Fix default NodePaths saved in scene

This commit is contained in:
kobewi
2024-05-19 00:17:34 +02:00
parent 0d11108a01
commit be111004dd
7 changed files with 91 additions and 12 deletions

View File

@ -31,7 +31,9 @@
#ifndef TEST_NODE_H
#define TEST_NODE_H
#include "core/object/class_db.h"
#include "scene/main/node.h"
#include "scene/resources/packed_scene.h"
#include "tests/test_macros.h"
@ -62,6 +64,12 @@ protected:
}
}
static void _bind_methods() {
ClassDB::bind_method(D_METHOD("set_exported_node", "node"), &TestNode::set_exported_node);
ClassDB::bind_method(D_METHOD("get_exported_node"), &TestNode::get_exported_node);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "exported_node", PROPERTY_HINT_NODE_TYPE, "Node"), "set_exported_node", "get_exported_node");
}
private:
void push_self() {
if (callback_list) {
@ -75,7 +83,12 @@ public:
int process_counter = 0;
int physics_process_counter = 0;
Node *exported_node = nullptr;
List<Node *> *callback_list = nullptr;
void set_exported_node(Node *p_node) { exported_node = p_node; }
Node *get_exported_node() const { return exported_node; }
};
TEST_CASE("[SceneTree][Node] Testing node operations with a very simple scene tree") {
@ -478,6 +491,66 @@ TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple
memdelete(node2);
}
TEST_CASE("[SceneTree][Node]Exported node checks") {
TestNode *node = memnew(TestNode);
SceneTree::get_singleton()->get_root()->add_child(node);
Node *child = memnew(Node);
child->set_name("Child");
node->add_child(child);
child->set_owner(node);
node->set("exported_node", child);
SUBCASE("Property of duplicated node should point to duplicated child") {
GDREGISTER_CLASS(TestNode);
TestNode *dup = Object::cast_to<TestNode>(node->duplicate());
Node *new_exported = Object::cast_to<Node>(dup->get("exported_node"));
CHECK(new_exported == dup->get_child(0));
memdelete(dup);
}
SUBCASE("Saving instance with exported node should not store the unchanged property") {
node->set_process_mode(Node::PROCESS_MODE_ALWAYS);
Ref<PackedScene> ps;
ps.instantiate();
ps->pack(node);
String scene_path = OS::get_singleton()->get_cache_path().path_join("test_scene.tscn");
ps->set_path(scene_path);
Node *root = memnew(Node);
Node *sub_child = ps->instantiate(PackedScene::GEN_EDIT_STATE_MAIN);
root->add_child(sub_child);
sub_child->set_owner(root);
Ref<PackedScene> ps2;
ps2.instantiate();
ps2->pack(root);
scene_path = OS::get_singleton()->get_cache_path().path_join("new_test_scene.tscn");
ResourceSaver::save(ps2, scene_path);
memdelete(root);
bool is_wrong = false;
Ref<FileAccess> fa = FileAccess::open(scene_path, FileAccess::READ);
while (!fa->eof_reached()) {
const String line = fa->get_line();
if (line.begins_with("exported_node")) {
// The property was saved, while it shouldn't.
is_wrong = true;
break;
}
}
CHECK_FALSE(is_wrong);
}
memdelete(node);
}
TEST_CASE("[Node] Processing checks") {
Node *node = memnew(Node);