godot-xterm/addons/gut/doubler.gd

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14 KiB
GDScript3
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2020-05-09 19:07:31 +02:00
# ------------------------------------------------------------------------------
# Utility class to hold the local and built in methods separately. Add all local
# methods FIRST, then add built ins.
# ------------------------------------------------------------------------------
class ScriptMethods:
# List of methods that should not be overloaded when they are not defined
# in the class being doubled. These either break things if they are
# overloaded or do not have a "super" equivalent so we can't just pass
# through.
var _blacklist = [
'has_method',
'get_script',
'get',
'_notification',
'get_path',
'_enter_tree',
'_exit_tree',
'_process',
'_draw',
'_physics_process',
'_input',
'_unhandled_input',
'_unhandled_key_input',
'_set',
'_get', # probably
'emit_signal', # can't handle extra parameters to be sent with signal.
'draw_mesh', # issue with one parameter, value is `Null((..), (..), (..))``
'_to_string', # nonexistant function ._to_string
'_get_minimum_size', # Nonexistent function _get_minimum_size
]
var built_ins = []
var local_methods = []
var _method_names = []
func is_blacklisted(method_meta):
return _blacklist.find(method_meta.name) != -1
func _add_name_if_does_not_have(method_name):
var should_add = _method_names.find(method_name) == -1
if(should_add):
_method_names.append(method_name)
return should_add
func add_built_in_method(method_meta):
var did_add = _add_name_if_does_not_have(method_meta.name)
if(did_add and !is_blacklisted(method_meta)):
built_ins.append(method_meta)
func add_local_method(method_meta):
var did_add = _add_name_if_does_not_have(method_meta.name)
if(did_add):
local_methods.append(method_meta)
func to_s():
var text = "Locals\n"
for i in range(local_methods.size()):
text += str(" ", local_methods[i].name, "\n")
text += "Built-Ins\n"
for i in range(built_ins.size()):
text += str(" ", built_ins[i].name, "\n")
return text
# ------------------------------------------------------------------------------
# Helper class to deal with objects and inner classes.
# ------------------------------------------------------------------------------
class ObjectInfo:
var _path = null
var _subpaths = []
var _utils = load('res://addons/gut/utils.gd').new()
var _method_strategy = null
var make_partial_double = false
var scene_path = null
var _native_class = null
var _native_class_instance = null
func _init(path, subpath=null):
_path = path
if(subpath != null):
_subpaths = _utils.split_string(subpath, '/')
# Returns an instance of the class/inner class
func instantiate():
var to_return = null
if(is_native()):
to_return = _native_class.new()
else:
to_return = get_loaded_class().new()
return to_return
# Can't call it get_class because that is reserved so it gets this ugly name.
# Loads up the class and then any inner classes to give back a reference to
# the desired Inner class (if there is any)
func get_loaded_class():
var LoadedClass = load(_path)
for i in range(_subpaths.size()):
LoadedClass = LoadedClass.get(_subpaths[i])
return LoadedClass
func to_s():
return str(_path, '[', get_subpath(), ']')
func get_path():
return _path
func get_subpath():
return _utils.join_array(_subpaths, '/')
func has_subpath():
return _subpaths.size() != 0
func get_extends_text():
var extend = null
if(is_native()):
extend = str("extends ", get_native_class_name())
else:
extend = str("extends '", get_path(), "'")
if(has_subpath()):
extend += str('.', get_subpath().replace('/', '.'))
return extend
func get_method_strategy():
return _method_strategy
func set_method_strategy(method_strategy):
_method_strategy = method_strategy
func is_native():
return _native_class != null
func set_native_class(native_class):
_native_class = native_class
_native_class_instance = native_class.new()
_path = _native_class_instance.get_class()
func get_native_class_name():
return _native_class_instance.get_class()
# ------------------------------------------------------------------------------
# Allows for interacting with a file but only creating a string. This was done
# to ease the transition from files being created for doubles to loading
# doubles from a string. This allows the files to be created for debugging
# purposes since reading a file is easier than reading a dumped out string.
# ------------------------------------------------------------------------------
class FileOrString:
extends File
var _do_file = false
var _contents = ''
var _path = null
func open(path, mode):
_path = path
if(_do_file):
return .open(path, mode)
else:
return OK
func close():
if(_do_file):
return .close()
func store_string(s):
if(_do_file):
.store_string(s)
_contents += s
func get_contents():
return _contents
func get_path():
return _path
func load_it():
if(_contents != ''):
var script = GDScript.new()
script.set_source_code(get_contents())
script.reload()
return script
else:
return load(_path)
