mirror of
https://github.com/lihop/godot-xterm.git
synced 2024-11-22 17:50:25 +01:00
b5d3c6c9a5
Copied from Gut repo godot_4 branch commit: ba19a4c1b6f88160641a67a39729144046c6391f
518 lines
No EOL
18 KiB
GDScript
518 lines
No EOL
18 KiB
GDScript
# ##############################################################################
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#(G)odot (U)nit (T)est class
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#
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# ##############################################################################
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# The MIT License (MIT)
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# =====================
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#
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# Copyright (c) 2020 Tom "Butch" Wesley
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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# THE SOFTWARE.
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#
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# ##############################################################################
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# Description
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# -----------
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# This class is a PSUEDO SINGLETON. You should not make instances of it but use
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# the get_instance static method.
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# ##############################################################################
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extends Node
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# ------------------------------------------------------------------------------
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# The instance name as a function since you can't have static variables.
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# ------------------------------------------------------------------------------
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static func INSTANCE_NAME():
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return '__GutUtilsInstName__'
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# ------------------------------------------------------------------------------
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# Gets the root node without having to be in the tree and pushing out an error
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# if we don't have a main loop ready to go yet.
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# ------------------------------------------------------------------------------
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static func get_root_node():
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var main_loop = Engine.get_main_loop()
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if(main_loop != null):
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return main_loop.root
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else:
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push_error('No Main Loop Yet')
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return null
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# ------------------------------------------------------------------------------
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# Get the ONE instance of utils
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# Since we can't have static variables we have to store the instance in the
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# tree. This means you have to wait a bit for the main loop to be up and
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# running.
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# ------------------------------------------------------------------------------
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static func get_instance():
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var the_root = get_root_node()
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var inst = null
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if(the_root.has_node(INSTANCE_NAME())):
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inst = the_root.get_node(INSTANCE_NAME())
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else:
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inst = load('res://addons/gut/utils.gd').new()
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inst.set_name(INSTANCE_NAME())
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the_root.add_child(inst)
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return inst
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var Logger = load('res://addons/gut/logger.gd') # everything should use get_logger
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var _lgr = null
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var json = JSON.new()
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var _test_mode = false
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var AutoFree = load('res://addons/gut/autofree.gd')
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var Awaiter = load('res://addons/gut/awaiter.gd')
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var Comparator = load('res://addons/gut/comparator.gd')
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var CompareResult = load('res://addons/gut/compare_result.gd')
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var DiffTool = load('res://addons/gut/diff_tool.gd')
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var Doubler = load('res://addons/gut/doubler.gd')
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var Gut = load('res://addons/gut/gut.gd')
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var HookScript = load('res://addons/gut/hook_script.gd')
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var InnerClassRegistry = load('res://addons/gut/inner_class_registry.gd')
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var InputFactory = load("res://addons/gut/input_factory.gd")
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var InputSender = load("res://addons/gut/input_sender.gd")
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var JunitXmlExport = load('res://addons/gut/junit_xml_export.gd')
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var MethodMaker = load('res://addons/gut/method_maker.gd')
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var OneToMany = load('res://addons/gut/one_to_many.gd')
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var OrphanCounter = load('res://addons/gut/orphan_counter.gd')
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var ParameterFactory = load('res://addons/gut/parameter_factory.gd')
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var ParameterHandler = load('res://addons/gut/parameter_handler.gd')
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var Printers = load('res://addons/gut/printers.gd')
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var ResultExporter = load('res://addons/gut/result_exporter.gd')
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var ScriptCollector = load('res://addons/gut/script_parser.gd')
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var Spy = load('res://addons/gut/spy.gd')
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var Strutils = load('res://addons/gut/strutils.gd')
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var Stubber = load('res://addons/gut/stubber.gd')
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var StubParams = load('res://addons/gut/stub_params.gd')
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var Summary = load('res://addons/gut/summary.gd')
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var Test = load('res://addons/gut/test.gd')
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var TestCollector = load('res://addons/gut/test_collector.gd')
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var ThingCounter = load('res://addons/gut/thing_counter.gd')
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# Source of truth for the GUT version
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var version = '7.4.1'
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# The required Godot version as an array.
