Adding log.gd

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Dan Baker 2024-05-02 09:36:31 +01:00
parent eb32d6614e
commit 4522259397
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# GdUnit generated TestSuite
class_name GdUnitSceneRunnerTest
extends GdUnitTestSuite
# TestSuite generated from
const __source = 'res://addons/gdUnit4/src/core/GdUnitSceneRunnerImpl.gd'
# loads the test runner and register for auto freeing after test
func load_test_scene() -> Node:
return auto_free(load("res://addons/gdUnit4/test/mocker/resources/scenes/TestScene.tscn").instantiate())
func before():
# use a dedicated FPS because we calculate frames by time
Engine.set_max_fps(60)
func after():
Engine.set_max_fps(0)
func test_get_property() -> void:
var runner := scene_runner(load_test_scene())
assert_that(runner.get_property("_box1")).is_instanceof(ColorRect)
assert_that(runner.get_property("_invalid")).is_equal("The property '_invalid' not exist checked loaded scene.")
assert_that(runner.get_property("_nullable")).is_null()
func test_set_property() -> void:
var runner := scene_runner(load_test_scene())
assert_that(runner.set_property("_invalid", 42)).is_equal(false)
assert_that(runner.set_property("_nullable", RefCounted.new())).is_equal(true)
assert_that(runner.get_property("_nullable")).is_instanceof(RefCounted)
func test_invoke_method() -> void:
var runner := scene_runner(load_test_scene())
assert_that(runner.invoke("add", 10, 12)).is_equal(22)
assert_that(runner.invoke("sub", 10, 12)).is_equal("The method 'sub' not exist checked loaded scene.")
@warning_ignore("unused_parameter")
func test_simulate_frames(timeout = 5000) -> void:
var runner := scene_runner(load_test_scene())
var box1 :ColorRect = runner.get_property("_box1")
# initial is white
assert_object(box1.color).is_equal(Color.WHITE)
# start color cycle by invoke the function 'start_color_cycle'
runner.invoke("start_color_cycle")
# we wait for 10 frames
await runner.simulate_frames(10)
# after 10 frame is still white
assert_object(box1.color).is_equal(Color.WHITE)
# we wait 30 more frames
await runner.simulate_frames(30)
# after 40 frames the box one should be changed to red
assert_object(box1.color).is_equal(Color.RED)
@warning_ignore("unused_parameter")
func test_simulate_frames_withdelay(timeout = 4000) -> void:
var runner := scene_runner(load_test_scene())
var box1 :ColorRect = runner.get_property("_box1")
# initial is white
assert_object(box1.color).is_equal(Color.WHITE)
# start color cycle by invoke the function 'start_color_cycle'
runner.invoke("start_color_cycle")
# we wait for 10 frames each with a 50ms delay
await runner.simulate_frames(10, 50)
# after 10 frame and in sum 500ms is should be changed to red
assert_object(box1.color).is_equal(Color.RED)
@warning_ignore("unused_parameter")
func test_run_scene_colorcycle(timeout=2000) -> void:
var runner := scene_runner(load_test_scene())
var box1 :ColorRect = runner.get_property("_box1")
# verify inital color
assert_object(box1.color).is_equal(Color.WHITE)
# start color cycle by invoke the function 'start_color_cycle'
runner.invoke("start_color_cycle")
# await for each color cycle is emited
await runner.await_signal("panel_color_change", [box1, Color.RED])
assert_object(box1.color).is_equal(Color.RED)
await runner.await_signal("panel_color_change", [box1, Color.BLUE])
assert_object(box1.color).is_equal(Color.BLUE)
await runner.await_signal("panel_color_change", [box1, Color.GREEN])
assert_object(box1.color).is_equal(Color.GREEN)
func test_simulate_scene_inteaction_by_press_enter(timeout=2000) -> void:
var runner := scene_runner(load_test_scene())
# inital no spell is fired
assert_object(runner.find_child("Spell")).is_null()
# fire spell be pressing enter key
runner.simulate_key_pressed(KEY_ENTER)
# wait until next frame
await await_idle_frame()
# verify a spell is created
assert_object(runner.find_child("Spell")).is_not_null()
# wait until spell is explode after around 1s
var spell = runner.find_child("Spell")
if spell == null:
return
await await_signal_on(spell, "spell_explode", [spell], timeout)
# verify spell is removed when is explode
assert_object(runner.find_child("Spell")).is_null()
# mock on a runner and spy on created spell
func test_simulate_scene_inteaction_in_combination_with_spy():
var spy_ = spy(load_test_scene())
# create a runner runner
var runner := scene_runner(spy_)
# simulate a key event to fire a spell
runner.simulate_key_pressed(KEY_ENTER)