# ------------------------------------------------------------------------------
# A stroke of genius if I do say so. This allows for doubling a scene without
# having to write any files. By overloading instance we can make whatever
# we want.
# ------------------------------------------------------------------------------
class PackedSceneDouble:
extends PackedScene
var _script = null
var _scene = null
func set_script_obj(obj):
_script = obj
func instance(edit_state=0):
var inst = _scene.instance(edit_state)
if(_script != null):
inst.set_script(_script)
return inst
func load_scene(path):
_scene = load(path)
# ------------------------------------------------------------------------------
# START Doubler
# ------------------------------------------------------------------------------
var _utils = load('res://addons/gut/utils.gd').new()
var _ignored_methods = _utils.OneToMany.new()
var _stubber = _utils.Stubber.new()
var _lgr = _utils.get_logger()
var _method_maker = _utils.MethodMaker.new()
var _output_dir = 'user://gut_temp_directory'
var _double_count = 0 # used in making files names unique
var _spy = null
var _strategy = null
var _base_script_text = _utils.get_file_as_text('res://addons/gut/double_templates/script_template.gd')
var _make_files = false
# These methods all call super implicitly. Stubbing them to call super causes
# super to be called twice.
var _non_super_methods = [
"_init",
"_ready",
"_notification",
"_enter_world",
"_exit_world",
"_process",
"_physics_process",
"_exit_tree",
"_gui_input ",
]
func _init(strategy=_utils.DOUBLE_STRATEGY.PARTIAL):
set_logger(_utils.get_logger())
_strategy = strategy
# ###############
# Private
# ###############
func _get_indented_line(indents, text):
var to_return = ''
for _i in range(indents):
to_return += "\t"
return str(to_return, text, "\n")
func _stub_to_call_super(obj_info, method_name):
if(_non_super_methods.has(method_name)):
return
var path = obj_info.get_path()
if(obj_info.scene_path != null):
path = obj_info.scene_path
var params = _utils.StubParams.new(path, method_name, obj_info.get_subpath())
params.to_call_super()
_stubber.add_stub(params)
func _get_base_script_text(obj_info, override_path):
var path = obj_info.get_path()
if(override_path != null):
path = override_path
var stubber_id = -1
if(_stubber != null):
stubber_id = _stubber.get_instance_id()
var spy_id = -1
if(_spy != null):
spy_id = _spy.get_instance_id()
var values = {
"path":path,
"subpath":obj_info.get_subpath(),
"stubber_id":stubber_id,
"spy_id":spy_id,
"extends":obj_info.get_extends_text()
}
return _base_script_text.format(values)
func _write_file(obj_info, dest_path, override_path=null):
var base_script = _get_base_script_text(obj_info, override_path)
var script_methods = _get_methods(obj_info)
var f = FileOrString.new()
f._do_file = _make_files
var f_result = f.open(dest_path, f.WRITE)
if(f_result != OK):
_lgr.error(str('Error creating file ', dest_path))
_lgr.error(str('Could not create double for :', obj_info.to_s()))
return
f.store_string(base_script)
for i in range(script_methods.local_methods.size()):
if(obj_info.make_partial_double):
_stub_to_call_super(obj_info, script_methods.local_methods[i].name)
f.store_string(_get_func_text(script_methods.local_methods[i]))
for i in range(script_methods.built_ins.size()):
_stub_to_call_super(obj_info, script_methods.built_ins[i].name)
f.store_string(_get_func_text(script_methods.built_ins[i]))
f.close()
return f
func _double_scene_and_script(scene_info):
var to_return = PackedSceneDouble.new()
to_return.load_scene(scene_info.get_path())
var inst = load(scene_info.get_path()).instance()
var script_path = null
if(inst.get_script()):
script_path = inst.get_script().get_path()
inst.free()
if(script_path):
var oi = ObjectInfo.new(script_path)
oi.set_method_strategy(scene_info.get_method_strategy())
oi.make_partial_double = scene_info.make_partial_double
oi.scene_path = scene_info.get_path()
to_return.set_script_obj(_double(oi, scene_info.get_path()).load_it())
return to_return
func _get_methods(object_info):
var obj = object_info.instantiate()
# any method in the script or super script
var script_methods = ScriptMethods.new()
var methods = obj.get_method_list()
# first pass is for local methods only
for i in range(methods.size()):
# 65 is a magic number for methods in script, though documentation
# says 64. This picks up local overloads of base class methods too.
if(methods[i].flags == 65 and !_ignored_methods.has(object_info.get_path(), methods[i]['name'])):
script_methods.add_local_method(methods[i])
if(object_info.get_method_strategy() == _utils.DOUBLE_STRATEGY.FULL):
# second pass is for anything not local
for i in range(methods.size()):
