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Clean 3.x branch (#65)
This commit is contained in:
parent
e59d9cb011
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13
.github/workflows/required.yml
vendored
13
.github/workflows/required.yml
vendored
@ -27,6 +27,7 @@ jobs:
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libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev yasm \
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xvfb wget2 unzip python scons git
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# Allows to test project with precompiled binaries
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# - name: Download Godot
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# run: |
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# wget2 https://downloads.tuxfamily.org/godotengine/3.2.4/beta1/Godot_v3.2.4-beta1_x11.64.zip
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@ -63,11 +64,11 @@ jobs:
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- name: Test project
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run: |
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DRI_PRIME=0 xvfb-run ./godot.x11.tools.64s 60 --audio-driver Dummy --video-driver GLES3 --path $(pwd) 2>&1 | tee sanitizers_log.txt || true
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DRI_PRIME=0 xvfb-run ./godot.x11.tools.64s 180 --audio-driver Dummy --video-driver GLES3 --path $(pwd) 2>&1 | tee sanitizers_log.txt || true
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misc/check_ci_log.py sanitizers_log.txt
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- uses: actions/upload-artifact@v2
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with:
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name: ${{ github.job }}
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path: godot.x11.tools.64s
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retention-days: 14
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# - uses: actions/upload-artifact@v2
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# with:
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# name: ${{ github.job }}
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# path: godot.x11.tools.64s
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# retention-days: 14
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@ -20,13 +20,15 @@ const alone_steps: Array = [
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"res://Nodes/Nodes.tscn",
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"res://Physics/2D/Physics2D.tscn",
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"res://Physics/3D/Physics3D.tscn",
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"res://ReparentingDeleting/ReparentingDeleting.tscn",
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"res://AutomaticBugs/FunctionExecutor.tscn", # Only runs
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# "res://ReparentingDeleting/ReparentingDeleting.tscn", Not always reproducible
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"res://AutomaticBugs/FunctionExecutor.tscn", # Only need to run once
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]
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var time_object: Object
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func _init():
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# Workaround for Time/OS breaking change - https://github.com/godotengine/godot/pull/54056
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if ClassDB.class_exists("_Time"):
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time_object = ClassDB.instance("_Time")
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elif ClassDB.class_exists("Time"):
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@ -34,7 +36,6 @@ func _init():
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else:
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time_object = ClassDB.instance("_OS")
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start_time = time_object.get_ticks_msec()
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# In case when user doesn't provide time
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@ -45,13 +46,13 @@ func _init():
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time_to_show = int(argument.to_float() * 1000)
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time_for_each_step = time_to_show / (alone_steps.size())
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print("Time set to: " + str(time_to_show / 1000.0) + " seconds with " + str(alone_steps.size()) + " steps, each step will take " + str(time_for_each_step / 1000.0) + " seconds.")
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break # We only need to take first argument
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break # We only need to take first numeric argument
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func _process(delta: float) -> void:
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var current_run_time: int = time_object.get_ticks_msec() - start_time
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# While loop instead if, will allow to properly flush results under heavy operations(e.g. Thread sanitizer)
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# While loop instead simple if, because will allow to properly flush results under heavy operations(e.g. Thread sanitizer)
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while current_run_time > time_to_print_next_time:
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print("Test is running now " + str(int(time_to_print_next_time / 1000)) + " seconds")
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time_to_print_next_time += PRINT_TIME_EVERY_MILISECONDS
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@ -60,5 +61,6 @@ func _process(delta: float) -> void:
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print("######################## Ending test ########################")
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get_tree().quit()
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func _exit_tree() -> void:
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time_object.free()
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@ -1,20 +1,16 @@
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extends Node
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var regression_test_project : bool = true # Set it to true in RegressionTestProject
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### Contains info about disabled classes and allows to take info about allowed methods
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# Globablly disabled functions for all classes
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var function_exceptions: Array = [
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# They exists without assigment like Class.method, because they may be a parent of other objects and children also should have disabled child.method, its children also etc. which is too much to do
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"get_packet", # TODO
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"_gui_input", # TODO probably missing cherrypick #GH 47636
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"_input",
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"_unhandled_input",
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"_unhandled_key_input",
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"connect_to_signal", # Should be chrrypicked
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# They exists without assigment like Class.method, because they may be a parent of other objects and children also should have disabled child.method, its children also etc. which is too much to do
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#"connect_to_signal", # GH 47572
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"_editor_settings_changed", # GH 45979
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"_submenu_timeout", # GH 45981
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"_thread_done", #GH 46000
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@ -43,29 +39,23 @@ var function_exceptions : Array = [
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"create_client", # TODO, strange memory leak
