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.
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1 changed files with 76 additions and 0 deletions
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@ -30,10 +30,13 @@
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#include "test_gdscript.h"
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#include "core/io/file_access_pack.h"
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#include "core/os/file_access.h"
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#include "core/os/main_loop.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "core/string_builder.h"
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#include "scene/resources/packed_scene.h"
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#include "modules/gdscript/gdscript_analyzer.h"
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#include "modules/gdscript/gdscript_compiler.h"
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@ -179,6 +182,60 @@ static void test_compiler(const String &p_code, const String &p_script_path, con
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}
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}
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void init_autoloads() {
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Map<StringName, ProjectSettings::AutoloadInfo> autoloads = ProjectSettings::get_singleton()->get_autoload_list();
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// First pass, add the constants so they exist before any script is loaded.
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for (Map<StringName, ProjectSettings::AutoloadInfo>::Element *E = autoloads.front(); E; E = E->next()) {
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const ProjectSettings::AutoloadInfo &info = E->get();
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if (info.is_singleton) {
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for (int i = 0; i < ScriptServer::get_language_count(); i++) {
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ScriptServer::get_language(i)->add_global_constant(info.name, Variant());
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}
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}
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}
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// Second pass, load into global constants.
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for (Map<StringName, ProjectSettings::AutoloadInfo>::Element *E = autoloads.front(); E; E = E->next()) {
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const ProjectSettings::AutoloadInfo &info = E->get();
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if (!info.is_singleton) {
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// Skip non-singletons since we don't have a scene tree here anyway.
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continue;
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}
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RES res = ResourceLoader::load(info.path);
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ERR_CONTINUE_MSG(res.is_null(), "Can't autoload: " + info.path);
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Node *n = nullptr;
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if (res->is_class("PackedScene")) {
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Ref<PackedScene> ps = res;
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n = ps->instance();
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} else if (res->is_class("Script")) {
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Ref<Script> script_res = res;
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StringName ibt = script_res->get_instance_base_type();
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bool valid_type = ClassDB::is_parent_class(ibt, "Node");
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ERR_CONTINUE_MSG(!valid_type, "Script does not inherit a Node: " + info.path);
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Object *obj = ClassDB::instance(ibt);
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ERR_CONTINUE_MSG(obj == nullptr,
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"Cannot instance script for autoload, expected 'Node' inheritance, got: " +
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String(ibt));
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n = Object::cast_to<Node>(obj);
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n->set_script(script_res);
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}
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ERR_CONTINUE_MSG(!n, "Path in autoload not a node or script: " + info.path);
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n->set_name(info.name);
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for (int i = 0; i < ScriptServer::get_language_count(); i++) {
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ScriptServer::get_language(i)->add_global_constant(info.name, n);
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}
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}
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}
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void test(TestType p_type) {
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List<String> cmdlargs = OS::get_singleton()->get_cmdline_args();
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@ -195,6 +252,21 @@ void test(TestType p_type) {
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FileAccessRef fa = FileAccess::open(test, FileAccess::READ);
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ERR_FAIL_COND_MSG(!fa, "Could not open file: " + test);
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// Init PackedData since it's used by ProjectSettings.
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PackedData *packed_data = memnew(PackedData);
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// Setup project settings since it's needed by the languages to get the global scripts.
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// This also sets up the base resource path.
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Error err = ProjectSettings::get_singleton()->setup(fa->get_path_absolute().get_base_dir(), String(), true);
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if (err) {
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print_line("Could not load project settings.");
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// Keep going since some scripts still work without this.
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}
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// Initialize the language for the test routine.
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ScriptServer::init_languages();
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init_autoloads();
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Vector<uint8_t> buf;
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int flen = fa->get_len();
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buf.resize(fa->get_len() + 1);
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@ -226,6 +298,10 @@ void test(TestType p_type) {
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case TEST_BYTECODE:
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print_line("Not implemented.");
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}
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// Destroy stuff we set up earlier.
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ScriptServer::finish_languages();
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memdelete(packed_data);
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}
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} // namespace TestGDScript
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