gdharness 1.3.6 → 1.3.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/build/cli.js +788 -624
- package/build/godot/addons/gdharness_editor/reading.gd +1 -1
- package/build/godot/addons/gdharness_editor/tools/play_tools.gd +12 -10
- package/build/godot/addons/gdharness_editor/tools/resource_tools.gd +11 -0
- package/build/godot/addons/gdharness_runtime/reading.gd +1 -1
- package/build/godot/addons/gdharness_runtime/runtime_autoload.gd +45 -1
- package/build/godot/addons/gdharness_runtime/runtime_capture.gd +19 -4
- package/build/godot/addons/gdharness_runtime/runtime_hover.gd +1 -1
- package/build/godot/addons/gdharness_runtime/runtime_paths.gd +1 -1
- package/build/godot/operations/reading.gd +1 -1
- package/build/godot/tests/listed.gd +26 -4
- package/build/keeper.js +25 -3
- package/package.json +1 -1
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@@ -152,7 +152,7 @@ static func not_of_kind(
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if not found.is_empty():
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told += ' The node at "%s" is %s, not %s.' % [node_path, with_article(found), with_article(kind)]
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if holders.is_empty():
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return told + " The scene holds no %s." % kind
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return told + " The scene holds no %s; scene_node add with nodeType %s puts one in it." % [kind, kind]
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var quoted: PackedStringArray = []
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for holder: String in holders.slice(0, NAMED_CHILDREN):
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var _quoted: bool = quoted.append('"%s"' % holder)
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@@ -170,17 +170,18 @@ func restart_editor(_args: Dictionary) -> Dictionary:
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)
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}
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var
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if not
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return
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var saving: Dictionary = _save_everything()
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if not saving.has("saved"):
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return saving
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# Deferred so this answer is on its way out before the editor goes.
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EditorInterface.restart_editor.call_deferred(true)
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-
return {"ok": true, "restarting": true, "saved":
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return {"ok": true, "restarting": true, "saved": saving["saved"]}
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## Saves every open scene, answering a refusal naming what is still unsaved, or
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## Saves every open scene, answering a refusal naming what is still unsaved, or the scenes that had
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## changes and were saved, under `saved`.
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##
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## Read back rather than assumed: save_all_scenes answers nothing and passes over a scene that has
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## never been saved, which has no path to go to, so an untitled scene was lost with the editor while
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@@ -188,10 +189,11 @@ func restart_editor(_args: Dictionary) -> Dictionary:
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static func _save_everything() -> Dictionary:
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if EditorInterface.is_playing_scene():
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EditorInterface.stop_playing_scene()
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var changed: PackedStringArray = EditorInterface.get_unsaved_scenes()
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EditorInterface.save_all_scenes()
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var left: PackedStringArray = EditorInterface.get_unsaved_scenes()
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if left.is_empty():
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return {}
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return {"ok": true, "saved": changed}
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var named: Array[String] = []
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for scene: String in left:
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named.append(scene if not scene.is_empty() else "a scene that has never been saved")
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@@ -221,14 +223,14 @@ static func _save_everything() -> Dictionary:
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## Saved first, exactly as the restart above saves. The editor is going either way, and unsaved
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## scenes are not this tool's to lose.
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func quit_editor(_args: Dictionary) -> Dictionary:
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var
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if not
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return
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var saving: Dictionary = _save_everything()
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if not saving.has("saved"):
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return saving
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# Deferred so this answer is on its way out before the editor goes.
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_leave.call_deferred()
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return {"ok": true, "quitting": true, "saved":
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return {"ok": true, "quitting": true, "saved": saving["saved"]}
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## What the editor said as it started each of its servers, and the debug adapter started again when
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@@ -285,6 +285,17 @@ func modify_resource(args: Dictionary) -> Dictionary:
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var resource: Resource = ResourceLoader.load(res_path, "", ResourceLoader.CACHE_MODE_IGNORE)
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if resource == null:
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return {"ok": false, "error": "%s did not load as a resource." % res_path}
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# A scene's own properties are its packed bundle, so a property named for a scene is one of its
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# nodes', and "PackedScene has no property" left the caller looking for the tool that sets it.
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if resource is PackedScene:
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return {
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"ok": false,
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"error":
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(
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"%s is a scene: scene_node set changes one node's properties, the root's at nodePath \".\"."
