# 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 quite reproducible results. ## Basic Informations This project contains a few different scenes and `Start.tscn`(default one) which opens every other scene. List of this scenes are available in `Autoload.gd` file. ![B](https://user-images.githubusercontent.com/41945903/104442905-060e7c00-5596-11eb-9000-f9bb338ece79.png) It is possible manually set how long project need to be executed from command line, just by adding at the end number of seconds - `godot 40`. At first `all_in_one` scenes opens, execute `_ready` function and exit. The available time(default 25s) is divided equally between each scene in `alone_steps`. Then, one by one, each scene is created and after a certain amount of time it is deleted and another scene from the `alone_steps` takes its place. This project is running in CI with a version of Godot compiled with Address and Undefined sanitizers(`scons use_asan=yes use_ubsan=yes`) so without these options it won't always be possible to detect the bug or get so detailed backtrace. ## Searching for a malfunctioning scene ### Logs When searching through the logs for the error you may come across something like this ``` Changed scene to res://Rendering/Lights2D/Lights2D.tscn Test is running now 35 seconds Test is running now 40 seconds Changed scene to res://Rendering/Lights3D/Lights3D.tscn ##### CRASH ##### Godot crashed with signal ... ``` This log indicates 2 potentially broken scenes - `Lights3D.tscn` - crash occured because scene started work - `Lights2D.tscn` - crash occured because scene was removed ### Autoload You can freely comment out selected lines in `alone_steps` or `all_in_one` to choose which scenes will run `Start.tscn`. You can also use `time_to_show` variable to set time how long the project will run. ![Autoloads](https://user-images.githubusercontent.com/41945903/115044743-16582f00-9ed6-11eb-889f-4f07ad6c7d13.png) ### File System The last way is to manually run each scene from the file system to find the one malfunctioning. ![File](https://user-images.githubusercontent.com/41945903/115044733-13f5d500-9ed6-11eb-9364-43a1a142a6f1.png) ## "Safe" fuzzer A scene that will probably give people a hard time quite often is `FunctionExecutor.tscn`. This is a fuzzer, but with removed ability to use random argument values (the arguments are identical every time it is run). When the engine crashes, in logs usually will be something like this: ``` #################### LineEdit #################### LineEdit._text_changed --- executing with 0 parameters [] GDSCRIPT CODE: LineEdit.new()._text_changed() LineEdit._toggle_draw_caret --- executing with 0 parameters [] GDSCRIPT CODE: LineEdit.new()._toggle_draw_caret() LineEdit.set_align --- executing with 1 parameters [100] GDSCRIPT CODE: LineEdit.new().set_align(100) ERROR: set_align: Index (int)p_align = 100 is out of bounds (4 = 4). At: scene/gui/line_edit.cpp:592. scene/resources/line_edit.cpp:186:2: runtime error: member access within null pointer of type 'struct LineEdit' handle_crash: Program crashed with signal 11 Dumping the backtrace. Please include this when reporting the bug on godotengine/godot/issues [1] bin/godot.linuxbsd.tools.64s() [0x1e697d8] (/home/runner/work/godot/godot/platform/linuxbsd/crash_handler_linuxbsd.cpp:54) [2] /lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fd1ca5b0210] (??:0) ``` There are some interesting things to discuss here. This line shows what class we are testing now ``` #################### LineEdit #################### ``` which method ``` LineEdit.set_align ``` and which parameters ``` --- executing with 1 parameters [100] ``` Next you can see GDScript command which is executed and you can copy it and test manually in Godot ``` GDSCRIPT CODE: LineEdit.new()._toggle_draw_caret() ``` Then you can see errors caused by invalid arguments, which you can ignore if they don't cause other crashes/leaks etc. ``` ERROR: set_align: Index (int)p_align = 100 is out of bounds (4 = 4). At: scene/gui/line_edit.cpp:592. ``` At the end we can see Godot's crash log with additional information that tried to use null pointer incorrectly: ``` scene/resources/skeleton_modification_2d_physicalbones.cpp:186:2: runtime error: member access within null pointer of type 'struct SkeletonModificationStack2D' handle_crash: Program crashed with signal 11 Dumping the backtrace. Please include this when reporting the bug on godotengine/godot/issues [1] bin/godot.linuxbsd.tools.64s() [0x1e697d8] (/home/runner/work/godot/godot/platform/linuxbsd/crash_handler_linuxbsd.cpp:54) [2] /lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fd1ca5b0210] (??:0) ``` In most situations, the latest executed function/created object is responsible for crash ``` LineEdit.set_align --- executing with 1 parameters [100] GDSCRIPT CODE: LineEdit.new().set_align(100) ``` So we can just take GDScript code from above, copy it into Godot and test project, which should crash engine ``` LineEdit.new().set_align(100) ``` ## Nodes Scene simply adds and removes at once all available nodes. It is used to catch early very obvious and easy to reproduce bugs. ## ReparentingDeleting 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) ## 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.