# ############################################################################## #(G)odot (U)nit (T)est class # # ############################################################################## # The MIT License (MIT) # ===================== # # Copyright (c) 2020 Tom "Butch" Wesley # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in # all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN # THE SOFTWARE. # # ############################################################################## # Description # ----------- # This class is a PSUEDO SINGLETON. You should not make instances of it but use # the get_instance static method. # ############################################################################## extends Node # ------------------------------------------------------------------------------ # The instance name as a function since you can't have static variables. # ------------------------------------------------------------------------------ static func INSTANCE_NAME(): return "__GutUtilsInstName__" # ------------------------------------------------------------------------------ # Gets the root node without having to be in the tree and pushing out an error # if we don't have a main loop ready to go yet. # ------------------------------------------------------------------------------ static func get_root_node(): var main_loop = Engine.get_main_loop() if main_loop != null: return main_loop.root else: push_error("No Main Loop Yet") return null # ------------------------------------------------------------------------------ # Get the ONE instance of utils # Since we can't have static variables we have to store the instance in the # tree. This means you have to wait a bit for the main loop to be up and # running. # ------------------------------------------------------------------------------ static func get_instance(): var the_root = get_root_node() var inst = null if the_root.has_node(INSTANCE_NAME()): inst = the_root.get_node(INSTANCE_NAME()) else: inst = load("res://addons/gut/utils.gd").new() inst.set_name(INSTANCE_NAME()) the_root.add_child(inst) return inst var Logger = load("res://addons/gut/logger.gd") # everything should use get_logger var _lgr = null var json = JSON.new() var _test_mode = false var AutoFree = load("res://addons/gut/autofree.gd") var Awaiter = load("res://addons/gut/awaiter.gd") var Comparator = load("res://addons/gut/comparator.gd") var CompareResult = load("res://addons/gut/compare_result.gd") var DiffTool = load("res://addons/gut/diff_tool.gd") var Doubler = load("res://addons/gut/doubler.gd") var Gut = load("res://addons/gut/gut.gd") var HookScript = load("res://addons/gut/hook_script.gd") var InnerClassRegistry = load("res://addons/gut/inner_class_registry.gd") var InputFactory = load("res://addons/gut/input_factory.gd") var InputSender = load("res://addons/gut/input_sender.gd") var JunitXmlExport = load("res://addons/gut/junit_xml_export.gd") var MethodMaker = load("res://addons/gut/method_maker.gd") var OneToMany = load("res://addons/gut/one_to_many.gd") var OrphanCounter = load("res://addons/gut/orphan_counter.gd") var ParameterFactory = load("res://addons/gut/parameter_factory.gd") var ParameterHandler = load("res://addons/gut/parameter_handler.gd") var Printers = load("res://addons/gut/printers.gd") var ResultExporter = load("res://addons/gut/result_exporter.gd") var ScriptCollector = load("res://addons/gut/script_parser.gd") var Spy = load("res://addons/gut/spy.gd") var Strutils = load("res://addons/gut/strutils.gd") var Stubber = load("res://addons/gut/stubber.gd") var StubParams = load("res://addons/gut/stub_params.gd") var Summary = load("res://addons/gut/summary.gd") var Test = load("res://addons/gut/test.gd") var TestCollector = load("res://addons/gut/test_collector.gd") var ThingCounter = load("res://addons/gut/thing_counter.gd") # Source of truth for the GUT version var version = "7.4.1" # The required Godot version as an array. var req_godot = [3, 2, 0] # Online fetch of the latest version available on github var latest_version = null var should_display_latest_version = 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 _ready() -> void: _http_request_latest_version() func _http_request_latest_version() -> void: return var http_request = HTTPRequest.new() http_request.name = "http_request" add_child(http_request) http_request.connect( "request_completed", Callable(self, "_on_http_request_latest_version_completed") ) # Perform a GET request. The URL below returns JSON as of writing. var __error = http_request.request("https://api.github.com/repos/bitwes/Gut/releases/latest") func _on_http_request_latest_version_completed(result, response_code, headers, body): if not result == HTTPRequest.RESULT_SUCCESS: return var test_json_conv = JSON.new() test_json_conv.parse(body.get_string_from_utf8()) var response = test_json_conv.get_data() # Will print the user agent string used by the HTTPRequest node (as recognized by httpbin.org). if response: if response.get("html_url"): latest_version = Array(response.html_url.split("/")).pop_back().right(1) if latest_version != version: should_display_latest_version = true const GUT_METADATA = "__gutdbl" # Note, these cannot change since places are checking for TYPE_INT to determine # how to process parameters. enum DOUBLE_STRATEGY { SCRIPT_ONLY, INCLUDE_SUPER } enum DIFF { DEEP, SHALLOW, SIMPLE } # ------------------------------------------------------------------------------ # Blurb of text with GUT and Godot versions. # ------------------------------------------------------------------------------ func get_version_text(): var v_info = Engine.get_version_info() var gut_version_info = str("GUT version: ", version) var godot_version_info = str( "Godot version: ", v_info.major, ".", v_info.minor, ".", v_info.patch ) return godot_version_info + "\n" + gut_version_info # ------------------------------------------------------------------------------ # Returns a nice string for erroring out when we have a bad Godot version. # ------------------------------------------------------------------------------ func get_bad_version_text(): var ver = ".".join(PackedStringArray(req_godot)) var info = Engine.get_version_info() var gd_version = str(info.major, ".", info.minor, ".", info.patch) return ( "GUT " + version + " requires Godot " + ver + " or greater. Godot version is " + gd_version ) # ------------------------------------------------------------------------------ # Checks the Godot version against req_godot array. # ------------------------------------------------------------------------------ func is_version_ok(engine_info = Engine.get_version_info(), required = req_godot): var is_ok = null var engine_array = [engine_info.major, engine_info.minor, engine_info.patch] var idx = 0 while is_ok == null and idx < engine_array.size(): if engine_array[idx] > required[idx]: is_ok = true elif engine_array[idx] < required[idx]: is_ok = false idx += 1 # still null means each index was the same. return nvl(is_ok, true) func godot_version(engine_info = Engine.get_version_info()): return str(engine_info.major, ".", engine_info.minor, ".", engine_info.patch) func is_godot_version(expected, engine_info = Engine.get_version_info()): var engine_array = [engine_info.major, engine_info.minor, engine_info.patch] var expected_array = expected.split(".") if expected_array.size() > engine_array.size(): return false var is_version = true var i = 0 while i < expected_array.size() and i < engine_array.size() and is_version: if expected_array[i] == str(engine_array[i]): i += 1 else: is_version = false return is_version func is_godot_version_gte(expected, engine_info = Engine.get_version_info()): return is_version_ok(engine_info, expected.split(".")) # ------------------------------------------------------------------------------ # Everything should get a logger through this. # # When running in test mode this will always return a new logger so that errors # are not caused by getting bad warn/error/etc counts. # ------------------------------------------------------------------------------ func get_logger(): if _test_mode: return Logger.new() else: if _lgr == null: _lgr = Logger.new() return _lgr # ------------------------------------------------------------------------------ # return if_null if value is null otherwise return value # ------------------------------------------------------------------------------ func nvl(value, if_null): if value == null: return if_null else: return value # ------------------------------------------------------------------------------ # returns true if the object has been freed, false if not # # From what i've read, the weakref approach should work. It seems to work most # of the time but sometimes it does not catch it. The str comparison seems to # fill in the gaps. I've not seen any errors after adding that check. # ------------------------------------------------------------------------------ func is_freed(obj): var wr = weakref(obj) return !(wr.get_ref() and str(obj) != "") # ------------------------------------------------------------------------------ # Pretty self explanitory. # ------------------------------------------------------------------------------ func is_not_freed(obj): return !is_freed(obj) # ------------------------------------------------------------------------------ # Checks if the passed in object is a GUT Double or Partial Double. # ------------------------------------------------------------------------------ func is_double(obj): var to_return = false if typeof(obj) == TYPE_OBJECT and is_instance_valid(obj): to_return = obj.has_method("__gutdbl_check_method__") return to_return # ------------------------------------------------------------------------------ # Checks if the passed in is an instance of a class # ------------------------------------------------------------------------------ func is_instance(obj): return ( typeof(obj) == TYPE_OBJECT and !is_native_class(obj) and !obj.has_method("new") and !obj.has_method("instantiate") ) # ------------------------------------------------------------------------------ # Checks if the passed in is a GDScript # ------------------------------------------------------------------------------ func is_gdscript(obj): return typeof(obj) == TYPE_OBJECT and str(obj).begins_with("= 0: temp = decimal_value >> count if temp & 1: binary_string = binary_string + "1" else: binary_string = binary_string + "0" count -= 1 return binary_string func add_line_numbers(contents): if contents == null: return "" var to_return = "" var lines = contents.split("\n") var line_num = 1 for line in lines: var line_str = str(line_num).lpad(6, " ") to_return += str(line_str, " |", line, "\n") line_num += 1 return to_return func pp(dict, indent = ""): var text = json.stringify(dict, " ") print(text) var _created_script_count = 0 func create_script_from_source(source, override_path = null): _created_script_count += 1 var r_path = "" #str('workaround for godot issue #65263 (', _created_script_count, ')') if override_path != null: r_path = override_path var DynamicScript = GDScript.new() DynamicScript.source_code = source # The resource_path must be unique or Godot thinks it is trying # to load something it has already loaded and generates an error like # ERROR: Another resource is loaded from path 'workaround for godot issue #65263' (possible cyclic resource inclusion). DynamicScript.resource_path = r_path var result = DynamicScript.reload() return DynamicScript func get_scene_script_object(scene): var state = scene.get_state() var to_return = null var root_node_path = NodePath(".") var node_idx = 0 while node_idx < state.get_node_count() and to_return == null: # Assumes that the first node we encounter that has a root node path, one # property, and that property is named 'script' is the GDScript for the # scene. This could be flawed. if ( state.get_node_path(node_idx) == root_node_path and state.get_node_property_count(node_idx) == 1 ): if state.get_node_property_name(node_idx, 0) == "script": to_return = state.get_node_property_value(node_idx, 0) node_idx += 1 return to_return