fix: harden cross-platform quality tooling

This commit is contained in:
Rijad Zuzo
2026-07-30 13:42:38 +02:00
parent e284d3774d
commit 5511c295a5
7 changed files with 370 additions and 95 deletions
+20 -4
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@@ -17,23 +17,28 @@ Set up the local tools with `uv`:
```bash
uv venv .venv
uv pip install --python .venv/bin/python -r requirements-dev.txt
uv pip install -r requirements-dev.txt
```
`uv` discovers the project-local `.venv` on both macOS and Windows, so the
same setup commands work in a shell or PowerShell.
Open `project.godot` in Godot 4.7 and run the main scene.
## Quality gate
Run the complete local gate before committing:
Run the complete local gate before committing.
macOS:
```bash
./tools/quality.sh
```
On Windows:
Windows PowerShell:
```powershell
powershell -ExecutionPolicy Bypass -File .\tools\quality.ps1
powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\quality.ps1
```
For a faster changed-GDScript formatting and lint pass, while still running
@@ -43,6 +48,17 @@ the Godot checks and scenarios:
./tools/quality.sh --changed
```
```powershell
powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\quality.ps1 -Changed
```
Auto-format all game-owned GDScript with `./tools/fix_format.sh` on macOS. On
Windows:
```powershell
powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\fix_format.ps1
```
The gate enforces Godot 4.7, the pinned formatter and linter, headless project
scenarios, and the vendored GUT suite. See
[`docs/local_quality_gate.md`](docs/local_quality_gate.md) for setup and
+2 -2
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@@ -22,11 +22,11 @@ func _ready() -> void:
# Setup Display Scale
# 0 auto, 1 75%, 2 100%, 3 125%, 4 150%, 5 175%, 6 200%, 7 custom
var es: EditorSettings = EditorInterface.get_editor_settings()
var ds: int = es.get_setting("interface/editor/display_scale")
var ds: int = es.get_setting("interface/editor/appearance/display_scale")
if ds == 0:
ds = 2
elif ds == 7:
display_scale = es.get_setting("interface/editor/custom_display_scale")
display_scale = es.get_setting("interface/editor/appearance/custom_display_scale")
else:
display_scale = float(ds + 2) * .25
+56 -8
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@@ -6,38 +6,64 @@ parser errors, and LLM-generated garbage before committing.
## Requirements
- **Python 3** with the pinned `gdtoolkit` (gdscript-toolkit). The recommended
setup uses `uv` and a project-local environment:
setup uses `uv` and a project-local environment. These commands are the same
in macOS shells and Windows PowerShell:
```bash
uv venv .venv
uv pip install --python .venv/bin/python -r requirements-dev.txt
uv pip install -r requirements-dev.txt
```
On Windows, use `.venv/Scripts/python.exe` for the `--python` value.
- **Godot 4.7.x** binary on `PATH`, or set the `GODOT_BIN` environment
variable. The gate rejects other engine series before importing or testing.
- **GUT 9.7.1** is vendored under `addons/gut` for Godot 4.7. No separate
package-manager install is needed.
- **Terrain3D 1.0.2** is vendored with macOS and Windows x86-64 debug and
release binaries. No separate native build is needed on either development
platform.
The vendored addon comes from the official
[`bitwes/Gut` v9.7.1 release](https://github.com/bitwes/Gut/releases/tag/v9.7.1).
The downloaded release archive SHA-256 is
`14969aa46adc84aa08cdd21b9f6d1a64addd92ae60b36f02d0521ed305aa4086`.
Terrain3D carries one intentional local Godot 4.7 compatibility patch in
`addons/terrain_3d/src/double_slider.gd`: its editor display-scale lookups use
the 4.7 `interface/editor/appearance/*` setting paths. Preserve or re-evaluate
that patch when upgrading the vendored addon; without it, the first isolated
import fails before a class cache exists.
The quality and format scripts discover `.venv` automatically; activating it
is optional. Missing `gdformat` or `gdlint` is a gate failure rather than a
silent skip.