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"create_shape_owner", #47135
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"shape_owner_get_owner", #47135
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"get_bind_bone", #GH 47358
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"get_bind_name", #GH 47358
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"get_bind_pose", #GH 47358
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# TODO Check this later
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# Not worth using
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"propagate_notification",
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"notification",
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# TODO Adds big spam when i>100 - look for possiblity to
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"add_sphere",
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"_update_inputs", # Cause big spam with add_input
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# Spam when i~1000 - change to specific
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"update_bitmask_region",
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"set_enabled_inputs",
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# Slow Function
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"_update_sky",
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# Undo/Redo function which doesn't provide enough information about types of objects, probably due vararg(variable size argument)
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"add_do_method",
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"add_undo_method",
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# Do not save files and create files and folders
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"pck_start",
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"save",
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@ -84,11 +74,9 @@ var function_exceptions : Array = [
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"open_encrypted",
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"open_encrypted_with_pass",
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"open_compressed",
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# Do not warp mouse
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"warp_mouse",
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"warp_mouse_position",
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# OS
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"kill",
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"shell_open",
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@ -96,7 +84,6 @@ var function_exceptions : Array = [
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"delay_usec",
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"delay_msec",
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"alert", # Stupid alert window opens
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# Godot Freeze
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"wait_to_finish",
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"accept_stream",
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@ -105,12 +92,8 @@ var function_exceptions : Array = [
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"wait",
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"debug_bake",
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"bake",
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"_create", # TODO Check
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"set_gizmo", # Stupid function, needs as parameter an object which can't be instanced # TODO, create issue to hide it
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# Spams Output
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"print_tree",
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"print_stray_nodes",
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@ -118,7 +101,6 @@ var function_exceptions : Array = [
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"print_all_textures_by_size",
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"print_all_resources",
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"print_resources_in_use",
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# Do not call other functions
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"_call_function",
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"call",
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@ -126,7 +108,6 @@ var function_exceptions : Array = [
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"callv",
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# Looks like a bug in FuncRef, probably but not needed, because it call other functions
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"call_func",
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# Too dangerous, because add, mix and remove randomly nodes and objects
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"replace_by",
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"create_instance",
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@ -149,13 +130,12 @@ var function_exceptions : Array = [
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"add_sibling",
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]
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# Globally disabled classes which causes bugs or are very hard to us
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# Globally disabled classes which causes bugs or are very hard to use properly
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var disabled_classes: Array = [
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"ProjectSettings", # Don't mess with project settings, because they can broke entire your workflow
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"EditorSettings", # Also don't mess with editor settings
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"_OS", # This may sometimes crash compositor, but it should be tested manually sometimes
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"GDScript", # Broke script
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"GDScript", # Broke scripts
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# This classes have problems with static/non static methods
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"PhysicsDirectSpaceState",
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"Physics2DDirectSpaceState",
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@ -170,17 +150,17 @@ var disabled_classes : Array = [
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"NavigationAgent2D",
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"NavigationAgent",
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# Only one class - JavaClass returns Null when using JavaClass.new().get_class
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# Only one class - JavaClass returns Null when using JavaClass.new().get_class()
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"JavaClass",
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# Just don't use these because they are not normal things
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"_Thread",
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"_Semaphore",
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"_Mutex",
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]
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# Checks if function can be executed
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# Looks at its arguments an
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# Looks at its arguments and checks if are recognized and supported
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func check_if_is_allowed(method_data: Dictionary) -> bool:
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# Function is virtual or vararg, so we just skip it
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if method_data["flags"] == method_data["flags"] | METHOD_FLAG_VIRTUAL:
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@ -194,29 +174,54 @@ func check_if_is_allowed(method_data : Dictionary) -> bool:
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continue
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if name_of_class in disabled_classes:
