godot-xterm/addons/gut/utils.gd
Leroy Hopson b5d3c6c9a5
Update Gut for Godot 4
Copied from Gut repo godot_4 branch commit:
ba19a4c1b6f88160641a67a39729144046c6391f
2023-01-08 21:36:37 +13:00

518 lines
No EOL
18 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 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) != '<Freed 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('__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('<GDScript#')
# ------------------------------------------------------------------------------
# Checks if the passed in is an inner class
#
# Looks like the resource_path will be populated for gdscripts, and not populated
# for gdscripts inside a gdscript.
# ------------------------------------------------------------------------------
func is_inner_class(obj):
return is_gdscript(obj) and obj.resource_path == ''
# ------------------------------------------------------------------------------
# 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 FileAccess.file_exists(path)
# ------------------------------------------------------------------------------
# Write a file.
# ------------------------------------------------------------------------------
func write_file(path, content):
var f = FileAccess.open(path, FileAccess.WRITE)
if(f != null):
f.store_string(content)
f = null;
return FileAccess.get_open_error()
# ------------------------------------------------------------------------------
# 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 RefCounted):
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 = FileAccess.open(path, FileAccess.READ)
if(f != null):
to_return = f.get_as_text()
f = null
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. -1 is returned if not found
# or the index is returned if found.
# ------------------------------------------------------------------------------
func search_array_idx(ar, prop_method, value):
var found = false
var idx = 0
while(idx < ar.size() and !found):
var item = ar[idx]
var prop = item.get(prop_method)
if(!(prop is Callable)):
if(item.get(prop_method) == value):
found = true
elif(prop != null):
var called_val = prop.call()
if(called_val == value):
found = true
if(!found):
idx += 1
if(found):
return idx
else:
return -1
# ------------------------------------------------------------------------------
# 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 (this method originally came first).
# ------------------------------------------------------------------------------
func search_array(ar, prop_method, value):
var idx = search_array_idx(ar, prop_method, value)
if(idx != -1):
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(json.stringify(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
func dec2bistr(decimal_value, max_bits = 31):
var binary_string = ""
var temp
var count = max_bits
while(count >= 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