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var req_godot = [3, 2, 0]
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# Online fetch of the latest version available on github
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var latest_version = null
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var should_display_latest_version = false
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# These methods all call super implicitly. Stubbing them to call super causes
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# super to be called twice.
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var non_super_methods = [
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"_init",
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"_ready",
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"_notification",
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"_enter_world",
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"_exit_world",
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"_process",
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"_physics_process",
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"_exit_tree",
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"_gui_input ",
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]
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func _ready() -> void:
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_http_request_latest_version()
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func _http_request_latest_version() -> void:
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return
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var http_request = HTTPRequest.new()
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http_request.name = "http_request"
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add_child(http_request)
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http_request.connect("request_completed",Callable(self,"_on_http_request_latest_version_completed"))
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# Perform a GET request. The URL below returns JSON as of writing.
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var __error = http_request.request("https://api.github.com/repos/bitwes/Gut/releases/latest")
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func _on_http_request_latest_version_completed(result, response_code, headers, body):
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if not result == HTTPRequest.RESULT_SUCCESS:
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return
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var test_json_conv = JSON.new()
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test_json_conv.parse(body.get_string_from_utf8())
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var response = test_json_conv.get_data()
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# Will print the user agent string used by the HTTPRequest node (as recognized by httpbin.org).
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if response:
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if response.get("html_url"):
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latest_version = Array(response.html_url.split("/")).pop_back().right(1)
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if latest_version != version:
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should_display_latest_version = true
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const GUT_METADATA = '__gutdbl'
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# Note, these cannot change since places are checking for TYPE_INT to determine
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# how to process parameters.
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enum DOUBLE_STRATEGY{
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SCRIPT_ONLY,
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INCLUDE_SUPER
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}
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enum DIFF {
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DEEP,
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SHALLOW,
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SIMPLE
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}
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# ------------------------------------------------------------------------------
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# Blurb of text with GUT and Godot versions.
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# ------------------------------------------------------------------------------
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func get_version_text():
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var v_info = Engine.get_version_info()
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var gut_version_info = str('GUT version: ', version)
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var godot_version_info = str('Godot version: ', v_info.major, '.', v_info.minor, '.', v_info.patch)
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return godot_version_info + "\n" + gut_version_info
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# ------------------------------------------------------------------------------
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# Returns a nice string for erroring out when we have a bad Godot version.
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# ------------------------------------------------------------------------------
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func get_bad_version_text():
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var ver = '.'.join(PackedStringArray(req_godot))
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var info = Engine.get_version_info()
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var gd_version = str(info.major, '.', info.minor, '.', info.patch)
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return 'GUT ' + version + ' requires Godot ' + ver + ' or greater. Godot version is ' + gd_version
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# ------------------------------------------------------------------------------
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# Checks the Godot version against req_godot array.
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# ------------------------------------------------------------------------------
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func is_version_ok(engine_info=Engine.get_version_info(),required=req_godot):
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var is_ok = null
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var engine_array = [engine_info.major, engine_info.minor, engine_info.patch]
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var idx = 0
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while(is_ok == null and idx < engine_array.size()):
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if(engine_array[idx] > required[idx]):
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is_ok = true
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elif(engine_array[idx] < required[idx]):
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is_ok = false
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idx += 1
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# still null means each index was the same.
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return nvl(is_ok, true)
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func godot_version(engine_info=Engine.get_version_info()):
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return str(engine_info.major, '.', engine_info.minor, '.', engine_info.patch)
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func is_godot_version(expected, engine_info=Engine.get_version_info()):
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var engine_array = [engine_info.major, engine_info.minor, engine_info.patch]
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var expected_array = expected.split('.')
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if(expected_array.size() > engine_array.size()):
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return false
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var is_version = true
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var i = 0
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while(i < expected_array.size() and i < engine_array.size() and is_version):
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if(expected_array[i] == str(engine_array[i])):
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i += 1
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else:
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is_version = false
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return is_version
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func is_godot_version_gte(expected, engine_info=Engine.get_version_info()):
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return is_version_ok(engine_info, expected.split('.'))