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return false
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if name_of_class.find("Server") != -1 && ClassDB.class_exists(name_of_class) && !ClassDB.is_parent_class(name_of_class,"Reference"):
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if !ClassDB.class_exists(name_of_class):
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return false
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# Editor stuff usually aren't good choice for arhuments
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if !ClassDB.is_parent_class(name_of_class, "Node") && !ClassDB.is_parent_class(name_of_class, "Reference"):
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return false
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if name_of_class.find("Editor") != -1 || name_of_class.find("SkinReference") != -1:
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return false
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# In case of adding new type, this prevents from crashing due not recognizing this type
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# In case of removing/rename type, just comment e.g. TYPE_ARRAY and all occurencies on e.g. switch statement with it
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var t: int = arg["type"]
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if !(t == TYPE_NIL || t == TYPE_AABB || t == TYPE_ARRAY || t == TYPE_BASIS || t == TYPE_BOOL || t == TYPE_COLOR || t == TYPE_COLOR_ARRAY || t == TYPE_DICTIONARY || t == TYPE_INT || t == TYPE_INT_ARRAY || t == TYPE_NODE_PATH || t == TYPE_OBJECT || t == TYPE_PLANE || t == TYPE_QUAT || t == TYPE_RAW_ARRAY || t == TYPE_REAL || t == TYPE_REAL_ARRAY || t == TYPE_RECT2 || t == TYPE_RID || t == TYPE_STRING || t == TYPE_TRANSFORM || t == TYPE_TRANSFORM2D || t == TYPE_VECTOR2 || t == TYPE_VECTOR2_ARRAY || t == TYPE_VECTOR3 || t == TYPE_VECTOR3_ARRAY):
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if !(
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t == TYPE_NIL
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|| t == TYPE_AABB
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|| t == TYPE_ARRAY
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|| t == TYPE_BASIS
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|| t == TYPE_BOOL
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|| t == TYPE_COLOR
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|| t == TYPE_COLOR_ARRAY
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|| t == TYPE_DICTIONARY
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|| t == TYPE_INT
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|| t == TYPE_INT_ARRAY
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|| t == TYPE_NODE_PATH
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|| t == TYPE_OBJECT
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|| t == TYPE_PLANE
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|| t == TYPE_QUAT
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|| t == TYPE_RAW_ARRAY
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|| t == TYPE_REAL
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|| t == TYPE_REAL_ARRAY
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|| t == TYPE_RECT2
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|| t == TYPE_RID
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|| t == TYPE_STRING
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|| t == TYPE_TRANSFORM
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|| t == TYPE_TRANSFORM2D
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|| t == TYPE_VECTOR2
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|| t == TYPE_VECTOR2_ARRAY
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|| t == TYPE_VECTOR3
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|| t == TYPE_VECTOR3_ARRAY
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):
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print("----------------------------------------------------------- TODO - MISSING TYPE, ADD SUPPORT IT") # Add assert here to get info which type is missing
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return false
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#This is only for RegressionTestProject, because it needs for now clear visual info what is going on screen, but some nodes broke view
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if regression_test_project:
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# That means that this is constant, not class
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if !ClassDB.class_exists(name_of_class):
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continue
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if !ClassDB.is_parent_class(name_of_class, "Node") && !ClassDB.is_parent_class(name_of_class, "Reference"):
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return false
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return true
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# Removes disabled methods from classes
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func remove_disabled_methods(method_list: Array, exceptions: Array) -> void:
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for exception in exceptions:
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var index: int = -1
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@ -227,32 +232,27 @@ func remove_disabled_methods(method_list : Array, exceptions : Array) -> void:
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if index != -1:
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method_list.remove(index)
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# Return all available classes which can be used
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func get_list_of_available_classes(must_be_instantable: bool = true) -> Array:
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var full_class_list: Array = Array(ClassDB.get_class_list())
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var classes: Array = []
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full_class_list.sort()
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var c = 0
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# var rr = 0
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for name_of_class in full_class_list:
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# rr += 1
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if name_of_class in disabled_classes:
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continue
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# if rr < 550:
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# continue
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#This is only for RegressionTestProject, because it needs for now clear visual info what is going on screen, but some nodes broke view
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if regression_test_project:
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if !ClassDB.is_parent_class(name_of_class, "Node") && !ClassDB.is_parent_class(name_of_class, "Reference"):
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continue
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if name_of_class.find("Server") != -1 && !ClassDB.is_parent_class(name_of_class,"Reference"):
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# Don't test Servers objects like TranslationServer
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if name_of_class.find("Server") != -1:
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continue
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if name_of_class.find("Editor") != -1 && regression_test_project:
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# Don't test Editor nodes
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if name_of_class.find("Editor") != -1:
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continue
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if !must_be_instantable || ClassDB.can_instance(name_of_class):
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classes.push_back(name_of_class)
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c += 1
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|
