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-rw-r--r--misc/dist/html/editor.html65
-rwxr-xr-xmisc/scripts/check_ci_log.py65
2 files changed, 130 insertions, 0 deletions
diff --git a/misc/dist/html/editor.html b/misc/dist/html/editor.html
index 4785f54973..347c22adf8 100644
--- a/misc/dist/html/editor.html
+++ b/misc/dist/html/editor.html
@@ -58,6 +58,29 @@
filter: brightness(82.5%);
}
+ .welcome-modal {
+ display: none;
+ position: fixed;
+ z-index: 1;
+ left: 0;
+ top: 0;
+ width: 100%;
+ height: 100%;
+ overflow: auto;
+ background-color: hsla(0, 0%, 0%, 0.5);
+ }
+
+ .welcome-modal-content {
+ background-color: #333b4f;
+ box-shadow: 0 0.25rem 0.25rem hsla(0, 0%, 0%, 0.5);
+ line-height: 1.5;
+ max-width: 38rem;
+ margin: 4rem auto 0 auto;
+ color: white;
+ border-radius: 0.5rem;
+ padding: 1rem 1rem 2rem 1rem;
+ }
+
#tabs-buttons {
/* Match the default background color of the editor window for a seamless appearance. */
background-color: #202531;
@@ -206,6 +229,36 @@
</style>
</head>
<body>
+ <div
+ id="welcome-modal"
+ class="welcome-modal"
+ role="dialog"
+ aria-labelledby="welcome-modal-title"
+ aria-describedby="welcome-modal-description"
+ onclick="if (event.target === this) closeWelcomeModal(false)"
+ >
+ <div class="welcome-modal-content">
+ <h2 id="welcome-modal-title">Important - Please read before continuing</h2>
+ <div id="welcome-modal-description">
+ <p>
+ The Godot Web Editor has some limitations compared to the native version.
+ Its main focus is education and experimentation;
+ <strong>it is not recommended for production</strong>.
+ </p>
+ <p>
+ Refer to the
+ <a
+ href="https://docs.godotengine.org/en/latest/tutorials/editor/using_the_web_editor.html"
+ target="_blank"
+ rel="noopener"
+ >Web editor documentation</a> for usage instructions and limitations.
+ </p>
+ </div>
+ <button id="welcome-modal-dismiss" class="btn" type="button" onclick="closeWelcomeModal(true)" style="margin-top: 1rem">
+ OK, don't show again
+ </button>
+ </div>
+ </div>
<div id="tabs-buttons">
<button id="btn-tab-loader" class="btn tab-btn" onclick="showTab('loader')">Loader</button>
<button id="btn-tab-editor" class="btn tab-btn" disabled="disabled" onclick="showTab('editor')">Editor</button>
@@ -274,7 +327,19 @@
if ("serviceWorker" in navigator) {
navigator.serviceWorker.register("service.worker.js");
}
+
+ if (localStorage.getItem("welcomeModalDismissed") !== 'true') {
+ document.getElementById("welcome-modal").style.display = "block";
+ document.getElementById("welcome-modal-dismiss").focus();
+ }
});
+
+ function closeWelcomeModal(dontShowAgain) {
+ document.getElementById("welcome-modal").style.display = "none";
+ if (dontShowAgain) {
+ localStorage.setItem("welcomeModalDismissed", 'true');
+ }
+ }
</script>
<script src="godot.tools.js"></script>
<script>//<![CDATA[
diff --git a/misc/scripts/check_ci_log.py b/misc/scripts/check_ci_log.py
new file mode 100755
index 0000000000..f2cdf95c7b
--- /dev/null
+++ b/misc/scripts/check_ci_log.py
@@ -0,0 +1,65 @@
+#!/usr/bin/env python
+# -*- coding: utf-8 -*-
+
+import sys
+
+if len(sys.argv) < 2:
+ print("ERROR: You must run program with file name as argument.")
+ sys.exit(1)
+
+fname = sys.argv[1]
+
+fileread = open(fname.strip(), "r")
+file_contents = fileread.read()
+
+# If find "ERROR: AddressSanitizer:", then happens invalid read or write
+# This is critical bug, so we need to fix this as fast as possible
+
+if file_contents.find("ERROR: AddressSanitizer:") != -1:
+ print("FATAL ERROR: An incorrectly used memory was found.")
+ sys.exit(1)
+
+# There is also possible, that program crashed with or without backtrace.
+
+if (
+ file_contents.find("Program crashed with signal") != -1
+ or file_contents.find("Dumping the backtrace") != -1
+ or file_contents.find("Segmentation fault (core dumped)") != -1
+):
+ print("FATAL ERROR: Godot has been crashed.")
+ sys.exit(1)
+
+# Finding memory leaks in Godot is quite difficult, because we need to take into
+# account leaks also in external libraries. They are usually provided without
+# debugging symbols, so the leak report from it usually has only 2/3 lines,
+# so searching for 5 element - "#4 0x" - should correctly detect the vast
+# majority of memory leaks
+
+if file_contents.find("ERROR: LeakSanitizer:") != -1:
+ if file_contents.find("#4 0x") != -1:
+ print("ERROR: Memory leak was found")
+ sys.exit(1)
+
+# It may happen that Godot detects leaking nodes/resources and removes them, so
+# this possibility should also be handled as a potential error, even if
+# LeakSanitizer doesn't report anything
+
+if file_contents.find("ObjectDB instances leaked at exit") != -1:
+ print("ERROR: Memory leak was found")
+ sys.exit(1)
+
+# In test project may be put several assert functions which will control if
+# project is executed with right parameters etc. which normally will not stop
+# execution of project
+
+if file_contents.find("Assertion failed") != -1:
+ print("ERROR: Assertion failed in project, check exectution log for more info")
+ sys.exit(1)
+
+# For now Godot leaks a lot of rendering stuff so for now we just show info
+# about it and this needs to be reenabled after fixing this memory leaks.
+
+if file_contents.find("were leaked") != -1 or file_contents.find("were never freed") != -1:
+ print("WARNING: Memory leak was found")
+
+sys.exit(0)