Replace dasher-pack with unified animation-pack using original Blender bone names
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@@ -0,0 +1,277 @@
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@tool
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class_name McpTestSuite
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extends RefCounted
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## Base class for MCP test suites. Provides assertion methods and
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## lifecycle hooks. Subclass this, add test_* methods, and drop the
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## script in res://tests/.
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## Override to return a short name for this suite (e.g. "scene", "node").
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func suite_name() -> String:
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return "unnamed"
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## Called once before the suite runs. Override to create handlers.
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func suite_setup(_ctx: Dictionary) -> void:
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pass
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## Called before each test method.
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func setup() -> void:
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pass
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## Called after each test method.
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func teardown() -> void:
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pass
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## Called once after the suite finishes.
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func suite_teardown() -> void:
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pass
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# ----- assertion state (managed by McpTestRunner) -----
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var _failed: bool = false
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var _message: String = ""
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var _assertion_count: int = 0
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var _skipped: bool = false
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var _skip_reason: String = ""
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# ----- suite-level state (managed by McpTestRunner) -----
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var _suite_failed: bool = false
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var _suite_failed_message: String = ""
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var _suite_skipped: bool = false
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var _suite_skipped_reason: String = ""
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func _reset() -> void:
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_failed = false
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_message = ""
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_assertion_count = 0
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_skipped = false
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_skip_reason = ""
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func _reset_suite_state() -> void:
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_suite_failed = false
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_suite_failed_message = ""
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_suite_skipped = false
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_suite_skipped_reason = ""
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## Mark the current test as skipped. Use when a precondition isn't met
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## (e.g. no scene open, no Node3D in scene) and the test can't run.
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## Skipped tests count separately from passed/failed.
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func skip(reason: String = "") -> void:
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_skipped = true
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_skip_reason = reason
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## Bail out of suite_setup() with a failure. Subsequent tests in this suite
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## are not run; the runner reports a single suite-level failure with the
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## given reason instead of N zero-assertion noise lines per test.
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##
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## Example:
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## func suite_setup(ctx):
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## var arena = preload("res://game/arena.gd").new()
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## if arena == null:
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## fail_setup("arena.gd failed to instantiate in @tool scope")
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## return
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func fail_setup(reason: String) -> void:
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_suite_failed = true
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_suite_failed_message = reason
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## Bail out of suite_setup() because a precondition isn't met (no scene open,
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## no game running, etc.). Subsequent tests are not run and the runner emits
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## a single suite-level skip rather than per-test skip noise.
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func skip_suite(reason: String) -> void:
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_suite_skipped = true
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_suite_skipped_reason = reason
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## Mark the current test as skipped when the running Godot is older than
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## `min_version` (a "major.minor" string like "4.4"). Use for tests that
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## exercise an engine API or behavior that only exists on newer Godot.
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## Returns true when the test was skipped, so callers can `return` from
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## the test body.
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##
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## Example:
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## func test_uses_44_only_api() -> void:
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## if skip_on_godot_lt("4.4", "Engine.capture_script_backtraces is 4.4+"):
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## return
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## ...
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func skip_on_godot_lt(min_version: String, reason: String = "") -> bool:
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var v := Engine.get_version_info()
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var current_major := int(v.get("major", 0))
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var current_minor := int(v.get("minor", 0))
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var parts := min_version.split(".")
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var want_major := int(parts[0]) if parts.size() > 0 else 0
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var want_minor := int(parts[1]) if parts.size() > 1 else 0
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if (
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current_major < want_major
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or (current_major == want_major and current_minor < want_minor)
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):
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var msg := reason if not reason.is_empty() else "requires Godot %s+" % min_version
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skip(msg + " (running %d.%d)" % [current_major, current_minor])
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return true
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return false
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## Trigger an undo against whichever history (scene or global) holds the most
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## recent action. `EditorUndoRedoManager` in Godot 4.x doesn't expose `.undo()`
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## directly — you resolve the history's underlying UndoRedo and call it there.
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## Actions registered via `add_do_method(self, …)` with a non-scene target land
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## in GLOBAL_HISTORY, while actions on scene nodes land in the scene's history,
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## so we try both (matches the pattern in batch_handler.gd).
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func editor_undo(undo_redo: EditorUndoRedoManager) -> bool:
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for ur in _collect_histories(undo_redo):
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if ur.undo():
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return true
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return false
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## Mirror of `editor_undo` for redo.