@ -6,6 +6,7 @@ extends Node
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### - checks each argument if is allowed(in case e.g. adding new, to prevent crashes due not recognizing types)
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### - print info if needed to console
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### - execute function with parameters
|
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### - removes all objects/nodes to prevent memory leak
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var debug_print: bool = true
|
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var add_to_tree: bool = false # Adds nodes to tree, freeze godot when removing a lot of nodes
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@ -15,25 +16,11 @@ var exiting: bool = false
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func _ready() -> void:
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if BasicData.regression_test_project:
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ValueCreator.random = false # Results in RegressionTestProject must be always reproducible
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else:
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ValueCreator.random = true
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ValueCreator.number = 100
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ValueCreator.should_be_always_valid = false
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|
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if BasicData.regression_test_project:
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tests_all_functions()
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||||
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func _process(_delta: float) -> void:
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if !BasicData.regression_test_project:
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tests_all_functions()
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if exiting:
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||||
get_tree().quit()
|
||||
|
||||
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||||
# Test all functions
|
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func tests_all_functions() -> void:
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for name_of_class in BasicData.get_list_of_available_classes():
|
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@ -50,7 +37,6 @@ func tests_all_functions() -> void:
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# Removes excluded methods
|
||||
BasicData.remove_disabled_methods(method_list, BasicData.function_exceptions)
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||||
|
||||
for _i in range(1):
|
||||
for method_data in method_list:
|
||||
if !BasicData.check_if_is_allowed(method_data):
|
||||
continue
|
||||
@ -65,7 +51,7 @@ func tests_all_functions() -> void:
|
||||
&& !ClassDB.is_parent_class(name_of_class, "Reference")
|
||||
&& !ClassDB.class_has_method(name_of_class, "new")
|
||||
):
|
||||
to_print += "ClassDB.instance(\"" + name_of_class + "\")." + method_data["name"] + "("
|
||||
to_print += 'ClassDB.instance("' + name_of_class + '").' + method_data["name"] + "("
|
||||
else:
|
||||
to_print += name_of_class.trim_prefix("_") + ".new()." + method_data["name"] + "("
|
||||
|
||||
|
@ -1,124 +1,5 @@
|
||||
extends Node
|
||||
|
||||
### Scripts to arguments and return needed info about them.
|
||||
|
||||
|
||||
### Class which contains informations about used
|
||||
class SingleArgument:
|
||||
var name: String # E.G. var roman, can be empty, so temp variable isn't created(nodes and objects must be created with temp_variable due to memory leaks)
|
||||
var type: String # np. Vector2 or Object
|
||||
var value: String # np. randi() % 100 or
|
||||
var is_object: bool = false # Check if this is object e.g. Node not Vector2
|
||||
var is_only_object: bool = false # Only needs to freed with .free()
|
||||
var is_only_reference: bool = false # Don't needs to be removed manually
|
||||
var is_only_node: bool = false # Needs to be removed with .queue_free()
|
||||
|
||||
|
||||
func create_gdscript_arguments(arguments: Array) -> Array:
|
||||
var argument_array: Array = []
|
||||
|
||||
var counter = 0
|
||||
for argument in arguments:
|
||||
counter += 1
|
||||
var sa: SingleArgument = SingleArgument.new()
|
||||
sa.name = "variable" + str(counter)
|
||||
match argument["type"]:
|
||||
TYPE_NIL: # Looks that this means VARIANT not null
|
||||
sa.type = "Variant"
|
||||
sa.value = "false"
|
||||
TYPE_AABB:
|
||||
sa.type = "AABB"
|
||||
sa.value = ValueCreator.get_aabb_string()
|
||||
TYPE_ARRAY:
|
||||
sa.type = "Array"
|
||||
sa.value = "[]"
|
||||
TYPE_BASIS:
|
||||
sa.type = "Basis"
|
||||
sa.value = ValueCreator.get_basis_string()
|
||||
TYPE_BOOL:
|
||||
sa.type = "bool"
|
||||
sa.value = ValueCreator.get_bool_string().to_lower()
|
||||
TYPE_COLOR:
|
||||
sa.type = "Color"
|
||||
sa.value = ValueCreator.get_color_string()
|
||||
TYPE_COLOR_ARRAY:
|
||||
sa.type = "PoolColorArray"
|
||||
sa.value = "PoolColorArray([])"
|
||||
TYPE_DICTIONARY:
|
||||
sa.type = "Dictionary"
|
||||
sa.value = "{}" # TODO Why not all use ValueCreator?
|
||||
TYPE_INT:
|
||||
sa.type = "int"
|
||||
sa.value = ValueCreator.get_int_string()
|
||||
TYPE_INT_ARRAY:
|
||||
sa.type = "PoolIntArray"
|
||||
sa.value = "PoolIntArray([])"
|
||||
TYPE_NODE_PATH:
|
||||
sa.type = "NodePath"
|
||||
sa.value = "NodePath(\".\")"
|
||||
TYPE_OBJECT:
|
||||
sa.type = ValueCreator.get_object_string(argument["class_name"])
|
||||
sa.value = sa.type + ".new()"
|
||||
|
||||
sa.is_object = true
|
||||
if ClassDB.is_parent_class(sa.type, "Node"):
|
||||
sa.is_only_node = true
|
||||
elif ClassDB.is_parent_class(sa.type, "Reference"):
|
||||
sa.is_only_reference = true
|
||||
else:
|
||||
sa.is_only_object = true
|
||||
|
||||
TYPE_PLANE:
|
||||
sa.type = "Plane"
|
||||
sa.value = ValueCreator.get_plane_string()
|
||||
TYPE_QUAT:
|
||||
sa.type = "Quat"
|
||||
sa.value = ValueCreator.get_quat_string()
|
||||
TYPE_RAW_ARRAY:
|
||||
sa.type = "PoolByteArray"
|
||||
sa.value = "PoolByteArray([])"
|
||||
TYPE_REAL:
|
||||
sa.type = "float"
|
||||
sa.value = ValueCreator.get_float_string()
|
||||
TYPE_REAL_ARRAY:
|
||||
sa.type = "PoolRealArray"
|
||||
sa.value = "PoolRealArray([])"
|
||||
TYPE_RECT2:
|
||||
sa.type = "Rect2"
|
||||
sa.value = ValueCreator.get_rect2_string()
|
||||
TYPE_RID:
|
||||
sa.type = "RID"
|
||||
sa.value = "RID()"
|
||||
TYPE_STRING:
|
||||
sa.type = "String"
|
||||
sa.value = ValueCreator.get_string_string()
|
||||
TYPE_STRING_ARRAY:
|
||||
sa.type = "PoolStringArray"
|
||||
sa.value = "PoolStringArray([])"
|
||||
TYPE_TRANSFORM:
|
||||
sa.type = "Transform"
|
||||
sa.value = ValueCreator.get_transform_string()
|
||||
TYPE_TRANSFORM2D:
|
||||
sa.type = "Transform2D"
|
||||
sa.value = ValueCreator.get_transform2D_string()
|
||||
TYPE_VECTOR2:
|
||||
sa.type = "Vector2"
|
||||
sa.value = ValueCreator.get_vector2_string()
|
||||
TYPE_VECTOR2_ARRAY:
|
||||
sa.type = "PoolVector2Array"
|
||||
sa.value = "PoolVector2Array([])"
|
||||
TYPE_VECTOR3:
|
||||
sa.type = "Vector3"
|
||||
sa.value = ValueCreator.get_vector3_string()
|
||||
TYPE_VECTOR3_ARRAY:
|
||||
sa.type = "PoolVector3Array"
|
||||
sa.value = "PoolVector3Array([])"
|
||||
_:
|
||||
assert(false, "Missing type, needs to be added to project")
|
||||
argument_array.append(sa)
|
||||
|
||||
return argument_array
|
||||
|
||||
|
||||
func parse_and_return_objects(method_data: Dictionary, name_of_class: String, debug_print: bool = false) -> Array:
|
||||
var arguments_array: Array = []
|
||||
@ -126,21 +7,7 @@ func parse_and_return_objects(method_data: Dictionary, name_of_class: String, de
|
||||
for argument in method_data["args"]:
|
||||
match argument.type:
|
||||
TYPE_NIL: # Looks that this means VARIANT not null
|
||||
if ValueCreator.random == false:
|
||||
arguments_array.push_back(false)
|
||||
else:
|
||||
if randi() % 3:
|
||||
arguments_array.push_back(ValueCreator.get_array())
|
||||
elif randi() % 3:
|
||||
arguments_array.push_back(ValueCreator.get_object("Object"))
|
||||
elif randi() % 3:
|
||||
arguments_array.push_back(ValueCreator.get_dictionary())
|
||||
elif randi() % 3:
|
||||
arguments_array.push_back(ValueCreator.get_string())
|
||||
elif randi() % 3:
|
||||