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# ------------------------------------------------------------------------------
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# Everything should get a logger through this.
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#
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# When running in test mode this will always return a new logger so that errors
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# are not caused by getting bad warn/error/etc counts.
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# ------------------------------------------------------------------------------
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func get_logger():
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if(_test_mode):
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return Logger.new()
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else:
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if(_lgr == null):
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_lgr = Logger.new()
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return _lgr
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# ------------------------------------------------------------------------------
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# return if_null if value is null otherwise return value
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# ------------------------------------------------------------------------------
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func nvl(value, if_null):
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if(value == null):
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return if_null
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else:
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return value
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# ------------------------------------------------------------------------------
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# returns true if the object has been freed, false if not
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#
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# From what i've read, the weakref approach should work. It seems to work most
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# of the time but sometimes it does not catch it. The str comparison seems to
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# fill in the gaps. I've not seen any errors after adding that check.
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# ------------------------------------------------------------------------------
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func is_freed(obj):
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var wr = weakref(obj)
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return !(wr.get_ref() and str(obj) != '<Freed Object>')
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# ------------------------------------------------------------------------------
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# Pretty self explanitory.
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# ------------------------------------------------------------------------------
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func is_not_freed(obj):
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return !is_freed(obj)
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# ------------------------------------------------------------------------------
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# Checks if the passed in object is a GUT Double or Partial Double.
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# ------------------------------------------------------------------------------
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func is_double(obj):
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var to_return = false
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if(typeof(obj) == TYPE_OBJECT and is_instance_valid(obj)):
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to_return = obj.has_method('__gutdbl_check_method__')
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return to_return
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# ------------------------------------------------------------------------------
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# Checks if the passed in is an instance of a class
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# ------------------------------------------------------------------------------
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func is_instance(obj):
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return typeof(obj) == TYPE_OBJECT and !is_native_class(obj) and !obj.has_method('new') and !obj.has_method('instantiate')
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# ------------------------------------------------------------------------------
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# Checks if the passed in is a GDScript
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# ------------------------------------------------------------------------------
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func is_gdscript(obj):
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return typeof(obj) == TYPE_OBJECT and str(obj).begins_with('<GDScript#')
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# ------------------------------------------------------------------------------
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# Checks if the passed in is an inner class
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#
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# Looks like the resource_path will be populated for gdscripts, and not populated
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# for gdscripts inside a gdscript.
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# ------------------------------------------------------------------------------
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func is_inner_class(obj):
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return is_gdscript(obj) and obj.resource_path == ''
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# ------------------------------------------------------------------------------
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# Returns an array of values by calling get(property) on each element in source
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# ------------------------------------------------------------------------------
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func extract_property_from_array(source, property):
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var to_return = []
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for i in (source.size()):
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to_return.append(source[i].get(property))
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return to_return
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# ------------------------------------------------------------------------------
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# true if file exists, false if not.
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# ------------------------------------------------------------------------------
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func file_exists(path):
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return FileAccess.file_exists(path)
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# ------------------------------------------------------------------------------
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# Write a file.
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# ------------------------------------------------------------------------------
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func write_file(path, content):
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var f = FileAccess.open(path, FileAccess.WRITE)
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if(f != null):
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f.store_string(content)
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f = null;
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return FileAccess.get_open_error()
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# ------------------------------------------------------------------------------
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# true if what is passed in is null or an empty string.
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# ------------------------------------------------------------------------------
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func is_null_or_empty(text):
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return text == null or text == ''
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# ------------------------------------------------------------------------------
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# Get the name of a native class or null if the object passed in is not a
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# native class.
