/*************************************************************************/ /* gdscript_test_runner.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "gdscript_test_runner.h" #include "../gdscript.h" #include "../gdscript_analyzer.h" #include "../gdscript_compiler.h" #include "../gdscript_parser.h" #include "core/config/project_settings.h" #include "core/core_string_names.h" #include "core/io/dir_access.h" #include "core/io/file_access_pack.h" #include "core/os/os.h" #include "core/string/string_builder.h" #include "scene/resources/packed_scene.h" #include "tests/test_macros.h" namespace GDScriptTests { void init_autoloads() { Map autoloads = ProjectSettings::get_singleton()->get_autoload_list(); // First pass, add the constants so they exist before any script is loaded. for (Map::Element *E = autoloads.front(); E; E = E->next()) { const ProjectSettings::AutoloadInfo &info = E->get(); if (info.is_singleton) { for (int i = 0; i < ScriptServer::get_language_count(); i++) { ScriptServer::get_language(i)->add_global_constant(info.name, Variant()); } } } // Second pass, load into global constants. for (Map::Element *E = autoloads.front(); E; E = E->next()) { const ProjectSettings::AutoloadInfo &info = E->get(); if (!info.is_singleton) { // Skip non-singletons since we don't have a scene tree here anyway. continue; } RES res = ResourceLoader::load(info.path); ERR_CONTINUE_MSG(res.is_null(), "Can't autoload: " + info.path); Node *n = nullptr; if (res->is_class("PackedScene")) { Ref ps = res; n = ps->instantiate(); } else if (res->is_class("Script")) { Ref