagerTest {

    @Test
    void playerOnCooldown_returnsFalse_afterExpiry() {
        var manager = new CooldownManager(500L); // 500ms cooldown
        manager.startCooldown("steve");
        assertTrue(manager.isOnCooldown("steve"));
        // fast-forward time by sleeping or injecting a Clock
        assertFalse(manager.isOnCooldown("notExisting"));
    }

    @Test
    void cooldown_throwsIllegalArgument_onNegativeDuration() {
        assertThrows(IllegalArgumentException.class,
            () -> new CooldownManager(-1L));
    }
}

MockBukkit (Paper/Bukkit Plugin Tests)

build.gradle.kts

repositories {
    maven("https://repo.papermc.io/repository/maven-public/")
    mavenCentral()
}

dependencies {
    compileOnly("io.papermc.paper:paper-api:1.21.11-R0.1-SNAPSHOT")
    testImplementation("org.junit.jupiter:junit-jupiter:5.11.0")
    testImplementation("org.mockbukkit.mockbukkit:mockbukkit-v1.21:4.0.0")
    testRuntimeOnly("org.junit.platform:junit-platform-launcher")
}

tasks.test {
    useJUnitPlatform()
}

Setup / teardown pattern

import org.mockbukkit.mockbukkit.MockBukkit;
import org.mockbukkit.mockbukkit.ServerMock;
import org.mockbukkit.mockbukkit.entity.PlayerMock;
import org.junit.jupiter.api.*;

class MyPluginTest {

    private static ServerMock server;
    private static MyPlugin plugin;

    @BeforeAll
    static void setUp() {
        // Start mock Bukkit server and load your plugin
        server = MockBukkit.mock();
        plugin = MockBukkit.load(MyPlugin.class);
    }

    @AfterAll
    static void tearDown() {
        MockBukkit.unmock();
    }
}

Testing events

@Test
void playerJoin_getsWelcomeMessage() {
    PlayerMock player = server.addPlayer("Steve");
    player.simulateJoin(); // fires PlayerJoinEvent

    // Assert the player received the expected message component
    player.assertSaid("Welcome, Steve!");
    // Or for Adventure components:
    assertTrue(player.nextMessage().contains("Welcome"));
}

@Test
void onBlockBreak_cancelledForNonOp() {
    PlayerMock player = server.addPlayer();
    player.setOp(false);

    Block block = player.getWorld().getBlockAt(0, 64, 0);
    block.setType(Material.STONE);
    BlockBreakEvent event = new BlockBreakEvent(block, player);
    server.getPluginManager().callEvent(event);

    assertTrue(event.isCancelled(), "Non-op should not be able to break blocks");
}

Testing commands

@Test
void mypluginInfo_returnsVersion() {
    PlayerMock player = server.addPlayer("Admin");
    player.setOp(true);

    boolean result = server.dispatchCommand(player, "myplugin info");

    assertTrue(result);
    player.assertSaid("Version: " + plugin.getDescription().getVersion());
}

@Test
void mypluginReload_requiresOp() {
    PlayerMock player = server.addPlayer("NonOp");
    player.setOp(false);

    server.dispatchCommand(player, "myplugin reload");

    player.assertSaid("No permission.");
}

Testing inventory / items

@Test
void giveKitCommand_givesPlayerItems() {
    PlayerMock player = server.addPlayer();
    
    server.dispatchCommand(player, "kit starter");
    
    // Check inventory
    assertTrue(player.getInventory().contains(Material.STONE_SWORD));
    assertTrue(player.getInventory().contains(Material.BREAD, 16));
}

Testing scheduler tasks

@Test
void repeatingTask_firesAfterDelay() {
    PlayerMock player = server.addPlayer();
    
    // Execute 40 ticks worth of scheduled tasks
    server.getScheduler().performTicks(40L);
    
    // Assert expected side effect happened
    assertEquals(2, plugin.getTaskCount());
}

Testing Folia-safe scheduler abstractions

MockBukkit does not emulate Folia's region-threaded runtime. The safe pattern is to
wrap scheduling behind your own interface and unit test the abstraction boundary.

