/**************************************************************************/ /* gdscript_test_runner.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "gdscript_test_runner.h" #include "../gdscript.h" #include "../gdscript_analyzer.h" #include "../gdscript_compiler.h" #include "../gdscript_parser.h" #include "../gdscript_tokenizer_buffer.h" #include "core/config/project_settings.h" #include "core/core_globals.h" #include "core/core_string_names.h" #include "core/io/dir_access.h" #include "core/io/file_access_pack.h" #include "core/os/os.h" #include "core/string/string_builder.h" #include "scene/resources/packed_scene.h" #include "tests/test_macros.h" namespace GDScriptTests { void init_autoloads() { HashMap autoloads = ProjectSettings::get_singleton()->get_autoload_list(); // First pass, add the constants so they exist before any script is loaded. for (const KeyValue &E : ProjectSettings::get_singleton()->get_autoload_list()) { const ProjectSettings::AutoloadInfo &info = E.value; 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 (const KeyValue &E : ProjectSettings::get_singleton()->get_autoload_list()) { const ProjectSettings::AutoloadInfo &info = E.value; if (!info.is_singleton) { // Skip non-singletons since we don't have a scene tree here anyway. continue; } Node *n = nullptr; if (ResourceLoader::get_resource_type(info.path) == "PackedScene") { // Cache the scene reference before loading it (for cyclic references) Ref scn; scn.instantiate(); scn->set_path(info.path); scn->reload_from_file(); ERR_CONTINUE_MSG(!scn.is_valid(), vformat("Failed to instantiate an autoload, can't load from path: %s.", info.path)); if (scn.is_valid()) { n = scn->instantiate(); } } else { Ref res = ResourceLoader::load(info.path); ERR_CONTINUE_MSG(res.is_null(), vformat("Failed to instantiate an autoload, can't load from path: %s.", info.path)); Ref