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