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/
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class_name GdUnitPatcher
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extends RefCounted
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const _base_dir := "res://addons/gdUnit4/src/update/patches/"
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var _patches := Dictionary()
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func scan(current :GdUnit4Version) -> void:
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_scan(_base_dir, current)
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func _scan(scan_path :String, current :GdUnit4Version) -> void:
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_patches = Dictionary()
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var patch_paths := _collect_patch_versions(scan_path, current)
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for path in patch_paths:
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prints("scan for patches checked '%s'" % path)
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_patches[path] = _scan_patches(path)
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func patch_count() -> int:
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var count := 0
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for key :String in _patches.keys():
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@warning_ignore("unsafe_method_access")
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count += _patches[key].size()
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return count
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func execute() -> void:
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for key :String in _patches.keys():
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for path :String in _patches[key]:
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var patch :GdUnitPatch = (load(key + "/" + path) as GDScript).new()
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if patch:
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prints("execute patch", patch.version(), patch.get_script().resource_path)
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if not patch.execute():
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prints("error checked execution patch %s" % key + "/" + path)
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func _collect_patch_versions(scan_path :String, current :GdUnit4Version) -> PackedStringArray:
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if not DirAccess.dir_exists_absolute(scan_path):
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return PackedStringArray()
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var patches := Array()
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var dir := DirAccess.open(scan_path)
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if dir != null:
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@warning_ignore("return_value_discarded")
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dir.list_dir_begin() # TODO GODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547
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var next := "."
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while next != "":
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next = dir.get_next()
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if next.is_empty() or next == "." or next == "..":
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continue
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var version := GdUnit4Version.parse(next)
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if version.is_greater(current):
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patches.append(scan_path + next)
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patches.sort()
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return PackedStringArray(patches)
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func _scan_patches(path :String) -> PackedStringArray:
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var patches := Array()
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var dir := DirAccess.open(path)
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if dir != null:
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@warning_ignore("return_value_discarded")
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dir.list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547
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var next := "."
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while next != "":
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next = dir.get_next()
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# step over directory links and .uid files
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if next.is_empty() or next == "." or next == ".." or next.ends_with(".uid"):
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continue
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patches.append(next)
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# make sorted from lowest to high version
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patches.sort()
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return PackedStringArray(patches)
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