arguments_array.push_back(ValueCreator.get_int())
|
||||
else:
|
||||
arguments_array.push_back(ValueCreator.get_basis())
|
||||
TYPE_AABB:
|
||||
arguments_array.push_back(ValueCreator.get_aabb())
|
||||
TYPE_ARRAY:
|
||||
@ -162,13 +29,9 @@ func parse_and_return_objects(method_data: Dictionary, name_of_class: String, de
|
||||
TYPE_NODE_PATH:
|
||||
arguments_array.push_back(ValueCreator.get_nodepath())
|
||||
TYPE_OBJECT:
|
||||
if ValueCreator.random && randi() % 2:
|
||||
arguments_array.push_back(null)
|
||||
else:
|
||||
var obj: Object = ValueCreator.get_object(argument["class_name"])
|
||||
arguments_array.push_back(obj)
|
||||
assert(obj != null, "Failed to create an object of type " + argument["class_name"])
|
||||
|
||||
TYPE_PLANE:
|
||||
arguments_array.push_back(ValueCreator.get_plane())
|
||||
TYPE_QUAT:
|
||||
@ -292,7 +155,7 @@ func return_gdscript_code_which_run_this_object(data) -> String:
|
||||
&& !ClassDB.is_parent_class(name_of_class, "Reference")
|
||||
&& !ClassDB.class_has_method(name_of_class, "new")
|
||||
):
|
||||
return_string += "ClassDB.instance(\"" + name_of_class + "\")"
|
||||
return_string += 'ClassDB.instance("' + name_of_class + '")'
|
||||
else:
|
||||
return_string = name_of_class.trim_prefix("_")
|
||||
return_string += ".new()"
|
||||
@ -342,7 +205,7 @@ func return_gdscript_code_which_run_this_object(data) -> String:
|
||||
TYPE_RID:
|
||||
return_string = "RID()"
|
||||
TYPE_STRING:
|
||||
return_string = "\"" + data + "\""
|
||||
return_string = '"' + data + '"'
|
||||
TYPE_STRING_ARRAY:
|
||||
return_string = "PoolStringArray(["
|
||||
for i in data.size():
|
||||
|
@ -3,9 +3,6 @@ extends Node
|
||||
# Creates random or not objects, variables etc.
|
||||
|
||||
var number: float = 0.0
|
||||
var random: bool = false
|
||||
var should_be_always_valid: bool = true # Generate only valid values e.g. to Node generate Node2D instead
|
||||
|
||||
var max_array_size: int = 15
|
||||
|
||||
|
||||
@ -14,246 +11,87 @@ func _ready() -> void:
|
||||
|
||||
|
||||
func get_int() -> int:
|
||||
if random:
|
||||
if int(number) == 0:
|
||||
return 0
|
||||
return (randi() % int(number)) - int(number / 2.0)
|
||||
else:
|
||||
return int(number)
|
||||
|
||||
|
||||
func get_int_string() -> String:
|
||||
if random:
|
||||
if int(number) == 0:
|
||||
return "0"
|
||||
return "(randi() % int(number)) - int(number / 2.0)".replace("number", str(number))
|
||||
else:
|
||||
return str(int(number))
|
||||
|
||||
|
||||
func get_float() -> float:
|
||||
if random:
|
||||
return (randf() * number) - (number / 2.0)
|
||||
else:
|
||||
return number
|
||||
|
||||
|
||||
func get_float_string() -> String:
|
||||
if random:
|
||||
return "(randf() * number) - (number / 2.0)".replace("number", str(number))
|
||||
else:
|
||||
return str(number)
|
||||
|
||||
|
||||
func get_bool() -> bool:
|
||||
if random:
|
||||
if number < 2:
|
||||
return bool()
|
||||
return bool(randi() % 2)
|
||||
else:
|
||||
return bool()
|
||||
|
||||
|
||||
func get_bool_string() -> String:
|
||||
if random:
|
||||
if number < 2:
|
||||
return str(bool())
|
||||
return "bool(randi() % 2)"
|
||||
else:
|
||||
return str(bool())
|
||||
|
||||
|
||||
func get_vector2() -> Vector2:
|
||||
if random:
|
||||
if randi() % 2:
|
||||
return Vector2(get_float(), get_float()).normalized()
|
||||
return Vector2(get_float(), get_float())
|
||||
|
||||
|
||||
func get_vector2_string() -> String:
|
||||
if random:
|
||||
if randi() % 2:
|
||||
return "Vector2(" + get_float_string() + ", " + get_float_string() + ").normalized()"
|
||||
return "Vector2(" + get_float_string() + ", " + get_float_string() + ")"
|
||||
|
||||
|
||||
func get_vector2_string_csharp() -> String:
|
||||
if random:
|
||||
if randi() % 2:
|
||||
return "new Vector2(" + get_float_string() + ", " + get_float_string() + ").Normalized()"
|
||||
return "new Vector2(" + get_float_string() + ", " + get_float_string() + ")"
|
||||
|
||||
|
||||
func get_vector3() -> Vector3:
|
||||
if random:
|
||||
if randi() % 2:
|
||||
return Vector3(get_float(), get_float(), get_float()).normalized()
|
||||
return Vector3(get_float(), get_float(), get_float())
|
||||
|
||||
|
||||
func get_vector3_string() -> String:
|
||||
if random:
|
||||
if randi() % 2:
|
||||
return "Vector3(" + get_float_string() + ", " + get_float_string() + ", " + get_float_string() + ").normalized()"
|
||||
return "Vector3(" + get_float_string() + ", " + get_float_string() + ", " + get_float_string() + ")"
|
||||
|
||||
|
||||
func get_vector3_string_csharp() -> String:
|
||||
if random:
|
||||
if randi() % 2:
|
||||
return "new Vector3(" + get_float_string() + ", " + get_float_string() + ", " + get_float_string() + ").Normalized()"
|
||||
return "new Vector3(" + get_float_string() + ", " + get_float_string() + ", " + get_float_string() + ")"
|
||||
|
||||
|
||||
func get_aabb() -> AABB:
|
||||
return AABB(get_vector3(), get_vector3())
|
||||
|
||||
|
||||
func get_aabb_string() -> String:
|
||||
return "AABB(" + get_vector3_string() + ", " + get_vector3_string() + ")"
|
||||
|
||||
|
||||
func get_aabb_string_csharp() -> String:
|
||||
return "new AABB(" + get_vector3_string_csharp() + ", " + get_vector3_string_csharp() + ")"
|
||||
|
||||
|
||||
func get_transform() -> Transform:
|
||||
return Transform(get_vector3(), get_vector3(), get_vector3(), get_vector3())
|
||||
|
||||
|
||||
func get_transform_string() -> String:
|
||||
return "Transform(" + get_vector3_string() + ", " + get_vector3_string() + ", " + get_vector3_string() + ", " + get_vector3_string() + ")"
|
||||
|
||||
|
||||
func get_transform_string_csharp() -> String:
|
||||
return "new Transform(" + get_vector3_string_csharp() + ", " + get_vector3_string_csharp() + ", " + get_vector3_string_csharp() + ", " + get_vector3_string() + ")"
|
||||
|
||||
|
||||
func get_transform2D() -> Transform2D:
|
||||
return Transform2D(get_vector2(), get_vector2(), get_vector2())
|
||||
|
||||
|
||||
func get_transform2D_string() -> String:
|
||||
return "Transform2D(" + get_vector2_string() + ", " + get_vector2_string() + ", " + get_vector2_string() + ")"
|
||||
|
||||
|
||||
func get_transform2D_string_csharp() -> String:
|
||||
return "new Transform2D(" + get_vector2_string_csharp() + ", " + get_vector2_string_csharp() + ", " + get_vector2_string_csharp() + ")"
|
||||
|
||||
|
||||
func get_plane() -> Plane:
|
||||
return Plane(get_vector3(), get_vector3(), get_vector3())
|
||||
|
||||
|
||||
func get_plane_string() -> String:
|
||||
return "Plane(" + get_vector3_string() + ", " + get_vector3_string() + ", " + get_vector3_string() + ")"
|
||||
|
||||
|
||||
func get_plane_string_csharp() -> String:
|
||||
return "new Plane(" + get_vector3_string_csharp() + ", " + get_vector3_string_csharp() + ", " + get_vector3_string_csharp() + ")"
|
||||
|
||||
|
||||
func get_quat() -> Quat:
|
||||
return Quat(get_vector3())
|
||||
|
||||
|
||||
func get_quat_string() -> String:
|
||||
return "Quat(" + get_vector3_string() + ")"
|
||||
|
||||
|
||||
func get_quat_string_csharp() -> String:
|
||||
return "new Quat(" + get_vector3_string_csharp() + ")"
|
||||
|
||||
|
||||
func get_basis() -> Basis:
|
||||
return Basis(get_vector3())
|
||||
|
||||
|
||||
func get_basis_string() -> String:
|
||||
return "Basis(" + get_vector3_string() + ")"
|
||||
|
||||
|
||||
func get_basis_string_csharp() -> String:
|
||||
return "new Basis(" + get_vector3_string_csharp() + ")"
|
||||
|
||||
|
||||
func get_rect2() -> Rect2:
|
||||
return Rect2(get_vector2(), get_vector2())
|
||||
|
||||
|
||||
func get_rect2_string() -> String:
|
||||
return "Rect2(" + get_vector2_string() + ", " + get_vector2_string() + ")"
|
||||
|
||||
|
||||
func get_rect2_string_csharp() -> String:
|
||||
return "new Rect2(" + get_vector2_string_csharp() + ", " + get_vector2_string_csharp() + ")"
|
||||
|
||||
|
||||
func get_color() -> Color:
|
||||
return Color(get_float(), get_float(), get_float())
|
||||
|
||||
|
||||
func get_color_string() -> String:
|
||||
return "Color(" + get_float_string() + ", " + get_float_string() + ", " + get_float_string() + ")"
|
||||
|
||||
|
||||
func get_color_string_csharp() -> String:
|
||||
return "new Color(" + get_float_string() + ", " + get_float_string() + ", " + get_float_string() + ")"
|
||||
|
||||
|
||||
# TODO
|
||||
func get_string() -> String:
|
||||
if random:
|
||||
if randi() % 2 == 0:
|
||||
return String(".")
