mirror of
https://github.com/Relintai/regression-test-project.git
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262 lines
7.6 KiB
GDScript
262 lines
7.6 KiB
GDScript
extends Node
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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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"_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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"generate", #GH 46001
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"_proximity_group_broadcast", #GH 46002
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"_direct_state_changed", #GH 46003
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"create_from", #GH 46004
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"create_from_blend_shape", #GH 46004
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"append_from", #GH 46004
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"_set_tile_data", #GH 46015
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"get", #GH 46019
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"instance_has", #GH 46020
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"get_var", #GH 46096
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"set_script", #GH 46120
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"getvar", #GH 46019
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"get_available_chars", #GH 46118
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"open_midi_inputs", #GH 46183
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"set_icon", #GH 46189
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"get_latin_keyboard_variant", #GH TODO Memory Leak
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"set_editor_hint", #GH 46252
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"get_item_at_position", #TODO hard to find
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"set_probe_data", #GH 46570
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"_range_click_timeout", #GH 46648
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"get_indexed", #GH 46019
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"add_vertex", #GH 47066
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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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# 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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"save_png",
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"save_to_wav",
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"save_to_file",
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"make_dir",
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"make_dir_recursive",
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"save_encrypted",
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"save_encrypted_pass",
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"save_exr",
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"dump_resources_to_file",
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"dump_memory_to_file",
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# This also allow to save files
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"open",
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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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"execute",
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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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"connect_to_stream",
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"discover",
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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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"print_tree_pretty",
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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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"call_deferred",
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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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"set_owner",
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"set_root_node",
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"instance",
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"init_ref",
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"reference",
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"unreference",
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"new",
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"duplicate",
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"queue_free",
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"free",
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"remove_and_skip",
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"remove_child",
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"move_child",
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"raise",
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"add_child",
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"add_child_below_node",
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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 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 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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"PhysicsDirectBodyState",
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"Physics2DDirectBodyState",
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"BulletPhysicsDirectSpaceState",
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"InputDefault",
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"IP_Unix",
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"JNISingleton",
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# Backported Navigation changes also backport bugged classes
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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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"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 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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return false
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if method_data["flags"] == method_data["flags"] | 128: # VARARG TODO, Godot issue, add missing flag binding
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return false
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for arg in method_data["args"]:
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var name_of_class: String = arg["class_name"]
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if name_of_class.empty():
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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 !ClassDB.class_exists(name_of_class):
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return false
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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 !(
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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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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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for method_index in range(method_list.size()):
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if method_list[method_index]["name"] == exception:
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index = method_index
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break
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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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for name_of_class in full_class_list:
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if name_of_class in disabled_classes:
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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 !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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# 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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# 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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print(str(c) + " choosen classes from all " + str(full_class_list.size()) + " classes.")
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return classes
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