Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
158 lines
6.7 KiB
GDScript
158 lines
6.7 KiB
GDScript
extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_setup_file_identity.gd
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# A setup's id and its FILENAME are not the same thing. res://PlanetSetups/
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# holds authored resources named however their author named them, and shipped
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# content already contains a mismatch: ResearchLabSetup.tres holds setup_id
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# "research_lab_1".
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#
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# The editor's save and delete both rebuilt the path from the id, which
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# produced two bugs that looked unrelated:
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# - deleting such a setup looked for a file that does not exist, refused,
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# and reported nothing useful. It was always the same entry, so it read
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# as "the first item in the list cannot be deleted"
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# - saving such a setup wrote a SECOND file under the derived name and left
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# the original in place, so the pool then held two setups claiming one id
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# and the stale one could still be served
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# A third bug hid behind those: rescan() re-read through Godot's resource
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# CACHE, so even a correctly written file came back with its pre-save values.
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# All three present identically to a player - "my change was not saved".
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#
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# Covers:
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# A. shipped content really does contain an id/filename mismatch, so this is
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# guarding a live case (checked read-only - see the note on isolation)
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# B. saving a mismatched setup writes back to ITS file and creates no twin
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# C. the edit is what the registry serves afterwards, cache and all
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# D. such a setup can be deleted
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# E. a brand-new setup still lands at PlanetSetups/<id>.tres
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#
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# ISOLATION: every mutation happens on a scratch file this test creates, never
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# on shipped content. The suite runs tests in parallel against one project
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# directory, and deleting a real setup mid-run - even briefly, even restored
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# afterwards - would make some other test fail for reasons of its own.
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const SCRATCH_FILE := "res://PlanetSetups/_identity_scratch_file.tres"
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const SCRATCH_ID := "_identity_scratch_id"
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const DERIVED_PATH := "res://PlanetSetups/_identity_scratch_id.tres"
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const NEW_ID := "test_identity_new"
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const NEW_PATH := "res://PlanetSetups/test_identity_new.tres"
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var editor: Node
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var elapsed: float = 0.0
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var stage: int = 0
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func _initialize() -> void:
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_cleanup()
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editor = load("res://surface/PlanetSetupEditor.tscn").instantiate()
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root.add_child(editor)
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func _process(delta: float) -> bool:
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elapsed += delta
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if stage != 0:
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return false
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if elapsed < 0.15:
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return false
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stage = 1
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# --- A. shipped content has a mismatch (read-only) ---------------------
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var shipped_mismatch: String = ""
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for setup in PlanetSetups.all():
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var path: String = String(setup.resource_path)
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if path != "" and String(setup.setup_id) != path.get_file().get_basename():
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shipped_mismatch = "%s holds id '%s'" % [path.get_file(), setup.setup_id]
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break
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if shipped_mismatch == "":
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print("note: no shipped setup currently has an id/filename mismatch; the scratch case below still covers the behaviour")
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else:
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print("shipped mismatch present: %s" % shipped_mismatch)
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# A setup whose FILE NAME deliberately differs from its id.
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var scratch: Resource = load("res://surface/PlanetSetup.gd").new()
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scratch.setup_id = SCRATCH_ID
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scratch.display_name = "Identity Scratch"
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scratch.surface_profile_id = "rocky"
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scratch.capture_points = PackedVector2Array([Vector2(10.0, 20.0)])
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scratch.research_point_reward = 1
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if ResourceSaver.save(scratch, SCRATCH_FILE) != OK:
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return _fail("could not write the scratch setup")
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PlanetSetups.rescan()
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if PlanetSetups.path_for_id(SCRATCH_ID) != SCRATCH_FILE:
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return _fail("the registry resolved '%s' to %s, not the file it lives in (%s)" \
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% [SCRATCH_ID, PlanetSetups.path_for_id(SCRATCH_ID), SCRATCH_FILE])
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print("'%s' lives in %s - id and filename disagree" % [SCRATCH_ID, SCRATCH_FILE.get_file()])
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# --- B/C. edit, save, and see the edit served -------------------------
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if not editor.load_setup(SCRATCH_ID):
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return _fail("the editor could not open '%s'" % SCRATCH_ID)
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var before: int = int(editor.current_setup.research_point_reward)
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editor._on_reward_pressed()
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var chosen: int = int(editor.current_setup.research_point_reward)
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if chosen == before:
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return _fail("cycling the reward did not change it")
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var outcome: Dictionary = editor.save_setup()
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if not outcome.ok:
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return _fail("saving failed: %s" % outcome.message)
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if FileAccess.file_exists(ProjectSettings.globalize_path(DERIVED_PATH)):
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return _fail("saving wrote a twin at %s instead of back to the file it was loaded from" % DERIVED_PATH)
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PlanetSetups.rescan()
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var served: Resource = PlanetSetups.find_by_id(SCRATCH_ID)
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if served == null:
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return _fail("'%s' vanished from the pool after saving" % SCRATCH_ID)
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if int(served.research_point_reward) != chosen:
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return _fail("saved reward %d but the pool still serves %d - the rescan read the resource cache rather than the file" \
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% [chosen, int(served.research_point_reward)])
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var duplicates: int = 0
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for setup in PlanetSetups.all():
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if String(setup.setup_id) == SCRATCH_ID:
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duplicates += 1
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if duplicates != 1:
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return _fail("the pool holds %d setups all claiming id '%s'" % [duplicates, SCRATCH_ID])
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print("reward %d -> %d saved back into %s, no twin, and the pool serves the edit" \
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% [before, chosen, SCRATCH_FILE.get_file()])
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# --- E. a NEW setup still lands under its id --------------------------
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editor.new_setup(NEW_ID, "Identity New", "rocky")
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editor.add_capture_point(Vector2(20.0, 30.0))
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if not editor.save_setup().ok:
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return _fail("saving a brand-new setup failed")
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if not FileAccess.file_exists(ProjectSettings.globalize_path(NEW_PATH)):
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return _fail("a new setup did not land at %s" % NEW_PATH)
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PlanetSetups.rescan()
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if not editor.delete_setup(NEW_ID).ok:
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return _fail("could not delete the new setup")
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print("a new setup still saves to PlanetSetups/<id>.tres, and deletes again")
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# --- D. the mismatched setup can be deleted ---------------------------
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PlanetSetups.rescan()
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var deleted: Dictionary = editor.delete_setup(SCRATCH_ID)
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if not deleted.ok:
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return _fail("deleting '%s' failed: %s" % [SCRATCH_ID, deleted.message])
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if FileAccess.file_exists(ProjectSettings.globalize_path(SCRATCH_FILE)):
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return _fail("delete reported success but %s is still there" % SCRATCH_FILE)
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print("a setup whose filename differs from its id can be deleted")
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_cleanup()
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print("TEST_SETUP_FILE_IDENTITY: PASS")
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quit(0)
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return true
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func _cleanup() -> void:
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for path in [SCRATCH_FILE, DERIVED_PATH, NEW_PATH]:
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var absolute: String = ProjectSettings.globalize_path(path)
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if FileAccess.file_exists(absolute):
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DirAccess.remove_absolute(absolute)
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if FileAccess.file_exists(absolute + ".uid"):
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DirAccess.remove_absolute(absolute + ".uid")
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PlanetSetups.rescan()
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func _fail(message: String) -> bool:
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_cleanup()
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print("TEST_SETUP_FILE_IDENTITY: FAIL (%s)" % message)
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quit(1)
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return true
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