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Merge pull request #3112 from Calinou/add-bisect-guide

Add a page about finding regressions using `git bisect`
Rémi Verschelde 5 years ago
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      community/contributing/bisecting_regressions.rst
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      community/contributing/index.rst

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community/contributing/bisecting_regressions.rst

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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://downloads.tuxfamily.org/godotengine/>`__.
+
+For example, if you've reported a bug against Godot 3.2, you should first try to
+reproduce the bug in Godot 3.1 (not a patch release, see below for the reason).
+If the bug doesn't occur there, try to reproduce it in Godot 3.2 *beta 1* (which
+is roughly in the middle of all test builds available). If you can't reproduce
+the bug with Godot 3.2 beta 1, then try newer betas and RC builds. If you do
+manage to reproduce the bug with Godot 3.2 beta 1, then try older alpha builds.
+
+.. warning::
+
+    For bisecting regressions, don't use patch releases such as Godot 3.1.2.
+    Instead, use the minor version's first release like Godot 3.1. This is
+    because patch releases are built from a separate *stable branch*. This kind
+    of branch doesn't follow the rest of Godot's development, which is done in
+    the ``master`` branch.
+
+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.
+
+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. If you're
+using a pre-release build as the "good" or "bad" build, browse the `download
+mirror <https://downloads.tuxfamily.org/godotengine/>`__, go to the folder that
+contains the pre-release you downloaded and look for the ``README.txt`` file.
+The commit hash is written inside that file.
+
+If you're using a stable release as the "good" or "bad" build, use one of the
+following commit hashes depending on the version:
+
+.. code-block:: none
+
+    3.2-stable
+    3.1-stable
+    3.0-stable
+
+To refer to the latest state of the master branch, you can use ``master``
+instead of a commit hash.
+
+: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::
+
+    # <good> is the commit hash of the build that works as expected.
+    # <bad> is the commit hash of the build exhibiting the bug.
+    git bisect start <good> <bad>
+
+Compile Godot. This assumes you've set up a build environment:
+
+.. code-block::
+
+    # <platform> is the platform you're targeting for regression testing,
+    # like "windows", "x11" or "osx".
+    scons platform=<platform> -j4
+
+Since building Godot takes a while, you want to dedicate as many CPU threads as
+possible to the task. This is what the ``-j`` parameter does. Here, the command
+assigns 4 CPU threads to compiling Godot.
+
+Run the binary located in the ``bin/`` folder and try to reproduce the bug.
+
+If the build **still** exhibits the bug, run the following command:
+
+.. code-block::
+
+    git bisect bad
+
+If the build **does not** exhibit the bug, run the following command:
+
+.. code-block::
+
+    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 :)
+
+.. note::
+
+    You can read the full documentation on ``git bisect``
+    `here <https://git-scm.com/docs/git-bisect>`__.

+ 1 - 0
community/contributing/index.rst

@@ -8,6 +8,7 @@ Contributing
    ways_to_contribute
    best_practices_for_engine_contributors
    pr_workflow
+   bisecting_regressions
    code_style_guidelines
    bug_triage_guidelines
    documentation_guidelines