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% res_path
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)
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}
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var properties: Dictionary = _parse_properties_dict(args.get("properties", ""))
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var refused: String = _properties.write_all(resource, properties)
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@@ -152,7 +152,7 @@ static func not_of_kind(
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if not found.is_empty():
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told += ' The node at "%s" is %s, not %s.' % [node_path, with_article(found), with_article(kind)]
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if holders.is_empty():
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return told + " The scene holds no %s." % kind
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return told + " The scene holds no %s; scene_node add with nodeType %s puts one in it." % [kind, kind]
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var quoted: PackedStringArray = []
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for holder: String in holders.slice(0, NAMED_CHILDREN):
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var _quoted: bool = quoted.append('"%s"' % holder)
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@@ -67,6 +67,13 @@ const SCRIPT_FLAGS: PackedStringArray = ["-s", "--script"]
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## Serve a script run anyway, for somebody driving a `-s` script rather than a game.
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const SCRIPT_RUNS_SETTING: String = "gdharness/runtime/serve_script_runs"
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## The `res://` folders of scenes that are not the game, such as a bench: a run started on one is
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## not served. Kept in step with `QUIET_SCENES_SETTING` in src/setup.ts.
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const QUIET_SCENES_SETTING: String = "gdharness/runtime/quiet_scenes_under"
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## What the engine takes a bare argument for as the scene to run, by its extension.
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const SCENE_EXTENSIONS: PackedStringArray = ["tscn", "scn", "escn", "res", "tres"]
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## The variable the editor addon puts into its own environment, which every game the editor plays
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## inherits: it says which editor played this game, so a server can tell the editor's game from
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## another of the same project that some other server started. Kept in step with
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@@ -123,6 +130,9 @@ var _commands: Dictionary = {}
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var _loaded_version: String = _read_marker(VERSION_MARKER)
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var _loaded_digest: String = _read_marker(DIGEST_MARKER)
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var _profile_received: bool = false
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## Whether whatever started this game asked for a profile from its start, read before the variable
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## is taken out of the environment.
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var _profiled_from_start: bool = false
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var _close_asked: bool = false
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var _close_frames: int = 0
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var _profiler_calibrated: bool = false
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@@ -200,7 +210,9 @@ static func _window_dimension(axis: String, fallback: int) -> int:
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func _wait_for_the_profiler() -> void:
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if OS.get_environment(PROFILE_FROM_START).is_empty():
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return
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-
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_profiled_from_start = true
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# Read once: a process this game starts inherits its environment and must not wait as well, nor
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# be served as a profiled run where a quiet scene would not be, as a bench's workers are.
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OS.unset_environment(PROFILE_FROM_START)
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if not EngineDebugger.is_active():
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return
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@@ -446,6 +458,15 @@ func _start_server() -> void:
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_enabled = false
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return
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# Nor a scene the project says is not the game. A bench is handed to the engine as a scene, the
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# way a screen is, so it announced as the game for as long as it ran, and so did every worker
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# engine it started, all under the project's own path. One started to be profiled from its start
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# is served all the same, since only this addon hands the totals back as it quits.
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var prefixes: Variant = ProjectSettings.get_setting(QUIET_SCENES_SETTING, PackedStringArray())
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if not _profiled_from_start and not quiet_scene_in(OS.get_cmdline_args(), prefixes).is_empty():
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_enabled = false
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return
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_server = TCPServer.new()
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# listen() defaults bind_address to "*", which exposes the game to the whole network.
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var bind_address: String = str(ProjectSettings.get_setting(BIND_ADDRESS_SETTING, DEFAULT_BIND_ADDRESS))
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print(listening)
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## The scene [param given] names for the engine to run, as a `res://` path, when it lies under one of
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## [param prefixes]; otherwise empty. The engine takes any bare argument ending in a scene's
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## extension for the scene, relative to the project or absolute, so each is read as it would.
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static func quiet_scene_in(given: PackedStringArray, prefixes: Variant) -> String:
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# A PackedStringArray as project.godot writes one, or an Array of strings as a hand might.
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var folders: PackedStringArray = []
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if prefixes is PackedStringArray:
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folders = prefixes
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elif prefixes is Array:
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var listed: Array = prefixes
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for prefix: Variant in listed:
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if prefix is String:
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var _kept: bool = folders.append(str(prefix))
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for argument: String in given:
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if argument.begins_with("-") or not SCENE_EXTENSIONS.has(argument.get_extension().to_lower()):
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continue
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var scene: String = ProjectSettings.localize_path(argument)
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for folder: String in folders:
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if not folder.is_empty() and scene.begins_with(folder):
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return scene
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return ""
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## Whether the engine was told to run a script rather than the game.
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func _script_run() -> bool:
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var given: PackedStringArray = OS.get_cmdline_args()
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## How far zoom enlarges at most. Sixteen makes a 3-pixel ring 48 pixels across, past any need to
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## see it, and a 200-pixel region 3200, past the size anybody reads a picture at.