# 65 is a magic number for methods in script, though documentation
# says 64. This picks up local overloads of base class methods too.
if(methods[i].flags != 65 and !_ignored_methods.has(object_info.get_path(), methods[i]['name'])):
script_methods.add_built_in_method(methods[i])
return script_methods
func _get_inst_id_ref_str(inst):
var ref_str = 'null'
if(inst):
ref_str = str('instance_from_id(', inst.get_instance_id(),')')
return ref_str
func _get_func_text(method_hash):
return _method_maker.get_function_text(method_hash) + "\n"
# returns the path to write the double file to
func _get_temp_path(object_info):
var file_name = null
var extension = null
if(object_info.is_native()):
file_name = object_info.get_native_class_name()
extension = 'gd'
else:
file_name = object_info.get_path().get_file().get_basename()
extension = object_info.get_path().get_extension()
if(object_info.has_subpath()):
file_name += '__' + object_info.get_subpath().replace('/', '__')
file_name += str('__dbl', _double_count, '__.', extension)
var to_return = _output_dir.plus_file(file_name)
return to_return
func _load_double(fileOrString):
return fileOrString.load_it()
func _double(obj_info, override_path=null):
var temp_path = _get_temp_path(obj_info)
var result = _write_file(obj_info, temp_path, override_path)
_double_count += 1
return result
func _double_script(path, make_partial, strategy):
var oi = ObjectInfo.new(path)
oi.make_partial_double = make_partial
oi.set_method_strategy(strategy)
return _double(oi).load_it()
func _double_inner(path, subpath, make_partial, strategy):
var oi = ObjectInfo.new(path, subpath)
oi.set_method_strategy(strategy)
oi.make_partial_double = make_partial
return _double(oi).load_it()
func _double_scene(path, make_partial, strategy):
var oi = ObjectInfo.new(path)
oi.set_method_strategy(strategy)
oi.make_partial_double = make_partial
return _double_scene_and_script(oi)
func _double_gdnative(native_class, make_partial, strategy):
var oi = ObjectInfo.new(null)
oi.set_native_class(native_class)
oi.set_method_strategy(strategy)
oi.make_partial_double = make_partial
return _double(oi).load_it()
# ###############
# Public
# ###############
func get_output_dir():
return _output_dir
func set_output_dir(output_dir):
if(output_dir != null):
_output_dir = output_dir
if(_make_files):
var d = Directory.new()
d.make_dir_recursive(output_dir)
func get_spy():
return _spy
func set_spy(spy):
_spy = spy
func get_stubber():
return _stubber
func set_stubber(stubber):
_stubber = stubber
func get_logger():
return _lgr
func set_logger(logger):
_lgr = logger
_method_maker.set_logger(logger)
func get_strategy():
return _strategy
func set_strategy(strategy):
_strategy = strategy
func partial_double_scene(path, strategy=_strategy):
return _double_scene(path, true, strategy)
# double a scene
func double_scene(path, strategy=_strategy):
return _double_scene(path, false, strategy)
# double a script/object
func double(path, strategy=_strategy):
return _double_script(path, false, strategy)
func partial_double(path, strategy=_strategy):
return _double_script(path, true, strategy)
func partial_double_inner(path, subpath, strategy=_strategy):
return _double_inner(path, subpath, true, strategy)
# double an inner class in a script
func double_inner(path, subpath, strategy=_strategy):
return _double_inner(path, subpath, false, strategy)
# must always use FULL strategy since this is a native class and you won't get
# any methods if you don't use FULL
func double_gdnative(native_class):
return _double_gdnative(native_class, false, _utils.DOUBLE_STRATEGY.FULL)
# must always use FULL strategy since this is a native class and you won't get
# any methods if you don't use FULL
func partial_double_gdnative(native_class):
return _double_gdnative(native_class, true, _utils.DOUBLE_STRATEGY.FULL)
func clear_output_directory():
if(!_make_files):
return false
var did = false
if(_output_dir.find('user://') == 0):
var d = Directory.new()
var result = d.open(_output_dir)
# BIG GOTCHA HERE. If it cannot open the dir w/ erro 31, then the
# directory becomes res:// and things go on normally and gut clears out
# out res:// which is SUPER BAD.
if(result == OK):
d.list_dir_begin(true)
var f = d.get_next()
while(f != ''):
d.remove(f)
f = d.get_next()
did = true
return did
func delete_output_directory():
var did = clear_output_directory()
if(did):
var d = Directory.new()
d.remove(_output_dir)
func add_ignored_method(path, method_name):
_ignored_methods.add(path, method_name)
func get_ignored_methods():
return _ignored_methods
func get_make_files():
return _make_files
func set_make_files(make_files):
_make_files = make_files
set_output_dir(_output_dir)