Replace the broken test suite with working GdUnit4 tests

The previous tests never compiled: they used GUT's assert functions,
Godot 3 APIs and reassigned autoload functions, so no test ran.

- 90 tests: unit tests for the playlist, songs, player scoring, time
  formatting, search and the server client, plus integration tests
  that run MainWindow and SyncWindow against a fake server
- Keybind tests check that Alt+<number> and Ctrl+Alt+<number> keep
  following the player rows while players are added and removed
- run_tests.sh finds Godot and runs the suite headless (~10 seconds)
- CI runs the tests before the build job in gitea-build.yaml; the
  separate test.yml used a GitHub action that does not exist
- GdUnit4 is committed instead of ignored, since the project enables
  it, and .gitea/ is no longer ignored
- Exported builds leave out tests/ and addons/gdUnit4/
This commit is contained in:
Sansan committed 2026-10-05 19:33:41 +02:00
1 parent 87ff3d899b
commit 91adf52cf4
559 files changed
+32474 -2100

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#!/usr/bin/env -S godot -s
extends SceneTree
var _cli_runner: GdUnitTestCIRunner
func _initialize() -> void:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_MINIMIZED)
_cli_runner = GdUnitTestCIRunner.new()
root.add_child(_cli_runner)
# do not use print statements on _finalize it results in random crashes
func _finalize() -> void:
queue_delete(_cli_runner)
if OS.is_stdout_verbose():
prints("Finallize ..")
prints("-Orphan nodes report-----------------------")
Window.print_orphan_nodes()
prints("Finallize .. done")