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const ZOOM_MOST: int = 16
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## Measured on a downstream game's 1280x720 frame: its interface text and pixel art read as they do
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## in the PNG, at a fifth of the PNG's size.
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const JPEG_QUALITY: float = 0.8
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var _host: Node
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var _values: GdhValues
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% screenshot_path.get_base_dir()
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)
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)
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var
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var answer: Dictionary = saved(image, screenshot_path)
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answer.merge(described)
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return answer
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## [param image] saved as a PNG at [param png_path], and as a JPEG beside it, which the server sends
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## instead when it is the smaller: a rendered frame is several times smaller as one, and every
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## picture sent stays in the caller's session. Not for a picture with transparency, which a JPEG
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## would flatten.
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static func saved(image: Image, png_path: String) -> Dictionary:
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var save_error: Error = image.save_png(png_path)
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if save_error != OK:
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return {"type": "error", "message": "Failed to save screenshot as PNG: " + str(save_error)}
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-
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var answer: Dictionary = {
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"type": "screenshot_file",
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"format": "png",
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"width": image.get_width(),
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"height": image.get_height(),
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"path":
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"path": png_path
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}
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if image.detect_alpha() == Image.ALPHA_NONE:
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var jpeg_path: String = png_path.get_basename() + ".jpg"
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if image.save_jpg(jpeg_path, JPEG_QUALITY) == OK:
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answer["jpegPath"] = jpeg_path
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return answer
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## platform when the pointer crosses into the window, sets it. An injected event never crosses
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## anything, and on gdharness's own desktop no pointer ever enters a window, so nothing was hovered.
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## A BaseButton takes a mouse press only while hovered, so every click on a button in such a window
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## was dropped while the press itself was routed to it. Reported from
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## was dropped while the press itself was routed to it. Reported from Game C, whose strip
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## window holds its first-run question, and traced through Godot 4.7.2's source.
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##
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## What is supplied is what the engine does once the window has been entered: the control its own
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## counted as unclean for a read.
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##
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## A step written in double quotes is the key inside them, so a key holding a colon is one step:
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##
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## Game D keys its stock by namespaced ids, "stock:\"base:dew\"", and split at that colon the
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## step named a key "base" the map had never had.
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static func _key_in(map: Dictionary, named: String) -> Array:
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var word: String = key_written(named)
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if not found.is_empty():
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told += ' The node at "%s" is %s, not %s.' % [node_path, with_article(found), with_article(kind)]
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if holders.is_empty():
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return told + " The scene holds no %s." % kind
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return told + " The scene holds no %s; scene_node add with nodeType %s puts one in it." % [kind, kind]
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var quoted: PackedStringArray = []
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for holder: String in holders.slice(0, NAMED_CHILDREN):
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var _quoted: bool = quoted.append('"%s"' % holder)
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## The errors each of [param suites] declares it expects, by suite path and then case name, read off
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## the compiled suite's constants so a declaration is whatever the engine made of it. A
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##
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## the compiled suite's constants so a declaration is whatever the engine made of it. A directory
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## listed is walked for its scripts, as gdUnit4 walks it for suites. Only a script whose source names
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## the constant is loaded: gdUnit4 stops on a suite that does not load only when its own load is the
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## one that fails, so a broken suite loaded here first let the rest of its directory run.
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static func expected_by_suite(suites: PackedStringArray) -> Dictionary:
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var expected: Dictionary = {}
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for path: String in suites:
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if not
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for path: String in scripts_in(suites):
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if not FileAccess.file_exists(path) or not FileAccess.get_file_as_string(path).contains(EXPECTED):
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continue
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var suite: Script = load(path)
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var declared: Variant = suite.get_script_constant_map().get(EXPECTED)
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return expected
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## The scripts [param paths] names: each script, and every script under each directory.