### Finding Godot
The macOS gate checks project metadata, `godot`/`godot4` on `PATH`, and the
standard `/Applications/Godot.app` location. The Windows gate checks project
metadata, `PATH`, common Program Files and Local AppData locations, and a
standard Scoop install. It prefers Godot's console executable when available.
For a downloaded or custom install, set the executable explicitly:
```bash
export GODOT_BIN="/Applications/Godot.app/Contents/MacOS/Godot"
```
```powershell
$env:GODOT_BIN = "C:\Tools\Godot\Godot_v4.7-stable_win64_console.exe"
```
## Usage
### Full project check
```bash
# Linux / macOS / Git Bash
./tools/quality.sh
```
# Windows PowerShell
& ./tools/quality.ps1
```powershell
powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\quality.ps1
```
### Fast changed-files mode
@@ -47,7 +73,10 @@ files. The Godot dependency check and all project scenarios still run.
```bash
./tools/quality.sh --changed
& ./tools/quality.ps1 -Changed
```
```powershell
powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\quality.ps1 -Changed
```
### Auto-format (not part of the gate)
@@ -56,10 +85,27 @@ files. The Godot dependency check and all project scenarios still run.
./tools/fix_format.sh
```
```powershell
powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\fix_format.ps1
```
Both gates and both formatter entry points operate on the same game-owned
roots: `player`, `simulation`, `tests`, `tools`, and `world`. Third-party
addons and demos remain outside automatic formatting.
### Add-on policy
Add an editor or runtime add-on only for a current gameplay or diagnostic
consumer. Pin its exact release, retain its license and source provenance, and
avoid auto-updates. Native add-ons must vendor macOS and Windows x86-64 debug
and release payloads; add those paths to the `platform-assets` manifest in both
quality scripts so either development platform detects an incomplete package.
## What it checks
| Check | Tool | What it detects |
|---|---|---|
| **platform-assets** | File manifest | Missing Terrain3D macOS or Windows native payloads |
| **godot-import** | Godot 4.7 headless importer | Missing or stale global `class_name` cache on fresh clones |
| **gdformat** | Game-owned GDScript roots | Formatting without rewriting addons or demos |
| **gdlint** | Game-owned GDScript roots | Lint violations such as unused arguments and naming |
@@ -75,6 +121,7 @@ If everything passes:
QUALITY RESULT: PASS
Godot: 4.7.stable.official.5b4e0cb0f
platform-assets PASS
godot-import PASS
gdformat PASS
gdlint PASS
@@ -92,6 +139,7 @@ On failure, only relevant errors and fix suggestions are shown:
QUALITY RESULT: FAIL
Godot: 4.7.stable.official.5b4e0cb0f
platform-assets PASS
godot-import PASS
gdformat FAIL
gdlint FAIL
@@ -132,7 +180,7 @@ python -m pip install -r requirements-dev.txt
The script exits non-zero on any failure, including a wrong Godot series or
missing pinned formatter/linter, so it will fail the CI step.