verify(spy_).create_spell()
var spell = runner.find_child("Spell")
assert_that(spell).is_not_null()
assert_that(spell.is_connected("spell_explode", Callable(spy_, "_destroy_spell"))).is_true()
func test_simulate_scene_interact_with_buttons():
var spyed_scene = spy("res://addons/gdUnit4/test/mocker/resources/scenes/TestScene.tscn")
var runner := scene_runner(spyed_scene)
# test button 1 interaction
await await_millis(1000)
runner.set_mouse_pos(Vector2(60, 20))
runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
await await_idle_frame()
verify(spyed_scene)._on_panel_color_changed(spyed_scene._box1, Color.RED)
verify(spyed_scene)._on_panel_color_changed(spyed_scene._box1, Color.GRAY)
verify(spyed_scene, 0)._on_panel_color_changed(spyed_scene._box2, any_color())
verify(spyed_scene, 0)._on_panel_color_changed(spyed_scene._box3, any_color())
# test button 2 interaction
reset(spyed_scene)
await await_millis(1000)
runner.set_mouse_pos(Vector2(160, 20))
runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
await await_idle_frame()
verify(spyed_scene, 0)._on_panel_color_changed(spyed_scene._box1, any_color())
verify(spyed_scene)._on_panel_color_changed(spyed_scene._box2, Color.RED)
verify(spyed_scene)._on_panel_color_changed(spyed_scene._box2, Color.GRAY)
verify(spyed_scene, 0)._on_panel_color_changed(spyed_scene._box3, any_color())
# test button 3 interaction (is changed after 1s to gray)
reset(spyed_scene)
await await_millis(1000)
runner.set_mouse_pos(Vector2(260, 20))
runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
await await_idle_frame()
verify(spyed_scene, 0)._on_panel_color_changed(spyed_scene._box1, any_color())
verify(spyed_scene, 0)._on_panel_color_changed(spyed_scene._box2, any_color())
# is changed to red
verify(spyed_scene)._on_panel_color_changed(spyed_scene._box3, Color.RED)
# no gray
verify(spyed_scene, 0)._on_panel_color_changed(spyed_scene._box3, Color.GRAY)
# after one second is changed to gray
await await_millis(1200)
verify(spyed_scene)._on_panel_color_changed(spyed_scene._box3, Color.GRAY)
func test_await_func_without_time_factor() -> void:
var runner := scene_runner(load_test_scene())
await runner.await_func("color_cycle").is_equal("black")
func test_await_func_with_time_factor() -> void:
var runner := scene_runner(load_test_scene())
# set max time factor to minimize waiting time checked `runner.wait_func`
runner.set_time_factor(10)
await runner.await_func("color_cycle").wait_until(200).is_equal("black")
func test_await_signal_without_time_factor() -> void:
var runner := scene_runner(load_test_scene())
var box1 :ColorRect = runner.get_property("_box1")
runner.invoke("start_color_cycle")
await runner.await_signal("panel_color_change", [box1, Color.RED])
await runner.await_signal("panel_color_change", [box1, Color.BLUE])
await runner.await_signal("panel_color_change", [box1, Color.GREEN])
(
# should be interrupted is will never change to Color.KHAKI
await assert_failure_await(func x(): await runner.await_signal( "panel_color_change", [box1, Color.KHAKI], 300))
).has_message("await_signal_on(panel_color_change, [%s, %s]) timed out after 300ms" % [str(box1), str(Color.KHAKI)])\
.has_line(205)
func test_await_signal_with_time_factor() -> void:
var runner := scene_runner(load_test_scene())
var box1 :ColorRect = runner.get_property("_box1")
# set max time factor to minimize waiting time checked `runner.wait_func`
runner.set_time_factor(10)
runner.invoke("start_color_cycle")
await runner.await_signal("panel_color_change", [box1, Color.RED], 100)
await runner.await_signal("panel_color_change", [box1, Color.BLUE], 100)
await runner.await_signal("panel_color_change", [box1, Color.GREEN], 100)
(
# should be interrupted is will never change to Color.KHAKI
await assert_failure_await(func x(): await runner.await_signal("panel_color_change", [box1, Color.KHAKI], 30))
).has_message("await_signal_on(panel_color_change, [%s, %s]) timed out after 30ms" % [str(box1), str(Color.KHAKI)])\
.has_line(222)
func test_simulate_until_signal() -> void:
var runner := scene_runner(load_test_scene())
var box1 :ColorRect = runner.get_property("_box1")
# set max time factor to minimize waiting time checked `runner.wait_func`
runner.invoke("start_color_cycle")
await runner.simulate_until_signal("panel_color_change", box1, Color.RED)
await runner.simulate_until_signal("panel_color_change", box1, Color.BLUE)
await runner.simulate_until_signal("panel_color_change", box1, Color.GREEN)