interface SchedulerFacade {
    void runPlayerTask(Player player, Runnable task);
    void runAsync(Runnable task);
}

@Test
void playerTask_delegatesThroughFacade() {
    List<String> calls = new ArrayList<>();
    SchedulerFacade facade = new SchedulerFacade() {
        @Override
        public void runPlayerTask(Player player, Runnable task) {
            calls.add("player");
            task.run();
        }

        @Override
        public void runAsync(Runnable task) {
            calls.add("async");
            task.run();
        }
    };

    facade.runPlayerTask(server.addPlayer(), () -> calls.add("ran"));
    assertEquals(List.of("player", "ran"), calls);
}

Testing PDC

@Test
void pdcKillCount_incrementsOnKill() {
    PlayerMock player = server.addPlayer();
    NamespacedKey key = new NamespacedKey(plugin, "kills");
    
    // Simulate kill event
    EntityDeathEvent deathEvent = new EntityDeathEvent(
        server.addMockEntity(EntityType.ZOMBIE), new ArrayList<>(), 0
    );
    deathEvent.getEntity().setKiller(player);
    server.getPluginManager().callEvent(deathEvent);
    
    int kills = player.getPersistentDataContainer()
        .getOrDefault(key, PersistentDataType.INTEGER, 0);
    assertEquals(1, kills);
}

Testing item or chunk PDC writes

@Test
void itemPdc_roundTripsCustomId() {
    NamespacedKey key = new NamespacedKey(plugin, "custom_id");
    ItemStack item = new ItemStack(Material.STICK);

    item.editMeta(meta -> meta.getPersistentDataContainer().set(
        key, PersistentDataType.STRING, "wand"
    ));

    String value = item.getItemMeta().getPersistentDataContainer()
        .get(key, PersistentDataType.STRING);
    assertEquals("wand", value);
}

NeoForge GameTests

GameTests run inside a Minecraft world. They place a structure (the test environment),
then run assertions using GameTestHelper.

Registration

// In your mod main class:
@Mod(MyMod.MOD_ID)
public class MyMod {
    public MyMod(IEventBus modEventBus) {
        modEventBus.register(MyGameTests.class);
    }
}

Test class

import net.minecraft.gametest.framework.*;
import net.neoforged.neoforge.gametest.GameTestHolder;
import net.neoforged.neoforge.gametest.PrefixGameTestTemplate;

@GameTestHolder(MyMod.MOD_ID)                // registers test namespace
@PrefixGameTestTemplate(false)               // don't prefix template names
public class MyGameTests {

    // Default template: 3x3x3 air structure called "mymod:empty"
    @GameTest(template = "mymod:empty")
    public static void testBlockInteraction(GameTestHelper helper) {
        // Place a block
        helper.setBlock(1, 1, 1, net.minecraft.world.level.block.Blocks.FURNACE);
        
        // Run after 1 tick
        helper.runAfterDelay(1, () -> {
            // Assert block state
            helper.assertBlock(new net.minecraft.core.BlockPos(1, 1, 1),
                b -> b.is(net.minecraft.world.level.block.Blocks.FURNACE),
                "Expected furnace");
            
            helper.succeed();
        });
    }

    @GameTest(template = "mymod:empty", timeoutTicks = 200)
    public static void testEntitySpawn(GameTestHelper helper) {
        // Spawn entity
        var entity = helper.spawnWithNoFreeWill(
            net.minecraft.world.entity.EntityType.ZOMBIE, new net.minecraft.core.BlockPos(2, 2, 2)
        );
        
        helper.runAfterDelay(5, () -> {
            helper.assertEntityPresent(
                net.minecraft.world.entity.EntityType.ZOMBIE,
                new net.minecraft.core.BlockPos(2, 2, 2), 1.0
            );
            helper.succeed();
        });
    }
}

Structure templates (.nbt files)

Place empty structure files at:
src/main/resources/data/mymod/structures/empty.nbt

Generate them in-game using /test create mymod:empty 3 3 3 (NeoForge test command).
Commit the .nbt files to version control, and keep the namespace/path aligned
with each literal @GameTest(template = "mymod:...") value so the validator can
catch missing templates before runtime.

