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59 lines
3.9 KiB
Markdown
59 lines
3.9 KiB
Markdown
# GDScript integration tests
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The `scripts/` folder contains integration tests in the form of GDScript files
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and output files.
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See the
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[Integration tests for GDScript documentation](https://docs.godotengine.org/en/latest/contributing/development/core_and_modules/unit_testing.html#integration-tests-for-gdscript)
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for information about creating and running GDScript integration tests.
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# GDScript Autocompletion tests
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The `script/completion` folder contains test for the GDScript autocompletion.
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Each test case consists of at least one `.gd` file, which contains the code, and one `.cfg` file, which contains expected results and configuration. Inside of the GDScript file the character `➡` represents the cursor position, at which autocompletion is invoked.
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The script files won't be parsable GDScript since it contains an invalid char and and often the code is not complete during autocompletion. To allow for a valid base when used with a scene, the
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runner will remove the line which contains `➡`. Therefore the scripts need to be valid if this line is removed, otherwise the test might behave in unexpected ways. This may for example require
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adding an additional `pass` statement.
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This also means, that the runner will add the script to its owner node, so the script should not be loaded through the scene file.
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The config file contains two section:
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`[input]` contains keys that configure the test environment. The following keys are possible:
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- `cs: boolean = false`: If `true`, the test will be skipped when running a non C# build.
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- `use_single_quotes: boolean = false`: Configures the corresponding editor setting for the test.
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- `add_node_path_literals: boolean = false`: Configures the corresponding editor setting for the test.
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- `add_string_name_literals: boolean = false`: Configures the corresponding editor setting for the test.
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- `scene: String`: Allows to specify a scene which is opened while autocompletion is performed. If this is not set the test runner will search for a `.tscn` file with the same basename as the GDScript file. If that isn't found either, autocompletion will behave as if no scene was opened.
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- `node_path: String`: The node path of the node which holds the current script inside of the scene. Defaults to the scene root node.
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`[output]` specifies the expected results for the test. The following key are supported:
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- `include: Array`: An unordered list of suggestions that should be in the result. Each entry is one dictionary with the following keys: `display`, `insert_text`, `kind`, `location`, which correspond to the suggestion struct which is used in the code. The runner only tests against specified keys, so in most cases `display` will suffice.
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- `exclude: Array`: An array of suggestions which should not be in the result. The entries take the same form as for `include`.
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- `call_hint: String`: The expected call hint returned by autocompletion.
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- `forced: boolean`: Whether autocompletion is expected to force opening a completion window.
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Tests will only test against entries in `[output]` that were specified.
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## Writing autocompletion tests
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To avoid failing edge cases a certain behavior needs to be tested multiple times. Some things that tests should account for:
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- All possible types: Test with all possible types that apply to the tested behavior. (For the last points testing against `SCRIPT` and `CLASS` should suffice. `CLASS` can be obtained through C#, `SCRIPT` through GDScript. Relying on autoloads to be of type `SCRIPT` is not good, since this might change in the future.)
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- `BUILTIN`
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- `NATIVE`
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- GDScripts (with `class_name` as well as `preload`ed)
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- C# (as standin for all other language bindings) (with `class_name` as well as `preload`ed)
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- Autoloads
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- Possible contexts: the completion might be placed in different places of the program. e.g:
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- initializers of class members
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- directly inside a suite
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- assignments inside a suite
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- as parameter to a call
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