The shell gate isolates Godot's cross-platform user-data paths under
Both gates isolate Godot's cross-platform user-data paths under
`logs/quality/godot_profile`. Before running scenarios it imports project and
GUT global classes whenever GDScript changes, so fresh, renamed, and deleted
`class_name` scripts cannot leave the ignored cache stale. Godot/GUT script
+69
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@@ -0,0 +1,69 @@
#!/usr/bin/env pwsh
# fix_format.ps1 — Auto-format all game-owned GDScript files with gdformat.
# Usage: & ./tools/fix_format.ps1
$ROOT = Split-Path -Parent $PSScriptRoot
$previousLocation = Get-Location
$exitCode = 0
function Resolve-GdFormat {
$localTool = Join-Path $ROOT ".venv/Scripts/gdformat.exe"
if (Test-Path $localTool) {
return [pscustomobject]@{ Command = $localTool; Prefix = @() }
}
$directTool = Get-Command gdformat -ErrorAction SilentlyContinue
if ($directTool) {
return [pscustomobject]@{ Command = $directTool.Source; Prefix = @() }
}
$localPython = Join-Path $ROOT ".venv/Scripts/python.exe"
$pythonCandidates = @(
[pscustomobject]@{ Command = $localPython; Prefix = @() },
[pscustomobject]@{ Command = "python"; Prefix = @() },
[pscustomobject]@{ Command = "python3"; Prefix = @() },
[pscustomobject]@{ Command = "py"; Prefix = @("-3") }
)
foreach ($candidate in $pythonCandidates) {
$isLocalPython = $candidate.Command -eq $localPython
if ($isLocalPython) {
if (-not (Test-Path $candidate.Command)) { continue }
$command = $candidate.Command
} else {
$resolved = Get-Command $candidate.Command -ErrorAction SilentlyContinue
if (-not $resolved) { continue }
$command = $resolved.Source
}
$prefix = @($candidate.Prefix)
$null = @(& $command @prefix -m gdtoolkit.formatter --help 2>&1)
if ($LASTEXITCODE -eq 0) {
return [pscustomobject]@{ Command = $command; Prefix = $prefix + @("-m", "gdtoolkit.formatter") }
}
}
return $null
}
try {
Set-Location $ROOT
$formatter = Resolve-GdFormat
if (-not $formatter) {
throw "gdformat not found. Install requirements-dev.txt; see docs/local_quality_gate.md."
}
Write-Host "Formatting all game-owned .gd files in $ROOT ..."
$command = $formatter.Command
$prefix = @($formatter.Prefix)
& $command @prefix player simulation tests tools world
if ($LASTEXITCODE -ne 0) {
throw "gdformat exited with code $LASTEXITCODE."
}
Write-Host "Done."
} catch {
Write-Host "ERROR: $($_.Exception.Message)"
$exitCode = 1
} finally {
Set-Location $previousLocation
}
exit $exitCode
+14 -2
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@@ -6,14 +6,26 @@ set -euo pipefail
ROOT="$(cd "$(dirname "$0")/.." && pwd)"
cd "$ROOT"
python_formatter() {
local python_command
for python_command in python python3; do
if command -v "$python_command" &>/dev/null &&
"$python_command" -m gdtoolkit.formatter --help &>/dev/null 2>&1; then
echo "$python_command"
return 0
fi
done
return 1
}
# detect gdformat
FMT=()
if [[ -x "$ROOT/.venv/bin/gdformat" ]]; then
FMT=("$ROOT/.venv/bin/gdformat")
elif command -v gdformat &>/dev/null; then
FMT=(gdformat)
elif python -m gdtoolkit.formatter --help &>/dev/null 2>&1; then
FMT=(python -m gdtoolkit.formatter)
elif PYTHON_FORMATTER="$(python_formatter)"; then
FMT=("$PYTHON_FORMATTER" -m gdtoolkit.formatter)
fi
if [[ ${#FMT[@]} -eq 0 ]]; then
+141 -67
View File
@@ -5,6 +5,7 @@ param([switch]$Changed)
if ($args -contains '--changed') { $Changed = $true }
$ROOT = Split-Path -Parent $PSScriptRoot
$script:PreviousLocation = Get-Location
Set-Location $ROOT
$LOG = "logs/quality/latest"
@@ -16,12 +17,26 @@ $OVERALL = $false
$ERRORS = @()
$FIXES = @()