GameTest setup checklist

  1. Verify .nbt structure files exist at src/main/resources/data/<modid>/structures/
  2. Verify the GameTest class is actually registered (for example modEventBus.register(MyGameTests.class))
  3. Run ./gradlew runGameTestServer — if tests fail with "Missing template", the .nbt file path or name is wrong
  4. Check Gradle output for PASSED/FAILED per test
  5. If a test times out, increase timeoutTicks in the @GameTest annotation or add intermediate assertions with runAfterDelay

Running GameTests

./gradlew runGameTestServer

# In-game (dev environment):
# /test runall
# /test run mymod:test_block_interaction

Fabric GameTests

import net.fabricmc.fabric.api.gametest.v1.FabricGameTest;
import net.minecraft.core.BlockPos;
import net.minecraft.gametest.framework.GameTest;
import net.minecraft.gametest.framework.GameTestHelper;
import net.minecraft.world.level.block.Blocks;

public class MyFabricGameTests implements FabricGameTest {

    @GameTest(template = EMPTY_STRUCTURE)
    public void testCustomBlock(GameTestHelper helper) {
        helper.setBlock(1, 1, 1, Blocks.GOLD_BLOCK.defaultBlockState());
        
        helper.runAfterDelay(2, () -> {
            helper.assertBlock(
                new BlockPos(1, 1, 1),
                b -> b.is(Blocks.GOLD_BLOCK),
                "Gold block should be placed"
            );
            helper.succeed();
        });
    }
}

Register in fabric.mod.json

{
  "entrypoints": {
    "fabric-gametest": [
      "com.example.mymod.fabric.MyFabricGameTests"
    ]
  }
}

Keep the fabric-gametest entrypoint in sync with the concrete GameTest class
name. The validator checks both the metadata file and the entry itself.


GameTestHelper Assertions Reference

// Block assertions
helper.assertBlock(pos, predicate, "message");
helper.assertBlockState(pos, state -> state.is(Blocks.STONE), "Expected stone");
helper.assertBlockPresent(Blocks.GOLD_BLOCK, pos);
helper.assertBlockNotPresent(Blocks.TNT, pos);

// Entity assertions
helper.assertEntityPresent(EntityType.ZOMBIE, pos, radius);
helper.assertEntityNotPresent(EntityType.ZOMBIE);
helper.assertEntityCount(EntityType.ZOMBIE, expectedCount);
helper.assertEntityProperty(entity, entity -> entity.getHealth() > 0, "alive");

// Item assertions
helper.assertContainerContains(pos, Items.DIAMOND);
helper.assertContainerEmpty(pos);

// Control flow
helper.succeed();        // mark test as passed — REQUIRED at end
helper.fail("reason");   // mark test as failed
helper.runAfterDelay(ticks, runnable); // schedule assertion
helper.onEachTick(runnable);          // run every tick (use with care)
helper.succeedWhen(() -> { /* assertions */ }); // poll until assertions pass or timeout
helper.succeedOnTickWhen(tick, () -> { /* assertions */ });

CI: Running Tests in GitHub Actions

Split CI into fast unit/mock coverage and slower runtime-facing jobs. MockBukkit is great
for command/event logic, but it does not prove Folia thread safety or real server bootstrap.

# .github/workflows/test.yml
name: Tests

on: [push, pull_request]

jobs:
    unit-tests:
        runs-on: ubuntu-latest
        steps:
            - uses: actions/checkout@v4
            - { uses: actions/setup-java@v4, with: { java-version: '21', distribution: 'temurin' } }
            - uses: gradle/actions/setup-gradle@v4
            - { name: Run unit tests, run: ./gradlew test }

    game-tests:
        runs-on: ubuntu-latest
        steps:
            - uses: actions/checkout@v4
            - { uses: actions/setup-java@v4, with: { java-version: '21', distribution: 'temurin' } }
            - uses: gradle/actions/setup-gradle@v4
            - { name: Run GameTests (headless), run: ./gradlew runGameTestServer, env: { CI: true } }

    layout-checks:
        runs-on: ubuntu-latest
        steps:
            - uses: actions/checkout@v4
            - { name: Validate test layout, run: ./scripts/validate-test-layout.sh --root . }

References