godot/modules/gdscript/tests/test_gdscript.cpp
George Marques 48b91b900d
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.
2020-10-20 10:07:03 -03:00

308 lines
10 KiB
C++

/*************************************************************************/
/* test_gdscript.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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, */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "test_gdscript.h"
#include "core/io/file_access_pack.h"
#include "core/os/file_access.h"
#include "core/os/main_loop.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "core/string_builder.h"
#include "scene/resources/packed_scene.h"
#include "modules/gdscript/gdscript_analyzer.h"
#include "modules/gdscript/gdscript_compiler.h"
#include "modules/gdscript/gdscript_parser.h"
#include "modules/gdscript/gdscript_tokenizer.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif
namespace TestGDScript {
static void test_tokenizer(const String &p_code, const Vector<String> &p_lines) {
GDScriptTokenizer tokenizer;
tokenizer.set_source_code(p_code);
int tab_size = 4;
#ifdef TOOLS_ENABLED
if (EditorSettings::get_singleton()) {
tab_size = EditorSettings::get_singleton()->get_setting("text_editor/indent/size");
}
#endif // TOOLS_ENABLED
String tab = String(" ").repeat(tab_size);
GDScriptTokenizer::Token current = tokenizer.scan();
while (current.type != GDScriptTokenizer::Token::TK_EOF) {
StringBuilder token;
token += " --> "; // Padding for line number.
for (int l = current.start_line; l <= current.end_line; l++) {
print_line(vformat("%04d %s", l, p_lines[l - 1]).replace("\t", tab));
}
{
// Print carets to point at the token.
StringBuilder pointer;
pointer += " "; // Padding for line number.
int rightmost_column = current.rightmost_column;
if (current.end_line > current.start_line) {
rightmost_column--; // Don't point to the newline as a column.
}
for (int col = 1; col < rightmost_column; col++) {
if (col < current.leftmost_column) {
pointer += " ";
} else {
pointer += "^";
}
}
print_line(pointer.as_string());
}
token += current.get_name();
if (current.type == GDScriptTokenizer::Token::ERROR || current.type == GDScriptTokenizer::Token::LITERAL || current.type == GDScriptTokenizer::Token::IDENTIFIER || current.type == GDScriptTokenizer::Token::ANNOTATION) {
token += "(";
token += Variant::get_type_name(current.literal.get_type());
token += ") ";
token += current.literal;
}
print_line(token.as_string());
print_line("-------------------------------------------------------");
current = tokenizer.scan();
}
print_line(current.get_name()); // Should be EOF
}
static void test_parser(const String &p_code, const String &p_script_path, const Vector<String> &p_lines) {
GDScriptParser parser;
Error err = parser.parse(p_code, p_script_path, false);
if (err != OK) {
const List<GDScriptParser::ParserError> &errors = parser.get_errors();
for (const List<GDScriptParser::ParserError>::Element *E = errors.front(); E != nullptr; E = E->next()) {
const GDScriptParser::ParserError &error = E->get();
print_line(vformat("%02d:%02d: %s", error.line, error.column, error.message));
}
}
GDScriptParser::TreePrinter printer;
printer.print_tree(parser);
}
static void test_compiler(const String &p_code, const String &p_script_path, const Vector<String> &p_lines) {
GDScriptParser parser;
Error err = parser.parse(p_code, p_script_path, false);
if (err != OK) {
print_line("Error in parser:");
const List<GDScriptParser::ParserError> &errors = parser.get_errors();
for (const List<GDScriptParser::ParserError>::Element *E = errors.front(); E != nullptr; E = E->next()) {
const GDScriptParser::ParserError &error = E->get();
print_line(vformat("%02d:%02d: %s", error.line, error.column, error.message));
}
return;
}
GDScriptAnalyzer analyzer(&parser);
err = analyzer.analyze();
if (err != OK) {
print_line("Error in analyzer:");
const List<GDScriptParser::ParserError> &errors = parser.get_errors();
for (const List<GDScriptParser::ParserError>::Element *E = errors.front(); E != nullptr; E = E->next()) {
const GDScriptParser::ParserError &error = E->get();
print_line(vformat("%02d:%02d: %s", error.line, error.column, error.message));
}
return;
}
GDScriptCompiler compiler;
Ref<GDScript> script;
script.instance();
script->set_path(p_script_path);
err = compiler.compile(&parser, script.ptr(), false);
if (err) {
print_line("Error in compiler:");
print_line(vformat("%02d:%02d: %s", compiler.get_error_line(), compiler.get_error_column(), compiler.get_error()));
return;
}
for (const Map<StringName, GDScriptFunction *>::Element *E = script->get_member_functions().front(); E; E = E->next()) {
const GDScriptFunction *func = E->value();
String signature = "Disassembling " + func->get_name().operator String() + "(";
for (int i = 0; i < func->get_argument_count(); i++) {
if (i > 0) {
signature += ", ";
}
signature += func->get_argument_name(i);
}
print_line(signature + ")");
func->disassemble(p_lines);
print_line("");
print_line("");
}
}
void init_autoloads() {
Map<StringName, ProjectSettings::AutoloadInfo> autoloads = ProjectSettings::get_singleton()->get_autoload_list();
// First pass, add the constants so they exist before any script is loaded.