$OWNED_GDSCRIPT_ROOTS = @("player", "simulation", "tests", "tools", "world")
$CROSS_PLATFORM_PLUGIN_FILES = @(
"addons/terrain_3d/terrain.gdextension",
"addons/terrain_3d/bin/libterrain.macos.debug.framework/libterrain.macos.debug",
"addons/terrain_3d/bin/libterrain.macos.release.framework/libterrain.macos.release",
"addons/terrain_3d/bin/libterrain.windows.debug.x86_64.dll",
"addons/terrain_3d/bin/libterrain.windows.release.x86_64.dll"
)
$REQUIRED_GODOT_SERIES = "4.7"
function Exit-Quality {
param([int]$ExitCode)
Set-Location $script:PreviousLocation
exit $ExitCode
}
# -- tool detection -----------------------------------------------------------
function ConvertTo-ConsoleGodotPath($Path) {
if (-not $Path) { return $null }
$normalized = $Path.Replace('/', '\').Trim('"')
$separator = [IO.Path]::DirectorySeparatorChar
$normalized = $Path.Replace([char]47, $separator).Replace([char]92, $separator).Trim('"')
if ($normalized.EndsWith(".exe")) {
$consolePath = $normalized -replace '\.exe$', '_console.exe'
if (Test-Path $consolePath) { return $consolePath }
@@ -43,75 +58,110 @@ function Find-Godot {
if ($env:GODOT_BIN) { return (ConvertTo-ConsoleGodotPath $env:GODOT_BIN) }
$projectGodot = Find-ProjectGodot
if ($projectGodot) { return $projectGodot }
try { return (Get-Command godot -ErrorAction Stop).Source } catch {}
try { return (Get-Command godot4 -ErrorAction Stop).Source } catch {}
$common = @(
"$env:ProgramFiles\Godot\godot.exe",
"${env:ProgramFiles(x86)}\Godot\godot.exe",
"$env:LOCALAPPDATA\Godot\godot.exe",
"$env:USERPROFILE\AppData\Local\Godot\godot.exe"
)
foreach ($p in $common) { if (Test-Path $p) { return $p } }
$bundled = Get-ChildItem "${env:ProgramFiles(x86)}\Godot" -Filter "Godot*_console.exe" -ErrorAction SilentlyContinue |
Sort-Object Name -Descending |
Select-Object -First 1
if ($bundled) { return $bundled.FullName }
foreach ($name in @("godot", "godot4")) {
$command = Get-Command $name -ErrorAction SilentlyContinue
if (-not $command) { continue }
$candidate = ConvertTo-ConsoleGodotPath $command.Source
if ($candidate) { return $candidate }
}
$common = @()
if ($env:ProgramFiles) { $common += Join-Path $env:ProgramFiles "Godot/godot.exe" }
if (${env:ProgramFiles(x86)}) { $common += Join-Path ${env:ProgramFiles(x86)} "Godot/godot.exe" }
if ($env:LOCALAPPDATA) {
$common += Join-Path $env:LOCALAPPDATA "Godot/godot.exe"
$common += Join-Path $env:LOCALAPPDATA "Programs/Godot/godot.exe"
}
if ($env:USERPROFILE) { $common += Join-Path $env:USERPROFILE "scoop/apps/godot/current/godot.exe" }
foreach ($path in $common) {
$candidate = ConvertTo-ConsoleGodotPath $path
if ($candidate) { return $candidate }
}
$searchRoots = @()
if ($env:ProgramFiles) { $searchRoots += Join-Path $env:ProgramFiles "Godot" }
if (${env:ProgramFiles(x86)}) { $searchRoots += Join-Path ${env:ProgramFiles(x86)} "Godot" }
if ($env:LOCALAPPDATA) {
$searchRoots += Join-Path $env:LOCALAPPDATA "Godot"
$searchRoots += Join-Path $env:LOCALAPPDATA "Programs/Godot"
}
foreach ($searchRoot in $searchRoots) {
$bundled = Get-ChildItem $searchRoot -Filter "Godot*_console.exe" -File -ErrorAction SilentlyContinue |
Sort-Object Name -Descending |
Select-Object -First 1
if ($bundled) { return $bundled.FullName }
}
return $null
}
function Resolve-GdTool {
param(
[string]$ExecutableName,
[string]$ModuleName
)
$localTool = Join-Path $ROOT ".venv/Scripts/$ExecutableName.exe"
if (Test-Path $localTool) {
return [pscustomobject]@{ Command = $localTool; Prefix = @() }
}
$directTool = Get-Command $ExecutableName -ErrorAction SilentlyContinue
if ($directTool) {