|
||||
else:
|
||||
return str(randi())
|
||||
return String()
|
||||
|
||||
|
||||
func get_string_string() -> String:
|
||||
if random:
|
||||
if randi() % 3 == 0:
|
||||
return "\".\""
|
||||
elif randi() % 3 == 0:
|
||||
return "\"\""
|
||||
else:
|
||||
return "str(randi() / 100)"
|
||||
return "\"\""
|
||||
|
||||
|
||||
# TODO
|
||||
func get_nodepath() -> NodePath:
|
||||
return NodePath(get_string())
|
||||
|
||||
|
||||
# TODO
|
||||
func get_nodepath_string_csharp() -> String:
|
||||
return "new NodePath(\".\")"
|
||||
|
||||
|
||||
# TODO
|
||||
func get_array() -> Array:
|
||||
var array: Array = []
|
||||
for _i in range(int(min(max_array_size, number))):
|
||||
if random && randi() % 2:
|
||||
array.append(randi() % 100)
|
||||
else:
|
||||
array.append([])
|
||||
return Array([])
|
||||
|
||||
|
||||
func get_dictionary() -> Dictionary:
|
||||
if random:
|
||||
if randi() % 2:
|
||||
return Dictionary({"roman": 22, 22: 25, BoxShape.new(): BoxShape.new()})
|
||||
return Dictionary({})
|
||||
|
||||
|
||||
func get_pool_string_array() -> PoolStringArray:
|
||||
var array: Array = []
|
||||
if random && randi() % 2:
|
||||
return PoolStringArray(array)
|
||||
for _i in range(int(min(max_array_size, number))):
|
||||
array.append(get_string())
|
||||
return PoolStringArray(array)
|
||||
@ -261,8 +99,6 @@ func get_pool_string_array() -> PoolStringArray:
|
||||
|
||||
func get_pool_int_array() -> PoolIntArray:
|
||||
var array: Array = []
|
||||
if random && randi() % 2:
|
||||
return PoolIntArray(array)
|
||||
for _i in range(int(min(max_array_size, number))):
|
||||
array.append(get_int())
|
||||
return PoolIntArray(array)
|
||||
@ -270,8 +106,6 @@ func get_pool_int_array() -> PoolIntArray:
|
||||
|
||||
func get_pool_byte_array() -> PoolByteArray:
|
||||
var array: Array = []
|
||||
if random && randi() % 2:
|
||||
return PoolByteArray(array)
|
||||
for _i in range(int(min(max_array_size, number))):
|
||||
array.append(get_int())
|
||||
return PoolByteArray(array)
|
||||
@ -279,8 +113,6 @@ func get_pool_byte_array() -> PoolByteArray:
|
||||
|
||||
func get_pool_real_array() -> PoolRealArray:
|
||||
var array: Array = []
|
||||
if random && randi() % 2:
|
||||
return PoolRealArray(array)
|
||||
for _i in range(int(min(max_array_size, number))):
|
||||
array.append(get_float())
|
||||
return PoolRealArray(array)
|
||||
@ -288,8 +120,6 @@ func get_pool_real_array() -> PoolRealArray:
|
||||
|
||||
func get_pool_vector2_array() -> PoolVector2Array:
|
||||
var array: Array = []
|
||||
if random && randi() % 2:
|
||||
return PoolVector2Array(array)
|
||||
for _i in range(int(min(max_array_size, number))):
|
||||
array.append(get_vector2())
|
||||
return PoolVector2Array(array)
|
||||
@ -297,8 +127,6 @@ func get_pool_vector2_array() -> PoolVector2Array:
|
||||
|
||||
func get_pool_vector3_array() -> PoolVector3Array:
|
||||
var array: Array = []
|
||||
if random && randi() % 2:
|
||||
return PoolVector3Array(array)
|
||||
for _i in range(int(min(max_array_size, number))):
|
||||
array.append(get_vector3())
|
||||
return PoolVector3Array(array)
|
||||
@ -306,8 +134,6 @@ func get_pool_vector3_array() -> PoolVector3Array:
|
||||
|
||||
func get_pool_color_array() -> PoolColorArray:
|
||||
var array: Array = []
|
||||
if random && randi() % 2:
|
||||
return PoolColorArray(array)
|
||||
for _i in range(int(min(max_array_size, number))):
|
||||
array.append(get_color())
|
||||
return PoolColorArray(array)
|
||||
@ -315,144 +141,18 @@ func get_pool_color_array() -> PoolColorArray:
|
||||
|
||||
func get_object(object_name: String) -> Object:
|
||||
assert(ClassDB.class_exists(object_name), "Class " + object_name + " doesn't exists.")
|
||||
if object_name == "PhysicsDirectSpaceState" || object_name == "Physics2DDirectSpaceState":
|
||||
return BoxShape.new()
|
||||
# if object_name == "PhysicsDirectSpaceState" || object_name == "Physics2DDirectSpaceState":
|
||||
# return BoxShape.new()
|
||||
|
||||
var a = 0
|
||||
if random:
|
||||
var classes = ClassDB.get_inheriters_from_class("Node") + ClassDB.get_inheriters_from_class("Reference")
|
||||
|
||||
if object_name == "Object":
|
||||
while true:
|
||||
var choosen_class: String = classes[randi() % classes.size()]
|
||||
if (
|
||||
ClassDB.can_instance(choosen_class)
|
||||
&& (ClassDB.is_parent_class(choosen_class, "Node") || ClassDB.is_parent_class(choosen_class, "Reference"))
|
||||
&& !(choosen_class in BasicData.disabled_classes)
|
||||
):
|
||||
return ClassDB.instance(choosen_class)
|
||||
|
||||
if ClassDB.is_parent_class(object_name, "Node") || ClassDB.is_parent_class(object_name, "Reference"):
|
||||
if should_be_always_valid:
|
||||
var to_use_classes = ClassDB.get_inheriters_from_class(object_name)
|
||||
to_use_classes.append(object_name)
|
||||
if !ClassDB.can_instance(object_name) && object_name in BasicData.disabled_classes:
|
||||
assert(to_use_classes.size() > 0, "Cannot find proper instantable child for " + object_name)
|
||||
|
||||
while true:
|
||||
a += 1
|
||||
if a > 50:
|
||||
# Object doesn't have children which can be instanced
|
||||
# This shouldn't happens, but sadly happen with e.g. SpatialGizmo
|
||||
assert(false, "Cannot find proper instantable child for " + object_name)
|
||||
var choosen_class: String = to_use_classes[randi() % to_use_classes.size()]
|
||||
if ClassDB.can_instance(choosen_class) && !(choosen_class in BasicData.disabled_classes):
|
||||
return ClassDB.instance(choosen_class)
|
||||
else:
|
||||
while true:
|
||||
a += 1
|
||||
if a > 50:
|
||||
assert(false, "Cannot find proper instantable child for " + object_name)
|
||||
var choosen_class: String = classes[randi() % classes.size()]
|
||||
if ClassDB.can_instance(choosen_class) && !ClassDB.is_parent_class(choosen_class, object_name) && !(choosen_class in BasicData.disabled_classes):
|
||||
return ClassDB.instance(choosen_class)
|
||||
|
||||
# Non Node/Resource object
|
||||