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func editor_redo(undo_redo: EditorUndoRedoManager) -> bool:
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for ur in _collect_histories(undo_redo):
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if ur.redo():
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return true
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return false
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func _collect_histories(undo_redo: EditorUndoRedoManager) -> Array:
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var out: Array = []
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if undo_redo == null:
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return out
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var scene_root := EditorInterface.get_edited_scene_root()
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if scene_root != null:
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var scene_id := undo_redo.get_object_history_id(scene_root)
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var scene_ur := undo_redo.get_history_undo_redo(scene_id)
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if scene_ur != null:
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out.append(scene_ur)
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var global_ur := undo_redo.get_history_undo_redo(EditorUndoRedoManager.GLOBAL_HISTORY)
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if global_ur != null and not global_ur in out:
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out.append(global_ur)
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return out
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# ----- assertions -----
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func assert_true(condition: bool, msg: String = "") -> void:
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_assertion_count += 1
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if _failed:
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return
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if not condition:
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_failed = true
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_message = msg if msg else "Expected true"
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func assert_false(condition: bool, msg: String = "") -> void:
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_assertion_count += 1
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if _failed:
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return
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if condition:
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_failed = true
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_message = msg if msg else "Expected false"
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func assert_eq(actual: Variant, expected: Variant, msg: String = "") -> void:
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_assertion_count += 1
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if _failed:
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return
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if actual != expected:
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_failed = true
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_message = msg if msg else "Expected %s, got %s" % [str(expected), str(actual)]
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func assert_ne(actual: Variant, not_expected: Variant, msg: String = "") -> void:
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_assertion_count += 1
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if _failed:
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return
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if actual == not_expected:
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_failed = true
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_message = msg if msg else "Expected value != %s" % str(not_expected)
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func assert_gt(actual: Variant, threshold: Variant, msg: String = "") -> void:
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_assertion_count += 1
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if _failed:
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return
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if not (actual > threshold):
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_failed = true
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_message = msg if msg else "Expected %s > %s" % [str(actual), str(threshold)]
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func assert_has_key(dict: Variant, key: String, msg: String = "") -> void:
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_assertion_count += 1
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if _failed:
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return
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if not dict is Dictionary:
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_failed = true
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_message = msg if msg else "Expected Dictionary, got %s" % type_string(typeof(dict))
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return
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if not dict.has(key):
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_failed = true
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_message = msg if msg else "Missing key: %s (keys: %s)" % [key, str(dict.keys())]
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func assert_contains(haystack: Variant, needle: Variant, msg: String = "") -> void:
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_assertion_count += 1
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if _failed:
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return
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if haystack is String:
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if haystack.find(str(needle)) == -1:
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_failed = true
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_message = msg if msg else "'%s' not found in '%s'" % [str(needle), haystack]
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elif haystack is Array:
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if not haystack.has(needle):
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_failed = true
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_message = msg if msg else "%s not found in array" % str(needle)
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else:
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_failed = true
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_message = msg if msg else "assert_contains requires String or Array"
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func assert_is_error(result: Dictionary, expected_code: String = "", msg: String = "") -> void:
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_assertion_count += 1
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if _failed:
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return
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if not result.has("error"):
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_failed = true
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_message = msg if msg else "Expected error response, got: %s" % str(result.keys())
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return
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if expected_code and result.error.get("code", "") != expected_code:
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_failed = true
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_message = msg if msg else "Expected error code %s, got %s" % [expected_code, result.error.get("code", "")]
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# ----- scene helpers (shared across suites that create/remove Controls) -----
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## Add a Control under the scene root. Creates a Panel if ctl is null.
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## Returns the scene path, or "" when no scene is open — in which case a
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## caller-supplied ctl is freed to prevent leaks.
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func _add_control(ctl_name: String, ctl: Control = null) -> String:
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var scene_root := EditorInterface.get_edited_scene_root()
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if scene_root == null:
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if ctl != null:
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ctl.queue_free()
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return ""
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if ctl == null:
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ctl = Panel.new()
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ctl.name = ctl_name
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scene_root.add_child(ctl)
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ctl.owner = scene_root
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return "/" + scene_root.name + "/" + ctl_name
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func _remove_control(path: String) -> void:
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var scene_root := EditorInterface.get_edited_scene_root()
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if scene_root == null:
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return
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var node := McpScenePath.resolve(path, scene_root)
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if node != null:
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node.get_parent().remove_child(node)
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node.queue_free()
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