mirror of
https://github.com/Relintai/regression-test-project.git
synced 2025-03-12 18:38:50 +01:00
383 lines
10 KiB
GDScript
383 lines
10 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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###
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### Godot 4.0
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###
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"set_mesh", # 55266
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"set_use_all_surfaces", # 55266
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"set_visibility_range_begin_margin", #54655
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"set_visibility_range_begin", #54655
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"map_pattern", #54103
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"_broadcast", #53873
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"get_indexed", #53840
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"make_polygons_from_outlines", #53808
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"set_clip_children", #53667
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"set_base", #53723
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"set_polygon", #53722
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"add_bone", #53646
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"set_bone_children", #53646
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"global_pose_z_forward_to_bone_forward", #53646
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"lightmap_unwrap", # 52929
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"get_property_list", #53604
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"set_projector", #53604
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"commit", #53191
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"commit_to_arrays", #53191
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"popup_centered_ratio", #53566
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"set_stream", #52853
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"shaped_text_draw_outline", #53562
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"set_input_as_handled", #53560
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"add_node", #53558
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"set_language", #53218
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"set_texture", #46828
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"_activate", #45984
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"compress_from_channels", # Image
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"open_midi_inputs", #52821
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"load_threaded_request", #46762
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"bake_navigation_mesh", # TODO too hard to find for now
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"set_is_setup", # Just don't use, in SkeletonModification crashes
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"_update_shape", # TODO, probably crashes exported build
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"get_custom_monitor", # TODO crashes only in exported build
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###
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### Input crashes, still are some problems TODO
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###
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"_gui_input",
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"_input",
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"_unhandled_input",
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"_unhandled_key_input",
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"_vp_input",
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"_vp_unhandled_input",
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###
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### Reported crashes
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###
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"lightmap_unwrap", # 52929
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"replace_by", #53775
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"bake", #53774
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"create_debug_tangents", #53182
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"create_from_mesh", #53181
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"remove_line", # 49571 - Memory leak
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"connect_to_signal", # 53622
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"set_extra_cull_margin", # 53623
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"_thread_done", #53621
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"set_physics_enabled", #53620
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"_iter_init", #53554
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"set_block_signals", #53553
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"make_atlas", #51154
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"set_basic_type", #53456
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"set_custom_viewport", #53445
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"_draw_soft_mesh", #53437
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"light_unwrap", #52929
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"create_action", #50769
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"_editor_settings_changed", # 45979
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"set_script", #46120
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"set_icon", #46189
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"set_editor_hint", #46252 - Fixed only for master(due compatibility)
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"set_probe_data", #46570
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"add_vertex", #47066
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"create_shape_owner", #47135
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"shape_owner_get_owner", #47135
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"get_bind_bone", #47358
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"get_bind_name", #47358
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"get_bind_pose", #47358
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"decompress", #50787
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"convert", # 46479
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"save_png_to_buffer", # 50787
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###
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### Not worth to check, cause a lot of crashes but it is very unlikelly that users will use them
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###
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"propagate_notification",
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"notification",
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###
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### Error spam when using it TODO
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###
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"get_recognized_extensions_for_type", # Spam
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"load", # Spam - _ResourceLoader
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"add_sphere",
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"_update_inputs",
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"update_bitmask_region",
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"set_enabled_inputs",
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###
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### Slow Function
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###
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"set_pre_process_time",
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"create_convex_collision",
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"create_multiple_convex_collisions",
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"load_webp_from_buffer",
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"_update_sky",
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"interpolate_baked",
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"get_baked_length",
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"get_baked_points",
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"get_closest_offset",
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"get_closest_point", # Only Curve, but looks that a lot of other classes uses this
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"get_baked_up_vectors",
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"interpolate_baked_up_vector",
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"tessellate",
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"get_baked_tilts",
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"set_enabled_inputs",
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"grow_mask",
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"force_update_transform",
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"is_enabler_enabled",
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"set_enabler",
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"get_aabb",
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"set_aabb",
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"is_on_screen",
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"set_rings",
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"set_amount",
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###
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### Do not save files and create files and folders, this probably can be enabled in CI
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###
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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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###
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### This also allow to save files
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###
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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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###
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### Do not warp mouse, because I'm unable to do anything
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###
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"warp_mouse",
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"warp_mouse_position",
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###
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### OS
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###
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"kill",
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"shell_open",
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"execute",
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"alert", # Stupid alert window opens
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###
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### Godot freeze or run very cslow
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###
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"poll",
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"delay_usec",
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"delay_msec",
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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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"set_gizmo", # Stupid function, needs as parameter an object which can't be instanced # TODO, create issue to hide it
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###
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### Spams Output and aren't very useful
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###
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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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###
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### Can call other functions and broke everything
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###
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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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"call_func",
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###
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### Too dangerous, because add, mix and remove randomly nodes and objects
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###
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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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"instantiate",
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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_sibling",
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#####
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##### Goost
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##### TODO: these take too long to execute, does not make sense to limit number of iterations ether.
