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skelly/tests/TestSceneValidation.gd
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GDScript

extends SceneTree
## Test suite for Scene Validation
##
## Validates all .tscn files in the project for loading and instantiation errors.
## Provides comprehensive scene validation to catch issues before runtime.
const TestHelperClass = preload("res://tests/helpers/TestHelper.gd")
var discovered_scenes: Array[String] = []
var validation_results: Dictionary = {}
func _initialize():
# Wait for autoloads to initialize
await process_frame
await process_frame
run_tests()
# Exit after tests complete
quit()
func run_tests():
TestHelperClass.print_test_header("Scene Validation")
# Run test suites
test_scene_discovery()
test_scene_loading()
test_scene_instantiation()
test_critical_scenes()
# Print final summary
print_validation_summary()
TestHelperClass.print_test_footer("Scene Validation")
func test_scene_discovery():
TestHelperClass.print_step("Scene Discovery")
# Discover scenes in key directories
var scene_directories = ["res://scenes/", "res://examples/"]
for directory in scene_directories:
discover_scenes_in_directory(directory)
TestHelperClass.assert_true(discovered_scenes.size() > 0, "Found scenes in project")
print("Discovered %d scene files" % discovered_scenes.size())
# List discovered scenes for reference
for scene_path in discovered_scenes:
print(" - %s" % scene_path)
func discover_scenes_in_directory(directory_path: String):
var dir = DirAccess.open(directory_path)
if not dir:
print("Warning: Could not access directory: %s" % directory_path)
return
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
var full_path = directory_path.path_join(file_name)
if dir.current_is_dir() and not file_name.begins_with("."):
# Recursively search subdirectories
discover_scenes_in_directory(full_path)
elif file_name.ends_with(".tscn"):
# Add scene file to discovery list
discovered_scenes.append(full_path)
file_name = dir.get_next()
func test_scene_loading():
TestHelperClass.print_step("Scene Loading Validation")
for scene_path in discovered_scenes:
validate_scene_loading(scene_path)
func validate_scene_loading(scene_path: String):
var scene_name = scene_path.get_file()
# Check if resource exists
if not ResourceLoader.exists(scene_path):
validation_results[scene_path] = "Resource does not exist"
TestHelperClass.assert_false(true, "%s - Resource does not exist" % scene_name)
return
# Attempt to load the scene
var packed_scene = load(scene_path)
if not packed_scene:
validation_results[scene_path] = "Failed to load scene"
TestHelperClass.assert_false(true, "%s - Failed to load scene" % scene_name)
return
if not packed_scene is PackedScene:
validation_results[scene_path] = "Resource is not a PackedScene"
TestHelperClass.assert_false(true, "%s - Resource is not a PackedScene" % scene_name)
return
validation_results[scene_path] = "Loading successful"
TestHelperClass.assert_true(true, "%s - Scene loads successfully" % scene_name)
func test_scene_instantiation():
TestHelperClass.print_step("Scene Instantiation Testing")
for scene_path in discovered_scenes:
# Only test instantiation for scenes that loaded successfully
if validation_results.get(scene_path, "") == "Loading successful":
validate_scene_instantiation(scene_path)
func validate_scene_instantiation(scene_path: String):
var scene_name = scene_path.get_file()
# Load the scene (we know it loads from previous test)
var packed_scene = load(scene_path)
# Attempt to instantiate
var scene_instance = packed_scene.instantiate()
if not scene_instance:
validation_results[scene_path] = "Failed to instantiate scene"
TestHelperClass.assert_false(true, "%s - Failed to instantiate scene" % scene_name)
return
# Validate the instance
TestHelperClass.assert_not_null(
scene_instance, "%s - Scene instantiation creates valid node" % scene_name
)
# Clean up the instance
scene_instance.queue_free()
# Update validation status
if validation_results[scene_path] == "Loading successful":
validation_results[scene_path] = "Full validation successful"
func test_critical_scenes():
TestHelperClass.print_step("Critical Scene Validation")
# Define critical scenes that must work
var critical_scenes = [
"res://scenes/main/Main.tscn",
"res://scenes/game/Game.tscn",
"res://scenes/ui/MainMenu.tscn",
"res://scenes/game/gameplays/Match3Gameplay.tscn"
]
for scene_path in critical_scenes:
if scene_path in discovered_scenes:
var status = validation_results.get(scene_path, "Unknown")
TestHelperClass.assert_equal(
"Full validation successful",
status,
"Critical scene %s must pass all validation" % scene_path.get_file()
)
else:
TestHelperClass.assert_false(true, "Critical scene missing: %s" % scene_path)
func print_validation_summary():
print("\n=== Scene Validation Summary ===")
var total_scenes = discovered_scenes.size()
var successful_scenes = 0
var failed_scenes = 0
for scene_path in discovered_scenes:
var status = validation_results.get(scene_path, "Not tested")
if status == "Full validation successful" or status == "Loading successful":
successful_scenes += 1
else:
failed_scenes += 1
print("%s: %s" % [scene_path.get_file(), status])
print("\nTotal Scenes: %d" % total_scenes)
print("Successful: %d" % successful_scenes)
print("Failed: %d" % failed_scenes)
if failed_scenes == 0:
print("✅ All scenes passed validation!")
else:
print("%d scene(s) failed validation" % failed_scenes)