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- .. _doc_bisecting_regressions:
- Bisecting regressions
- =====================
- .. highlight:: shell
- Bisecting is a way to find regressions in software. After reporting a bug on the
- `Godot repository on GitHub <https://github.com/godotengine/godot>`__, you may
- be asked by a contributor to *bisect* the issue. Bisecting makes it possible for
- contributors to fix bugs faster, as they can know in advance which commit caused
- the regression. Your effort will be widely appreciated :)
- The guide below explains how to find a regression by bisecting.
- What is bisecting?
- ------------------
- Godot developers use the `Git <https://git-scm.com/>`__ version control system.
- In the context of Git, bisecting is the process of performing a manual
- `binary search <https://en.wikipedia.org/wiki/Binary_search_algorithm>`__
- to determine when a regression appeared. While it's typically used for bugs,
- it can also be used to find other kinds of unexpected changes such as
- performance regressions.
- Using official builds to speed up bisecting
- -------------------------------------------
- Before using Git's ``bisect`` command, we strongly recommend trying to reproduce
- the bug with an older (or newer) official release. This greatly reduces the
- range of commits that potentially need to be built from source and tested.
- You can find binaries of official releases, as well as alphas, betas,
- and release candidates `here <https://godotengine.org/download/archive/>`__.
- .. danger::
- Project files may be incompatible between Godot versions.
- **Make a backup of your project** before starting the bisection process.
- Going from the oldest to the newest build generally reduces the risk of the
- project not being able to successfully open in the editor, thanks to
- backwards compatibility. Try to reduce your project to the smallest
- repeatable example too. The more minimal the project is, the more likely
- you'll be able to open it without compatibility issues in newer engine
- versions.
- The Git bisect command
- ----------------------
- If you've found a build that didn't exhibit the bug in the above testing
- process, you can now start bisecting the regression. The Git version control
- system offers a built-in command for this: ``git bisect``. This makes the
- process semi-automated as you only have to build the engine, run it and try to
- reproduce the bug.
- .. note::
- Before bisecting a regression, you need to set up a build environment to
- compile Godot from source. To do so, read the
- :ref:`Compiling <toc-devel-compiling>` page for your target platform.
- (Compiling Godot from source doesn't require C++ programming knowledge.)
- Note that compiling Godot can take a while on slow hardware (up an hour for
- each full rebuild on a slow dual-core CPU). This means the full process can
- take up to several hours. If your hardware is too slow, you may want to stop
- there and report the results of your "pre-bisecting" on the GitHub issue so
- another contributor can continue bisecting from there.
- Determine the commit hashes
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- To start bisecting, you must first determine the commit hashes (identifiers) of
- the "bad" and "good" build. "bad" refers to the build that exhibits the bug,
- whereas "good" refers to the version that doesn't exhibit the bug.
- You can use either a commit hash (like ``06acfccf8``), the tag of a stable
- release (like ``4.2.1-stable``), or a branch like ``master``.
- If you're using a pre-release build as the "good" or "bad" build, you can find
- the commit hash in the Project Manager in the lower-right corner, or in in the
- **Help > About Godot** dialog in the Godot editor. The version information will
- look something like ``v4.4.beta3.official [06acfccf8]``, and the commit hash is
- within the brackets, in this case ``06acfccf8``. You can click on the version
- information to copy it, including the commit hash.
- Alternately, you can browse the `interactive changelog
- <https://godotengine.github.io/godot-interactive-changelog/>`__ to find commits
- for all releases, including development builds. The commits will be listed as a
- range, like ``commits: a013481b0...06acfccf8``, and the second commit is the one
- you should use for bisecting. You can also browse the `Godot Archive
- <https://godotengine.org/download/archive/>`__, and find the commit hash within
- the release page linked from the **News** button.
- If you're using a stable release as the "good" or "bad" build, you can use the
- tag of that release directly, such as ``4.2-stable`` or ``4.2.1-stable``. A full
- list of release tags is available `on GitHub
- <https://github.com/godotengine/godot/tags>`__, and you can also find the actual
- commit hash that corresponds to a stable release there.
- To refer to the latest state of the master branch, you can use ``master``
- instead of a commit hash. Note that unlike tagged releases or snapshot commit
- hashes, ``master`` is a perpetually moving target.
- Build the engine
- ~~~~~~~~~~~~~~~~
- :ref:`Get Godot's source code using Git <doc_getting_source>`. Once this
- is done, in the terminal window, use ``cd`` to reach the Godot repository
- folder and enter the following command:
- .. code-block:: shell
- # <good commit hash> is hash of the build that works as expected.
- # <bad commit hash> is hash of the build exhibiting the bug.
- git bisect start
- git bisect good <good commit hash>
- git bisect bad <bad commit hash>
- Compile Godot. This assumes you've set up a build environment:
- .. code-block:: shell
- scons
- Run the engine
- ~~~~~~~~~~~~~~
- Run the binary located in the ``bin/`` folder and try to reproduce the bug.
- .. note::
- :ref:`Double-check the output file name <doc_introduction_to_the_buildsystem_resulting_binary>`
- in ``bin/`` to make sure you're actually running the binary you've just compiled.
- Different Godot versions will output binaries with different names.
- If the build **still** exhibits the bug, run the following command:
- .. code-block:: shell
- git bisect bad
- If the build **does not** exhibit the bug, run the following command:
- .. code-block:: shell
- git bisect good
- After entering one of the commands above, Git will switch to a different commit.
- You should now build Godot again, try to reproduce the bug, then enter ``git
- bisect good`` or ``git bisect bad`` depending on the result. You'll have to
- repeat this several times. The longer the commit range, the more steps will be
- required. 5 to 10 steps are usually sufficient to find most regressions; Git
- will remind you of the number of steps remaining (in the worst case scenario).
- Once you've completed enough steps, Git will display the commit hash where the
- regression appeared. Write this commit hash as a comment to the GitHub issue
- you've bisected. This will help in solving the issue. Thanks again for
- contributing to Godot :)
- .. seealso::
- You can read the full documentation on ``git bisect``
- `here <https://git-scm.com/docs/git-bisect>`__.
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