var to_use_classes = ClassDB.get_inheriters_from_class(object_name)
|
||||
to_use_classes.append(object_name)
|
||||
if !ClassDB.can_instance(object_name) && object_name in BasicData.disabled_classes:
|
||||
assert(to_use_classes.size() > 0, "Cannot find proper instantable child for " + object_name)
|
||||
|
||||
while true:
|
||||
a += 1
|
||||
if a > 50:
|
||||
# Object doesn't have children which can be instanced
|
||||
# This shouldn't happens, but sadly happen with e.g. SpatialGizmo
|
||||
assert(false, "Cannot find proper instantable child for " + object_name)
|
||||
var choosen_class: String = to_use_classes[randi() % to_use_classes.size()]
|
||||
if ClassDB.can_instance(choosen_class) && !(choosen_class in BasicData.disabled_classes):
|
||||
return ClassDB.instance(choosen_class)
|
||||
|
||||
else:
|
||||
if ClassDB.can_instance(object_name): # E.g. Texture is not instantable or shouldn't be, but LargeTexture is
|
||||
return ClassDB.instance(object_name)
|
||||
else: # Found child of non instantable object
|
||||
else:
|
||||
# Checking for children of non instantable object
|
||||
var list_of_class = ClassDB.get_inheriters_from_class(object_name)
|
||||
assert(list_of_class.size() > 0, "Cannot find proper instantable child for " + object_name) # Number of inherited class of non instantable class must be greater than 0, otherwise this function would be useless
|
||||
for i in list_of_class:
|
||||
if ClassDB.can_instance(i) && (ClassDB.is_parent_class(i, "Node") || ClassDB.is_parent_class(i, "Reference")):
|
||||
return ClassDB.instance(i)
|
||||
assert(false, "Cannot find proper instantable child for " + object_name)
|
||||
|
||||
assert(false, "Cannot find proper instantable child for " + object_name)
|
||||
return BoxShape.new()
|
||||
|
||||
|
||||
# TODO Update this with upper implementation
|
||||
func get_object_string(object_name: String) -> String:
|
||||
assert(ClassDB.class_exists(object_name))
|
||||
|
||||
var a = 0
|
||||
if random:
|
||||
var classes = ClassDB.get_inheriters_from_class("Node") + ClassDB.get_inheriters_from_class("Reference")
|
||||
|
||||
if object_name == "Object":
|
||||
while true:
|
||||
var choosen_class: String = classes[randi() % classes.size()]
|
||||
if ClassDB.can_instance(choosen_class) && (ClassDB.is_parent_class(choosen_class, "Node") || ClassDB.is_parent_class(choosen_class, "Reference")):
|
||||
return choosen_class
|
||||
|
||||
if ClassDB.is_parent_class(object_name, "Node") || ClassDB.is_parent_class(object_name, "Reference"):
|
||||
if should_be_always_valid:
|
||||
var to_use_classes = ClassDB.get_inheriters_from_class(object_name)
|
||||
to_use_classes.append(object_name)
|
||||
if !ClassDB.can_instance(object_name):
|
||||
assert(to_use_classes.size() > 0, "Cannot find proper instantable child for " + object_name)
|
||||
|
||||
while true:
|
||||
a += 1
|
||||
if a > 30:
|
||||
# Object doesn't have children which can be instanced
|
||||
# This shouldn't happens, but sadly happen with e.g. SpatialGizmo
|
||||
assert(false, "Cannot find proper instantable child for " + object_name)
|
||||
var choosen_class: String = to_use_classes[randi() % to_use_classes.size()]
|
||||
if ClassDB.can_instance(choosen_class):
|
||||
return choosen_class
|
||||
else:
|
||||
while true:
|
||||
a += 1
|
||||
if a > 30:
|
||||
assert(false, "Cannot find proper instantable child for " + object_name)
|
||||
var choosen_class: String = classes[randi() % classes.size()]
|
||||
if !ClassDB.is_parent_class(choosen_class, object_name):
|
||||
return choosen_class
|
||||
|
||||
# Non Node/Resource object
|
||||
var to_use_classes = ClassDB.get_inheriters_from_class(object_name)
|
||||
to_use_classes.append(object_name)
|
||||
if !ClassDB.can_instance(object_name) && object_name in BasicData.disabled_classes:
|
||||
assert(to_use_classes.size() > 0, "Cannot find proper instantable child for " + object_name)
|
||||
|
||||
while true:
|
||||
a += 1
|
||||
if a > 50:
|
||||
# Object doesn't have children which can be instanced
|
||||
# This shouldn't happens, but sadly happen with e.g. SpatialGizmo
|
||||
assert(false, "Cannot find proper instantable child for " + object_name)
|
||||
var choosen_class: String = to_use_classes[randi() % to_use_classes.size()]
|
||||
if ClassDB.can_instance(choosen_class) && !(choosen_class in BasicData.disabled_classes):
|
||||
return choosen_class
|
||||
|
||||
else:
|
||||
if ClassDB.can_instance(object_name): # E.g. Texture is not instantable or shouldn't be, but LargeTexture is
|
||||
return object_name
|
||||
else: # Found child of non instantable object
|
||||
var list_of_class = ClassDB.get_inheriters_from_class(object_name)
|
||||
assert(list_of_class.size() > 0, "Cannot find proper instantable child for " + object_name) # Number of inherited class of non instantable class must be greater than 0, otherwise this function would be useless
|
||||
for i in list_of_class:
|
||||
if ClassDB.can_instance(i) && (ClassDB.is_parent_class(i, "Node") || ClassDB.is_parent_class(i, "Reference")):
|
||||
return i
|
||||
assert(false, "Cannot find proper instantable child for " + object_name)
|
||||
|
||||
assert(false, "Cannot find proper instantable child for " + object_name)
|
||||
return "BoxMesh"
|
||||
|
@ -3,10 +3,13 @@ extends Node2D
|
||||
var available_classes: Array = []
|
||||
var exeptions: Array = ["SceneTree", "EditorSettings", "ProjectSettings"]
|
||||
|
||||
|
||||
func _ready():
|
||||
var cl: Array = Array(ClassDB.get_class_list())
|
||||
cl.sort()
|
||||
for name_of_class in cl:
|
||||
# Repeat 3 times, to be sure that code don't crash in unreleated function
|
||||
for _i in range(3):
|
||||
if !ClassDB.can_instance(name_of_class):
|
||||
continue
|
||||
if name_of_class in exeptions:
|
||||
@ -15,7 +18,7 @@ func _ready():
|
||||
continue
|
||||
|
||||
print("########### " + name_of_class)
|
||||
print("GDSCRIPT CODE: var thing = ClassDB.instance(\"" + name_of_class + "\")")
|
||||