for (Map<StringName, ProjectSettings::AutoloadInfo>::Element *E = autoloads.front(); E; E = E->next()) {
const ProjectSettings::AutoloadInfo &info = E->get();
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 (Map<StringName, ProjectSettings::AutoloadInfo>::Element *E = autoloads.front(); E; E = E->next()) {
const ProjectSettings::AutoloadInfo &info = E->get();
if (!info.is_singleton) {
// Skip non-singletons since we don't have a scene tree here anyway.
continue;
}
RES res = ResourceLoader::load(info.path);
ERR_CONTINUE_MSG(res.is_null(), "Can't autoload: " + info.path);
Node *n = nullptr;
if (res->is_class("PackedScene")) {
Ref<PackedScene> ps = res;
n = ps->instance();
} else if (res->is_class("Script")) {
Ref<Script> script_res = res;
StringName ibt = script_res->get_instance_base_type();
bool valid_type = ClassDB::is_parent_class(ibt, "Node");
ERR_CONTINUE_MSG(!valid_type, "Script does not inherit a Node: " + info.path);
Object *obj = ClassDB::instance(ibt);
ERR_CONTINUE_MSG(obj == nullptr,
"Cannot instance script for autoload, expected 'Node' inheritance, got: " +
String(ibt));
n = Object::cast_to<Node>(obj);
n->set_script(script_res);
}
ERR_CONTINUE_MSG(!n, "Path in autoload not a node or script: " + info.path);
n->set_name(info.name);
for (int i = 0; i < ScriptServer::get_language_count(); i++) {
ScriptServer::get_language(i)->add_global_constant(info.name, n);
}
}
}
void test(TestType p_type) {
List<String> cmdlargs = OS::get_singleton()->get_cmdline_args();
if (cmdlargs.empty()) {
return;
}
String test = cmdlargs.back()->get();
if (!test.ends_with(".gd")) {
print_line("This test expects a path to a GDScript file as its last parameter. Got: " + test);
return;
}
FileAccessRef fa = FileAccess::open(test, FileAccess::READ);
ERR_FAIL_COND_MSG(!fa, "Could not open file: " + test);
// Init PackedData since it's used by ProjectSettings.
PackedData *packed_data = memnew(PackedData);
// Setup project settings since it's needed by the languages to get the global scripts.
// This also sets up the base resource path.
Error err = ProjectSettings::get_singleton()->setup(fa->get_path_absolute().get_base_dir(), String(), true);
if (err) {
print_line("Could not load project settings.");
// Keep going since some scripts still work without this.
}
// Initialize the language for the test routine.
ScriptServer::init_languages();
init_autoloads();
Vector<uint8_t> buf;
int flen = fa->get_len();
buf.resize(fa->get_len() + 1);
fa->get_buffer(buf.ptrw(), flen);
buf.write[flen] = 0;
String code;
code.parse_utf8((const char *)&buf[0]);
Vector<String> lines;
int last = 0;
for (int i = 0; i <= code.length(); i++) {
if (code[i] == '\n' || code[i] == 0) {
lines.push_back(code.substr(last, i - last));
last = i + 1;
}
}
switch (p_type) {
case TEST_TOKENIZER:
test_tokenizer(code, lines);
break;
case TEST_PARSER:
test_parser(code, test, lines);
break;
case TEST_COMPILER:
test_compiler(code, test, lines);
break;
case TEST_BYTECODE:
print_line("Not implemented.");
}
// Destroy stuff we set up earlier.
ScriptServer::finish_languages();
memdelete(packed_data);
}
} // namespace TestGDScript