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Atlas is an in-process integration-test harness for Vintage Story mods. It boots a real,
headless Vintage Story server inside your dotnet test process, drives it tick by tick, and
lets you write deterministic scenarios in plain C# with xUnit.
Atlas is generic: any Vintage Story mod is testable, with no dependency on any particular mod.
Current version: v0.10.0, published on
NuGet. This release makes differential
testing first class: atlas diff baseline.trx candidate.trx compares two TRX runs and
buckets new failures, fixed, vanished, new and still-failing tests plus notable duration
shifts, with exit codes that gate CI directly (0 clean, 1 a regression, 2 unreadable input)
and a versioned --json shape. IWorldSession.EntitySimulationTicks exposes the embedded
server's real entity-simulation tick count, so entity-tick-frequency probes assert exact
counts instead of ratios (the release also pins, for the first time, what await World.Ticks(n) does and does not guarantee: Vintage Story has no fixed simulation step).
And a prebuilt test assembly now runs against whichever install VINTAGE_STORY points at
without a rebuild: Atlas auto-stages the engine assembly at launch, so a suite built once on
the newest engine you target runs everywhere older (the full E2E suite built on 1.22.3 runs
105/105 on 1.21.7 and 1.20.12), proven by a new per-push CI lane. Two compatibility fixes
round it out: EngineCompat now resolves EnumClientState.Playing and
Entity.Pos/ServerPos from the loaded engine by name, so a prebuilt Atlas reads the join
lifecycle and spawned-entity positions correctly on the other engine line. Earlier releases
lowered the supported floor to 1.21 (1.20.x best-effort) through the EngineCompat shim,
added [AtlasTheory] (contributed by Seggr), brought test players to the Playing client
state, made world rollback universal (joined players, mini-dimensions, the
atlas:rollback:* mod-cooperation hooks), completed the isolation trilogy
(FreshWorld/RollbackWorld/RestartWorld), and added atlas fixture world-fixture
authoring, IWorldSession.PlaceSchematic, multi-process parallel execution
(atlas run --parallel), the machine-readable worker mode (--worker, JSONL events), the
atlas CLI itself and pre-boot data file seeding ([AtlasDataFiles]). See the
changelog for the full history.
using Atlas.Api;
using Atlas.XUnit;
using Vintagestory.API.MathTools;
using Xunit;
public class MarkerScenarios : AtlasScenarioBase
{
[AtlasScenario]
public async Task Chest_Should_BePlaceable_When_WorldIsReady()
{
BlockPos pos = World.Spawn.Offset(1, 1, 0);
World.SetBlock("game:chest-east", pos);
await World.Ticks(5);
Assert.Equal("game:chest-east", World.BlockAt(pos).Code.ToString());
}
}Run it with dotnet test. No client, no window, no manual server setup.
| Page | Covers |
|---|---|
| Getting Started | Requirements, quickstart, first scenario, run |
| Writing Scenarios | Attribute reference, parameterized scenarios ([AtlasTheory]), time model, the world-isolation trilogy (fresh, rollback, restart), world fixtures and schematics, data file seeding, dimensions, test players, command results, the Api escape hatch |
| Mod Staging | Folder/zip/dll staging, AtlasMods, the MSBuild AtlasMod sugar |
| CLI | The atlas run reference, filtering and listing, worker mode and the JSONL protocol, multi-process --parallel execution, authoring world fixtures with atlas fixture, differential TRX comparison with atlas diff
|
| Architecture | The three layers, the game-thread pump, the bridge rendezvous |
| CI Recipes | GitHub Actions recipe, version matrix, TRX output, parallel execution |
| Compatibility | Supported Vintage Story versions, multi-install auto-staging (build newest, run older), the weekly sweep |
| Troubleshooting | Common exceptions and how to resolve them |
| Roadmap | Open issues and what's next |
- Mod DB page: follow releases and leave feedback.
- NuGet package.
- Issue tracker: bug reports and feature requests.