@warning_ignore("unused_parameter")
func test_simulate_until_object_signal(timeout=2000) -> void:
var runner := scene_runner(load_test_scene())
# inital no spell is fired
assert_object(runner.find_child("Spell")).is_null()
# fire spell be pressing enter key
runner.simulate_key_pressed(KEY_ENTER)
# wait until next frame
await await_idle_frame()
var spell = runner.find_child("Spell")
prints(spell)
# simmulate scene until the spell is explode
await runner.simulate_until_object_signal(spell, "spell_explode", spell)
# verify spell is removed when is explode
assert_object(runner.find_child("Spell")).is_null()
func test_runner_by_null_instance() -> void:
var runner := scene_runner(null)
assert_object(runner._current_scene).is_null()
func test_runner_by_invalid_resource_path() -> void:
# not existing scene
assert_object(scene_runner("res://test_scene.tscn")._current_scene).is_null()
# not a path to a scene
assert_object(scene_runner("res://addons/gdUnit4/test/core/resources/scenes/simple_scene.gd")._current_scene).is_null()
func test_runner_by_resource_path() -> void:
var runner = scene_runner("res://addons/gdUnit4/test/core/resources/scenes/simple_scene.tscn")
assert_object(runner.scene()).is_instanceof(Node2D)
# verify the scene is freed when the runner is freed
var scene = runner.scene()
assert_bool(is_instance_valid(scene)).is_true()
runner._notification(NOTIFICATION_PREDELETE)
# give engine time to free the resources
await await_idle_frame()
# verify runner and scene is freed
assert_bool(is_instance_valid(scene)).is_false()
func test_runner_by_invalid_scene_instance() -> void:
var scene = RefCounted.new()
var runner := scene_runner(scene)
assert_object(runner._current_scene).is_null()
func test_runner_by_scene_instance() -> void:
var scene = load("res://addons/gdUnit4/test/core/resources/scenes/simple_scene.tscn").instantiate()
var runner := scene_runner(scene)
assert_object(runner.scene()).is_instanceof(Node2D)
# verify the scene is freed when the runner is freed
runner._notification(NOTIFICATION_PREDELETE)
# give engine time to free the resources
await await_idle_frame()
# scene runner using external scene do not free the scene at exit
assert_bool(is_instance_valid(scene)).is_true()
# needs to be manually freed
scene.free()
func test_mouse_drag_and_drop() -> void:
var spy_scene = spy("res://addons/gdUnit4/test/core/resources/scenes/drag_and_drop/DragAndDropTestScene.tscn")
var runner := scene_runner(spy_scene)
var slot_left :TextureRect = $"/root/DragAndDropScene/left/TextureRect"
var slot_right :TextureRect = $"/root/DragAndDropScene/right/TextureRect"
var save_mouse_pos := get_tree().root.get_mouse_position()
# set inital mouse pos over the left slot
var mouse_pos := slot_left.global_position + Vector2(10, 10)
runner.set_mouse_pos(mouse_pos)
await await_millis(1000)
await await_idle_frame()
var event := InputEventMouseMotion.new()
event.position = mouse_pos
event.global_position = save_mouse_pos
verify(spy_scene, 1)._gui_input(event)
runner.simulate_mouse_button_press(MOUSE_BUTTON_LEFT)
await await_idle_frame()
assert_bool(Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)).is_true()
# start drag&drop to left pannel
for i in 20:
runner.simulate_mouse_move(mouse_pos + Vector2(i*.5*i, 0))
await await_millis(40)
runner.simulate_mouse_button_release(MOUSE_BUTTON_LEFT)
await await_idle_frame()
assert_that(slot_right.texture).is_equal(slot_left.texture)
func test_runner_GD_356() -> void:
# to avoid reporting the expected push_error as test failure we disable it
ProjectSettings.set_setting(GdUnitSettings.REPORT_PUSH_ERRORS, false)
var runner = scene_runner("res://addons/gdUnit4/test/core/resources/scenes/simple_scene.tscn")
var player = runner.invoke("find_child", "Player", true, false)
assert_that(player).is_not_null()
await assert_func(player, "is_on_floor").wait_until(500).is_true()
assert_that(runner.scene()).is_not_null()
# run simulate_mouse_move_relative without await to reproduce https://github.com/MikeSchulze/gdUnit4/issues/356
# this results into releasing the scene while `simulate_mouse_move_relative` is processing the mouse move
runner.simulate_mouse_move_relative(Vector2(100, 100), 1.0)
assert_that(runner.scene()).is_not_null()
# we override the scene runner function for test purposes to hide push_error notifications
func scene_runner(scene, verbose := false) -> GdUnitSceneRunner:
return auto_free(GdUnitSceneRunnerImpl.new(scene, verbose, true))