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##### TODO - remove this and put it into setting file
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#####
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"smooth_polyline_approx",
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"smooth_polygon_approx",
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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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"GLTFDocument", # TODO memory leak
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###
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### Crashes, Freezes
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###
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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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"GDScript", # Broke script
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"SceneTree",
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"JNISingleton", # Freeze - who use it?
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"Engine", # Crashes only in Godot 4 but not really usable
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###
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### JavaClass is only functions that returns Null when using JavaClass.new().get_class
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###
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"JavaClass",
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###
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### Android
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###
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"JavaClassWrapper", # Looks that JavaClassWrapper.new() crashes android
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###
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### Exported build - some checks are disabled in exported build due to too big performance impact
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###
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"Image",
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# TODOGODOT4 - update here exluded list from Godot4
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###
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### Godot 4.0
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###
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"OS",
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"Thread",
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"Semaphore",
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"Mutex",
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"GodotSharp",
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# Class which is non instantable, and have non instantable childrens, but
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# is used as argument
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"Node3DGizmo",
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# Creating them is really slow in Godot 4.0
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"ColorPicker",
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"FileDialog",
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"ColorPickerButton",
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"PhysicalSkyMaterial",
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"ProceduralSkyMaterial"
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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.is_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, "RefCounted"):
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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_CALLABLE
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|| t == TYPE_MAX
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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_PACKED_COLOR_ARRAY
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|| t == TYPE_DICTIONARY
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|| t == TYPE_INT
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|| t == TYPE_PACKED_INT32_ARRAY
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|| t == TYPE_PACKED_INT64_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_QUATERNION
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|| t == TYPE_PACKED_BYTE_ARRAY
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|| t == TYPE_FLOAT
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|| t == TYPE_PACKED_FLOAT32_ARRAY
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|| t == TYPE_PACKED_FLOAT64_ARRAY
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|| t == TYPE_RECT2
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|| t == TYPE_RECT2I
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|| t == TYPE_RID
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|| t == TYPE_STRING
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|| t == TYPE_STRING_NAME
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|| t == TYPE_PACKED_STRING_ARRAY
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|| t == TYPE_TRANSFORM3D
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|| t == TYPE_TRANSFORM2D
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|| t == TYPE_VECTOR2
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|| t == TYPE_VECTOR2I
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|| t == TYPE_PACKED_VECTOR2_ARRAY
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|| t == TYPE_VECTOR3
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|| t == TYPE_VECTOR3I
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|| t == TYPE_PACKED_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) -> Array:
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var new_list: Array = [] # Workaround for GH 50139 renaming remove to remove_at
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for method_index in range(method_list.size()):
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var index: int = -1
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for exception in exceptions:
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if method_list[method_index].get("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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new_list.append(method_list[method_index])
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method_list = new_list
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return new_list
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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, "RefCounted"):
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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_instantiate(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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