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|
+
static func scripts_in(paths: PackedStringArray) -> PackedStringArray:
|
|
239
|
+
var found: PackedStringArray = []
|
|
240
|
+
var pending: PackedStringArray = []
|
|
241
|
+
for path: String in paths:
|
|
242
|
+
if path.ends_with(".gd"):
|
|
243
|
+
var _script: bool = found.append(path)
|
|
244
|
+
else:
|
|
245
|
+
var _directory: bool = pending.append(path.trim_suffix("/"))
|
|
246
|
+
while not pending.is_empty():
|
|
247
|
+
var directory: String = pending[pending.size() - 1]
|
|
248
|
+
pending.remove_at(pending.size() - 1)
|
|
249
|
+
for file: String in DirAccess.get_files_at(directory):
|
|
250
|
+
if file.ends_with(".gd"):
|
|
251
|
+
var _file: bool = found.append("%s/%s" % [directory, file])
|
|
252
|
+
for inner: String in DirAccess.get_directories_at(directory):
|
|
253
|
+
var _inner: bool = pending.append("%s/%s" % [directory, inner])
|
|
254
|
+
return found
|
|
255
|
+
|
|
256
|
+
|
|
235
257
|
static func write_expected(path: String, suites: PackedStringArray) -> void:
|
|
236
258
|
var file: FileAccess = FileAccess.open(path, FileAccess.WRITE)
|
|
237
259
|
if file == null:
|
package/build/keeper.js
CHANGED
|
@@ -703,6 +703,8 @@ function readMessage(body) {
|
|
|
703
703
|
// src/game-debugger.ts
|
|
704
704
|
var PAUSE_MS = 30000;
|
|
705
705
|
var STEP_MS = 1e4;
|
|
706
|
+
var ADDON_STEP_MS = 5000;
|
|
707
|
+
var RUNTIME_ADDON = "res://addons/gdharness_runtime/";
|
|
706
708
|
var READ_MS = 5000;
|
|
707
709
|
var REPLIES = new Set([
|
|
708
710
|
"debug_enter",
|
|
@@ -1085,9 +1087,29 @@ class GameDebugger {
|
|
|
1085
1087
|
};
|
|
1086
1088
|
}
|
|
1087
1089
|
}
|
|
1090
|
+
let frames = await this.stack();
|
|
1091
|
+
const stepping = Date.now();
|
|
1092
|
+
while (frames !== null && this.held !== null && (frames[0]?.script.startsWith(RUNTIME_ADDON) ?? false) && Date.now() - stepping < ADDON_STEP_MS) {
|
|
1093
|
+
this.forget("debug_enter");
|
|
1094
|
+
this.send("step", [], this.held.thread);
|
|
1095
|
+
if (await this.next(GameDebugger.named("debug_enter"), STEP_MS) === null) {
|
|
1096
|
+
return {
|
|
1097
|
+
paused: false,
|
|
1098
|
+
note: `The game stopped in gdharness's runtime addon and was stepped on to reach its own script, and did not stop again within ${STEP_MS / 1000}s. It stops at the next line of script it runs; debug_state stack reads it then.`
|
|
1099
|
+
};
|
|
1100
|
+
}
|
|
1101
|
+
frames = await this.stack();
|
|
1102
|
+
}
|
|
1088
1103
|
this.stoppedBy("Paused");
|
|
1089
|
-
const
|
|
1090
|
-
return {
|
|
1104
|
+
const stack = frames ?? [];
|
|
1105
|
+
return {
|
|
1106
|
+
paused: true,
|
|
1107
|
+
held: this.heldState(),
|
|
1108
|
+
stack,
|
|
1109
|
+
...stack[0]?.script.startsWith(RUNTIME_ADDON) === true ? {
|
|
1110
|
+
note: `The game is held in gdharness's runtime addon, whose _process runs first in every frame: ${ADDON_STEP_MS / 1000}s of stepping reached no line of the game's own script, so it runs none from frame to frame. A breakpoint in the game's script stops it there.`
|
|
1111
|
+
} : {}
|
|
1112
|
+
};
|
|
1091
1113
|
}
|
|
1092
1114
|
stoppedBy(cause) {
|
|
1093
1115
|
if (this.held !== null) {
|
|
@@ -1108,7 +1130,7 @@ class GameDebugger {
|
|
|
1108
1130
|
return await exited === null ? { refused: `The game did not say it had gone on within ${READ_MS / 1000}s.` } : { continued: true };
|
|
1109
1131
|
}
|
|
1110
1132
|
this.forget("debug_enter");
|
|
1111
|
-
this.send(how, [], held.thread);
|
|
1133
|
+
this.send(held.hasStack ? how : "step", [], held.thread);
|
|
1112
1134
|
const entered = await this.next(GameDebugger.named("debug_enter"), STEP_MS);
|
|
1113
1135
|
if (entered === null) {
|
|
1114
1136
|
return {
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "gdharness",
|
|
3
|
-
"version": "1.3.
|
|
3
|
+
"version": "1.3.7",
|
|
4
4
|
"mcpName": "io.github.Aureliolo/gdharness",
|
|
5
5
|
"description": "A harness for driving a Godot 4 project from an agent: editor addons, a runtime bridge into the running game, an MCP server in front of them, and a CLI that installs and diagnoses the Godot side.",
|
|
6
6
|
"type": "module",
|