print('GDSCRIPT CODE: var thing = ClassDB.instance("' + name_of_class + '")')
|
||||
print("GDSCRIPT CODE: str(" + name_of_class + ")")
|
||||
|
||||
var thing = ClassDB.instance(name_of_class)
|
||||
@ -27,4 +30,3 @@ func _ready():
|
||||
elif thing is Object && !(thing is Reference):
|
||||
print("GDSCRIPT CODE: thing.free()")
|
||||
thing.free()
|
||||
|
||||
|
@ -1,34 +0,0 @@
|
||||
#!/bin/bash
|
||||
grep -rl "onready" . --exclude-dir=.git,Godot4Update.sh | xargs sed -i 's/@onready /@onready /'
|
||||
|
||||
grep -rl "extends RigidBody3D" . --exclude-dir=.git | xargs sed -i 's/extends RigidBody/extends RigidBody3D/'
|
||||
grep -rl "extends RigidBody3D3D2D" . --exclude-dir=.git | xargs sed -i 's/extends RigidBody2D/extends RigidBody2D/'
|
||||
|
||||
grep -rl "PointLight2D" . --exclude-dir=.git | xargs sed -i 's/Light2D/PointLight2D/'
|
||||
|
||||
grep -rl "Camera3D" . --exclude-dir=.git | xargs sed -i 's/Camera/Camera3D/'
|
||||
grep -rl "Camera3D3D2D" . --exclude-dir=.git | xargs sed -i 's/Camera2D/Camera2D/'
|
||||
grep -rl "if i.get_name() != \"Camera3D3D\":" . --exclude-dir=.git | xargs sed -i 's/if i.get_name() != "Camera":/if i.get_name() != "Camera":/'
|
||||
|
||||
grep -rl "DirectionalLight3D" . --exclude-dir=.git | xargs sed -i 's/DirectionalLight/DirectionalLight3D/'
|
||||
grep -rl "DirectionalLight3D3D2D" . --exclude-dir=.git | xargs sed -i 's/DirectionalLight2D/DirectionalPointLight2D/'
|
||||
|
||||
grep -rl "SpotLight3D" . --exclude-dir=.git | xargs sed -i 's/SpotLight/SpotLight3D/'
|
||||
grep -rl "SpotLight3D3D2D" . --exclude-dir=.git | xargs sed -i 's/SpotLight2D/SpotPointLight2D/'
|
||||
|
||||
grep -rl "OmniLight3D" . --exclude-dir=.git | xargs sed -i 's/OmniLight/OmniLight3D/'
|
||||
grep -rl "OmniLight3D3D2D" . --exclude-dir=.git | xargs sed -i 's/OmniLight2D/OmniPointLight2D/'
|
||||
|
||||
grep -rl "Node3D" . --exclude-dir=.git | xargs sed -i 's/Spatial/Node3D/'
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -41,7 +41,7 @@ func collect() -> void:
|
||||
var to_print: String = "DEBUG: List of classes used in Nodes scene:\n"
|
||||
to_print += "DEBUG: ["
|
||||
for index in range(classes.size()):
|
||||
to_print += "\"" + classes[index] + "\""
|
||||
to_print += '"' + classes[index] + '"'
|
||||
if index != classes.size() - 1:
|
||||
to_print += ", "
|
||||
print(to_print)
|
||||
|
@ -1,5 +1,6 @@
|
||||
extends RigidBody
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
add_force(Vector3(0, 4 * delta, 0), Vector3(0, 0, 0))
|
||||
pass
|
||||
|
17
README.md
17
README.md
@ -1,7 +1,7 @@
|
||||
# Godot regression test project
|
||||
This repository contains project which is used to find regressions in Godot.
|
||||
|
||||
It aims to check as much as possible functions and states, be easy in maintain and provide reproducible results.
|
||||
It aims to check as much as possible functions and states, be easy in maintain and provide quite reproducible results.
|
||||
|
||||
## Basic Informations
|
||||
This project contains a few different scenes and `Start.tscn`(default one) which opens every other scene.
|
||||
@ -116,25 +116,18 @@ It is used to catch early very obvious and easy to reproduce bugs.
|
||||
This is more advanced variation of Nodes scene.
|
||||
In random order adds, remove and move in scene tree nodes. It may not sound spectacular, but it sometimes allows you to find bugs that are hard to detect.
|
||||
|
||||
## CreatingAllThings
|
||||
This scene creates, prints and removes object.
|
||||
Can be used to quicly check if classes don't crash when executing simple commands on them.
|
||||
|
||||
## Others
|
||||
Scenes like `Physics2D.tscn` or `Lights3D.tscn` are normal scenes with specific types of nodes. They are only used to manually check visual differences between different Godot versions.
|
||||
|
||||
![Physics](https://user-images.githubusercontent.com/41945903/115050994-9da8a100-9edc-11eb-99f6-9375ef917be1.png)
|
||||
|
||||
## TODO
|
||||
- Add physics test - currently blocked by several crashes - https://github.com/godotengine/godot/issues/47440
|
||||
|
||||
## 4.0 version limitations
|
||||
ReparentingDeleting is in 4.0 only Reparenting - bug https://github.com/godotengine/godot/issues/45471
|
||||
Some scenes available in 3.x branch, but due freezes and long loading times are disabled(mostly Vulkan fault).
|
||||
Some patches are applied to e.g. handle rename `OS` -> `Platform` or `Transform` -> `Transform3D`
|
||||
|
||||
## Epilepsy Warning
|
||||
Due using by project a lot of functions from each type of Node, screen may flicker, images and objects may change randomly color and size which may lead some users to health problems.
|
||||
|
||||
## Problems with project
|
||||
The project should not cause too many problems in CI when adding and removing features in Godot, since it don't uses too much functions but for example removing a base type e.g. `TYPE_INT` or changes in GDScript(e.g. changing `instance` to `instantiate`) can mess it up.
|
||||
|
||||
If you have problem with this project e.g. in CI, just ping me -> @qarmin <- and after that I will try help to fix issues which you have with it or add exception to project.
|
||||
|
||||
|
||||
|
@ -2,6 +2,7 @@ extends Node
|
||||
|
||||
# Script first adds nodes to scene, then choose some random nodes and reparents
|
||||
# them or delete and replace with new ones
|
||||
# This is not really reproducible, but crashes find by this tool should be quite easy to recreate
|
||||
|
||||
## Algorithm
|
||||
# - Add multiple nodes to scene
|
||||
@ -45,7 +46,7 @@ func collect() -> void:
|
||||
var to_print: String = "DEBUG: List of classes used in ReparentingDeleting scene:\n"
|
||||
to_print += "DEBUG: ["
|
||||
for index in range(classes.size()):
|
||||
to_print += "\"" + classes[index] + "\""
|
||||
to_print += '"' + classes[index] + '"'
|
||||
if index != classes.size() - 1:
|
||||
to_print += ", "
|
||||
print(to_print)
|
||||
|
Loading…
Reference in New Issue
Block a user