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# ------------------------------------------------------------------------------
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func get_native_class_name(thing):
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var to_return = null
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if(is_native_class(thing)):
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var newone = thing.new()
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to_return = newone.get_class()
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if(!newone is RefCounted):
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newone.free()
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return to_return
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# ------------------------------------------------------------------------------
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# Checks an object to see if it is a GDScriptNativeClass
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# ------------------------------------------------------------------------------
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func is_native_class(thing):
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var it_is = false
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if(typeof(thing) == TYPE_OBJECT):
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it_is = str(thing).begins_with("<GDScriptNativeClass#")
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return it_is
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# ------------------------------------------------------------------------------
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# Returns the text of a file or an empty string if the file could not be opened.
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# ------------------------------------------------------------------------------
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func get_file_as_text(path):
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var to_return = ''
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var f = FileAccess.open(path, FileAccess.READ)
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if(f != null):
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to_return = f.get_as_text()
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f = null
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return to_return
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# ------------------------------------------------------------------------------
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# Loops through an array of things and calls a method or checks a property on
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# each element until it finds the returned value. -1 is returned if not found
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# or the index is returned if found.
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# ------------------------------------------------------------------------------
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func search_array_idx(ar, prop_method, value):
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var found = false
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var idx = 0
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while(idx < ar.size() and !found):
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var item = ar[idx]
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var prop = item.get(prop_method)
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if(!(prop is Callable)):
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if(item.get(prop_method) == value):
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found = true
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elif(prop != null):
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var called_val = prop.call()
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if(called_val == value):
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found = true
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if(!found):
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idx += 1
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if(found):
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return idx
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else:
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return -1
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# ------------------------------------------------------------------------------
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# Loops through an array of things and calls a method or checks a property on
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# each element until it finds the returned value. The item in the array is
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# returned or null if it is not found (this method originally came first).
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# ------------------------------------------------------------------------------
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func search_array(ar, prop_method, value):
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var idx = search_array_idx(ar, prop_method, value)
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if(idx != -1):
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return ar[idx]
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else:
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return null
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func are_datatypes_same(got, expected):
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return !(typeof(got) != typeof(expected) and got != null and expected != null)
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func pretty_print(dict):
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print(json.stringify(dict, ' '))
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func get_script_text(obj):
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return obj.get_script().get_source_code()
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func get_singleton_by_name(name):
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var source = str("var singleton = ", name)
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var script = GDScript.new()
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script.set_source_code(source)
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script.reload()
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return script.new().singleton
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func dec2bistr(decimal_value, max_bits = 31):
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var binary_string = ""
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var temp
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var count = max_bits
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while(count >= 0):
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temp = decimal_value >> count
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if(temp & 1):
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binary_string = binary_string + "1"
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else:
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binary_string = binary_string + "0"
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count -= 1
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return binary_string
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func add_line_numbers(contents):
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if(contents == null):
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return ''
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var to_return = ""
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var lines = contents.split("\n")
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var line_num = 1
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for line in lines:
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var line_str = str(line_num).lpad(6, ' ')
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to_return += str(line_str, ' |', line, "\n")
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line_num += 1
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return to_return
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func pp(dict, indent=''):
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var text = json.stringify(dict, ' ')
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print(text)
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var _created_script_count = 0
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func create_script_from_source(source, override_path=null):
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_created_script_count += 1
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var r_path = ''#str('workaround for godot issue #65263 (', _created_script_count, ')')
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if(override_path != null):
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r_path = override_path
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var DynamicScript = GDScript.new()
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DynamicScript.source_code = source
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# The resource_path must be unique or Godot thinks it is trying
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# to load something it has already loaded and generates an error like
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# ERROR: Another resource is loaded from path 'workaround for godot issue #65263' (possible cyclic resource inclusion).
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DynamicScript.resource_path = r_path
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var result = DynamicScript.reload()
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return DynamicScript
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func get_scene_script_object(scene):
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var state = scene.get_state()
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var to_return = null
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var root_node_path = NodePath(".")
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var node_idx = 0
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while(node_idx < state.get_node_count() and to_return == null):
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# Assumes that the first node we encounter that has a root node path, one
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# property, and that property is named 'script' is the GDScript for the
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# scene. This could be flawed.
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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 |