godot-xterm/addons/gut/utils.gd
Leroy Hopson 6fdf034550
Add GUT (CLI only) and remove gd-plug
Commit GUT directly to the git repo and remove gd-plug as it is no
longer required to install GUT.

Modify GUT to be used by command-line only.

For example:
```
cp test/.gutconfig.ci.json .gutconfig.json
godot --no-window -s addons/gut/gut_cmdln.gd
```
2022-06-04 12:51:53 +07:00

398 lines
14 KiB
GDScript

# ##############################################################################
#(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 to_return = null
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
# ------------------------------------------------------------------------------
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 _test_mode = false
var AutoFree = load("res://addons/gut/autofree.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 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 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 = "7.3.0"
# The required Godot version as an array.
var req_godot = [3, 2, 0]
# Used for doing file manipulation stuff so as to not keep making File instances.
# could be a bit of overkill but who cares.
var _file_checker = File.new()
# 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:
var http_request = HTTPRequest.new()
http_request.name = "http_request"
add_child(http_request)
http_request.connect("request_completed", 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 response = parse_json(body.get_string_from_utf8())
# 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 = "__gut_metadata_"
enum DOUBLE_STRATEGY { FULL, PARTIAL }
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 = PoolStringArray(req_godot).join(".")
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 int(engine_array[idx]) > int(required[idx]):
is_ok = true
elif int(engine_array[idx]) < int(required[idx]):
is_ok = false
idx += 1
# still null means each index was the same.
return nvl(is_ok, true)
# ------------------------------------------------------------------------------
# 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) != "[Deleted Object]")
# ------------------------------------------------------------------------------
# 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("__gut_instance_from_id")
return to_return
# ------------------------------------------------------------------------------
# Checks if the passed in is an instance of a class
# ------------------------------------------------------------------------------
func is_instance(obj):
return typeof(obj) == TYPE_OBJECT and !obj.has_method("new") and !obj.has_method("instance")
# ------------------------------------------------------------------------------
# Checks if the passed in is a GDScript
# ------------------------------------------------------------------------------
func is_gdscript(obj):
return typeof(obj) == TYPE_OBJECT and str(obj).begins_with("[GDScript:")
# ------------------------------------------------------------------------------
# Returns an array of values by calling get(property) on each element in source
# ------------------------------------------------------------------------------
func extract_property_from_array(source, property):
var to_return = []
for i in source.size():
to_return.append(source[i].get(property))
return to_return
# ------------------------------------------------------------------------------
# true if file exists, false if not.
# ------------------------------------------------------------------------------
func file_exists(path):
return _file_checker.file_exists(path)
# ------------------------------------------------------------------------------
# Write a file.
# ------------------------------------------------------------------------------
func write_file(path, content):
var f = File.new()
var result = f.open(path, f.WRITE)
if result == OK:
f.store_string(content)
f.close()
return result
# ------------------------------------------------------------------------------
# true if what is passed in is null or an empty string.
# ------------------------------------------------------------------------------
func is_null_or_empty(text):
return text == null or text == ""
# ------------------------------------------------------------------------------
# Get the name of a native class or null if the object passed in is not a
# native class.
# ------------------------------------------------------------------------------
func get_native_class_name(thing):
var to_return = null
if is_native_class(thing):
var newone = thing.new()
to_return = newone.get_class()
if !newone is Reference:
newone.free()
return to_return
# ------------------------------------------------------------------------------
# Checks an object to see if it is a GDScriptNativeClass
# ------------------------------------------------------------------------------
func is_native_class(thing):
var it_is = false
if typeof(thing) == TYPE_OBJECT:
it_is = str(thing).begins_with("[GDScriptNativeClass:")
return it_is
# ------------------------------------------------------------------------------
# Returns the text of a file or an empty string if the file could not be opened.
# ------------------------------------------------------------------------------
func get_file_as_text(path):
var to_return = ""
var f = File.new()
var result = f.open(path, f.READ)
if result == OK:
to_return = f.get_as_text()
f.close()
return to_return
# ------------------------------------------------------------------------------
# Loops through an array of things and calls a method or checks a property on
# each element until it finds the returned value. The item in the array is
# returned or null if it is not found.
# ------------------------------------------------------------------------------
func search_array(ar, prop_method, value):
var found = false
var idx = 0
while idx < ar.size() and !found:
var item = ar[idx]
if item.get(prop_method) != null:
if item.get(prop_method) == value:
found = true
elif item.has_method(prop_method):
if item.call(prop_method) == value:
found = true
if !found:
idx += 1
if found:
return ar[idx]
else:
return null
func are_datatypes_same(got, expected):
return !(typeof(got) != typeof(expected) and got != null and expected != null)
func pretty_print(dict):
print(str(JSON.print(dict, " ")))
func get_script_text(obj):
return obj.get_script().get_source_code()
func get_singleton_by_name(name):
var source = str("var singleton = ", name)
var script = GDScript.new()
script.set_source_code(source)
script.reload()
return script.new().singleton