52 lines
1.7 KiB
Python
52 lines
1.7 KiB
Python
|
#!/usr/bin/env python
|
||
|
# -*- coding: utf-8 -*-
|
||
|
|
||
|
import sys
|
||
|
|
||
|
if len(sys.argv) < 2:
|
||
|
print("ERROR: You must run program with file name as argument.")
|
||
|
sys.exit(1)
|
||
|
|
||
|
fname = sys.argv[1]
|
||
|
|
||
|
fileread = open(fname.strip(), "r")
|
||
|
file_contents = fileread.read()
|
||
|
|
||
|
# If find "ERROR: AddressSanitizer:", then happens invalid read or write
|
||
|
# This is critical bug, so we need to fix this as fast as possible
|
||
|
|
||
|
if file_contents.find("ERROR: AddressSanitizer:") != -1:
|
||
|
print("FATAL ERROR: An incorrectly used memory was found.")
|
||
|
sys.exit(1)
|
||
|
|
||
|
# There is also possible, that program crashed with or without backtrace.
|
||
|
|
||
|
if (
|
||
|
file_contents.find("Program crashed with signal") != -1
|
||
|
or file_contents.find("Dumping the backtrace") != -1
|
||
|
or file_contents.find("Segmentation fault (core dumped)") != -1
|
||
|
):
|
||
|
print("FATAL ERROR: Godot has been crashed.")
|
||
|
sys.exit(1)
|
||
|
|
||
|
# Finding memory leaks in Godot is quite difficult, because we need to take into
|
||
|
# account leaks also in external libraries. They are usually provided without
|
||
|
# debugging symbols, so the leak report from it usually has only 2/3 lines,
|
||
|
# so searching for 5 element - "#4 0x" - should correctly detect the vast
|
||
|
# majority of memory leaks
|
||
|
|
||
|
if file_contents.find("ERROR: LeakSanitizer:") != -1:
|
||
|
if file_contents.find("#4 0x") != -1:
|
||
|
print("ERROR: Memory leak was found")
|
||
|
sys.exit(1)
|
||
|
|
||
|
# It may happen that Godot detects leaking nodes/resources and removes them, so
|
||
|
# this possibility should also be handled as a potential error, even if
|
||
|
# LeakSanitizer doesn't report anything
|
||
|
|
||
|
if file_contents.find("ObjectDB instances leaked at exit") != -1:
|
||
|
print("ERROR: Memory leak was found")
|
||
|
sys.exit(1)
|
||
|
|
||
|
sys.exit(0)
|