godot/modules/gdscript/tests/gdscript_test_runner_suite.h

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/*************************************************************************/
/* gdscript_test_runner_suite.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* The above copyright notice and this permission notice shall be */
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#ifndef GDSCRIPT_TEST_RUNNER_SUITE_H
#define GDSCRIPT_TEST_RUNNER_SUITE_H
#include "gdscript_test_runner.h"
#include "tests/test_macros.h"
namespace GDScriptTests {
TEST_SUITE("[Modules][GDScript]") {
// GDScript 2.0 is still under heavy construction.
// Allow the tests to fail, but do not ignore errors during development.
// Update the scripts and expected output as needed.
TEST_CASE("Script compilation and runtime") {
GDScriptTestRunner runner("modules/gdscript/tests/scripts", true);
int fail_count = runner.run_tests();
INFO("Make sure `*.out` files have expected results.");
REQUIRE_MESSAGE(fail_count == 0, "All GDScript tests should pass.");
}
}
TEST_CASE("[Modules][GDScript] Load source code dynamically and run it") {
Ref<GDScript> gdscript = memnew(GDScript);
gdscript->set_source_code(R"(
extends RefCounted
func _init():
set_meta("result", 42)
)");
// A spurious `Condition "err" is true` message is printed (despite parsing being successful and returning `OK`).
// Silence it.
ERR_PRINT_OFF;
const Error error = gdscript->reload();
ERR_PRINT_ON;
CHECK_MESSAGE(error == OK, "The script should parse successfully.");
// Run the script by assigning it to a reference-counted object.
Ref<RefCounted> ref_counted = memnew(RefCounted);
ref_counted->set_script(gdscript);
CHECK_MESSAGE(int(ref_counted->get_meta("result")) == 42, "The script should assign object metadata successfully.");
}
} // namespace GDScriptTests
#endif // GDSCRIPT_TEST_RUNNER_SUITE_H