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 2026-10-06 08:32:56 +02:00
1 parent 56e9fe66d3
commit c985a6ce5b
559 files changed
+32474 -2100

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@@ -0,0 +1,108 @@
# A tool to provide extended script editor functionallity
class_name GdUnitScriptEditorControls
extends RefCounted
static var _command_ids_initalizied := false
static var FILE_CLOSE := -1
static var FILE_CLOSE_ALL := -1
static var FILE_SAVE := -1
static var FILE_SAVE_ALL := -1
## We scan the file popup menu to find the file command ids to trigger it on save, close, etc.
static func init_file_command_ids() -> void:
if _command_ids_initalizied:
return
var popup := get_file_menu_popup()
for itemIndex in popup.item_count:
var command := popup.get_item_text(itemIndex)
var command_id := popup.get_item_id(itemIndex)
match command:
"Close":
FILE_CLOSE = command_id
"Close All":
FILE_CLOSE_ALL = command_id
"Save":
FILE_SAVE = command_id
"Save All":
FILE_SAVE_ALL = command_id
if FILE_CLOSE == -1:
push_error("Can't determine ScriptEditor 'Close' command.")
if FILE_CLOSE_ALL == -1:
push_error("Can't determine ScriptEditor 'Close All' command.")
if FILE_SAVE == -1:
push_error("Can't determine ScriptEditor 'Save' command.")
if FILE_SAVE_ALL == -1:
push_error("Can't determine ScriptEditor 'Save All' command.")
_command_ids_initalizied = true
# Saves the given script and closes if requested by <close=true>
# The script is saved when is opened in the editor.
# The script is closed when <close> is set to true.
static func save_and_close_script(script_path: String, close := false) -> bool:
if !Engine.is_editor_hint():
return false
init_file_command_ids()
var editor := EditorInterface.get_script_editor()
# search for the script in all opened editor scrips
for open_script in editor.get_open_scripts():
if open_script.resource_path == script_path:
# select the script in the editor
EditorInterface.edit_script(open_script, 0);
run_file_command(FILE_SAVE)
if close:
run_file_command(FILE_CLOSE)
return true
return false
# Saves all opened script
static func save_all_open_script() -> void:
init_file_command_ids()
run_file_command(FILE_SAVE_ALL)
static func close_open_editor_scripts() -> void:
init_file_command_ids()
run_file_command(FILE_CLOSE_ALL)
# Edits the given script.
# The script is openend in the current editor and selected in the file system dock.
# The line and column on which to open the script can also be specified.
# The script will be open with the user-configured editor for the script's language which may be an external editor.
static func edit_script(script_path: String, line_number := -1) -> void:
if Engine.is_editor_hint():
# scan() is required — update_file() alone does not refresh the dock for newly created files
var file_system := EditorInterface.get_resource_filesystem()
file_system.update_file(script_path)
file_system.scan()
var file_system_dock := EditorInterface.get_file_system_dock()
file_system_dock.navigate_to_path(script_path)
EditorInterface.select_file(script_path)
var script: GDScript = load(script_path)
EditorInterface.edit_script(script, line_number)
static func get_file_menu_popup() -> PopupMenu:
@warning_ignore("unsafe_method_access")
return EditorInterface.get_script_editor().get_child(0).get_child(0).get_child(0).get_popup()
static func run_file_command(command_id: int) -> void:
if Engine.is_editor_hint():
get_file_menu_popup().id_pressed.emit(command_id)
static func _print_menu(popup: PopupMenu) -> void:
for itemIndex in popup.item_count:
prints("get_item_id", popup.get_item_id(itemIndex))
prints("get_item_accelerator", popup.get_item_accelerator(itemIndex))
prints("get_item_shortcut", popup.get_item_shortcut(itemIndex))
prints("get_item_text", popup.get_item_text(itemIndex))
prints()