GDScript: Add initialization for the language before debug tests

This ensures that the tests will use a full environment with correct
settings so global classes and autoloads can be properly found.
This commit is contained in:
George Marques 2020-10-14 12:31:06 -03:00
parent 9dad483920
commit 48b91b900d
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GPG key ID: 046BD46A3201E43D

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@ -30,10 +30,13 @@
#include "test_gdscript.h"
#include "core/io/file_access_pack.h"
#include "core/os/file_access.h"
#include "core/os/main_loop.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "core/string_builder.h"
#include "scene/resources/packed_scene.h"
#include "modules/gdscript/gdscript_analyzer.h"
#include "modules/gdscript/gdscript_compiler.h"
@ -179,6 +182,60 @@ static void test_compiler(const String &p_code, const String &p_script_path, con
}
}
void init_autoloads() {
Map<StringName, ProjectSettings::AutoloadInfo> autoloads = ProjectSettings::get_singleton()->get_autoload_list();
// First pass, add the constants so they exist before any script is loaded.
for (Map<StringName, ProjectSettings::AutoloadInfo>::Element *E = autoloads.front(); E; E = E->next()) {
const ProjectSettings::AutoloadInfo &info = E->get();
if (info.is_singleton) {
for (int i = 0; i < ScriptServer::get_language_count(); i++) {
ScriptServer::get_language(i)->add_global_constant(info.name, Variant());
}
}
}
// Second pass, load into global constants.
for (Map<StringName, ProjectSettings::AutoloadInfo>::Element *E = autoloads.front(); E; E = E->next()) {
const ProjectSettings::AutoloadInfo &info = E->get();
if (!info.is_singleton) {
// Skip non-singletons since we don't have a scene tree here anyway.
continue;
}
RES res = ResourceLoader::load(info.path);
ERR_CONTINUE_MSG(res.is_null(), "Can't autoload: " + info.path);
Node *n = nullptr;
if (res->is_class("PackedScene")) {
Ref<PackedScene> ps = res;
n = ps->instance();
} else if (res->is_class("Script")) {
Ref<Script> script_res = res;
StringName ibt = script_res->get_instance_base_type();
bool valid_type = ClassDB::is_parent_class(ibt, "Node");
ERR_CONTINUE_MSG(!valid_type, "Script does not inherit a Node: " + info.path);
Object *obj = ClassDB::instance(ibt);
ERR_CONTINUE_MSG(obj == nullptr,
"Cannot instance script for autoload, expected 'Node' inheritance, got: " +
String(ibt));
n = Object::cast_to<Node>(obj);
n->set_script(script_res);
}
ERR_CONTINUE_MSG(!n, "Path in autoload not a node or script: " + info.path);
n->set_name(info.name);
for (int i = 0; i < ScriptServer::get_language_count(); i++) {
ScriptServer::get_language(i)->add_global_constant(info.name, n);
}
}
}
void test(TestType p_type) {
List<String> cmdlargs = OS::get_singleton()->get_cmdline_args();
@ -195,6 +252,21 @@ void test(TestType p_type) {
FileAccessRef fa = FileAccess::open(test, FileAccess::READ);
ERR_FAIL_COND_MSG(!fa, "Could not open file: " + test);
// Init PackedData since it's used by ProjectSettings.
PackedData *packed_data = memnew(PackedData);
// Setup project settings since it's needed by the languages to get the global scripts.
// This also sets up the base resource path.
Error err = ProjectSettings::get_singleton()->setup(fa->get_path_absolute().get_base_dir(), String(), true);
if (err) {
print_line("Could not load project settings.");
// Keep going since some scripts still work without this.
}
// Initialize the language for the test routine.
ScriptServer::init_languages();
init_autoloads();
Vector<uint8_t> buf;
int flen = fa->get_len();
buf.resize(fa->get_len() + 1);
@ -226,6 +298,10 @@ void test(TestType p_type) {
case TEST_BYTECODE:
print_line("Not implemented.");
}
// Destroy stuff we set up earlier.
ScriptServer::finish_languages();
memdelete(packed_data);
}
} // namespace TestGDScript