return [pscustomobject]@{ Command = $directTool.Source; Prefix = @() }
}
$localPython = Join-Path $ROOT ".venv/Scripts/python.exe"
$pythonCandidates = @(
[pscustomobject]@{ Command = $localPython; Prefix = @() },
[pscustomobject]@{ Command = "python"; Prefix = @() },
[pscustomobject]@{ Command = "python3"; Prefix = @() },
[pscustomobject]@{ Command = "py"; Prefix = @("-3") }
)
foreach ($candidate in $pythonCandidates) {
$isLocalPython = $candidate.Command -eq $localPython
if ($isLocalPython) {
if (-not (Test-Path $candidate.Command)) { continue }
$command = $candidate.Command
} else {
$resolved = Get-Command $candidate.Command -ErrorAction SilentlyContinue
if (-not $resolved) { continue }
$command = $resolved.Source
}
$prefix = @($candidate.Prefix)
$null = @(& $command @prefix -m $ModuleName --help 2>&1)
if ($LASTEXITCODE -eq 0) {
return [pscustomobject]@{ Command = $command; Prefix = $prefix + @("-m", $ModuleName) }
}
}
return $null
}
$script:GdFormatRunner = $null
$script:GdLintRunner = $null
function Test-GdFormat {
if (Test-Path "$ROOT/.venv/Scripts/gdformat.exe") { return $true }
if (Get-Command gdformat -ErrorAction SilentlyContinue) { return $true }
try {
$null = & python -m gdtoolkit.formatter --help 2>&1
if ($LASTEXITCODE -eq 0) { return $true }
} catch {}
try {
$null = & python3 -m gdtoolkit.formatter --help 2>&1
if ($LASTEXITCODE -eq 0) { return $true }
} catch {}
return $false
$script:GdFormatRunner = Resolve-GdTool "gdformat" "gdtoolkit.formatter"
return $null -ne $script:GdFormatRunner
}
function Test-GdLint {
if (Test-Path "$ROOT/.venv/Scripts/gdlint.exe") { return $true }
if (Get-Command gdlint -ErrorAction SilentlyContinue) { return $true }
try {
$null = & python -m gdtoolkit.linter --help 2>&1
if ($LASTEXITCODE -eq 0) { return $true }
} catch {}
try {
$null = & python3 -m gdtoolkit.linter --help 2>&1
if ($LASTEXITCODE -eq 0) { return $true }
} catch {}
return $false
$script:GdLintRunner = Resolve-GdTool "gdlint" "gdtoolkit.linter"
return $null -ne $script:GdLintRunner
}
$script:GdToolExitCode = 0
function Invoke-GdFormat {
$args = $args
$localTool = "$ROOT/.venv/Scripts/gdformat.exe"
if (Test-Path $localTool) {
& $localTool @args 2>&1
} elseif (Get-Command gdformat -ErrorAction SilentlyContinue) {
& gdformat @args 2>&1
} else {
& python -m gdtoolkit.formatter @args 2>&1
}
$command = $script:GdFormatRunner.Command
$prefix = @($script:GdFormatRunner.Prefix)
& $command @prefix @args 2>&1
$script:GdToolExitCode = $LASTEXITCODE
}
function Invoke-GdLint {
$args = $args
$localTool = "$ROOT/.venv/Scripts/gdlint.exe"
if (Test-Path $localTool) {
& $localTool @args 2>&1
} elseif (Get-Command gdlint -ErrorAction SilentlyContinue) {
& gdlint @args 2>&1
} else {
& python -m gdtoolkit.linter @args 2>&1
}
$command = $script:GdLintRunner.Command
$prefix = @($script:GdLintRunner.Prefix)
& $command @prefix @args 2>&1
$script:GdToolExitCode = $LASTEXITCODE
}
@@ -123,7 +173,11 @@ function Get-ChangedGd {
function To-ResPath($p) {
$p = $p.Replace('\', '/')
if ($p.StartsWith($ROOT)) { $p = $p.Substring($ROOT.Length + 1) }
$normalizedRoot = $ROOT.Replace('\', '/').TrimEnd('/')
$rootPrefix = "$normalizedRoot/"
if ($p.StartsWith($rootPrefix, [StringComparison]::OrdinalIgnoreCase)) {
$p = $p.Substring($rootPrefix.Length)
}
if ($p.StartsWith('./')) { $p = $p.Substring(2) }
return "res://$p"
}
@@ -146,6 +200,8 @@ function Invoke-GodotWithTimeout {
$env:LOCALAPPDATA = $GODOT_PROFILE
try {
$p = [Diagnostics.Process]::Start($psi)
} catch {
return "Failed to start Godot: $($_.Exception.Message)", $null
} finally {
$env:APPDATA = $previousAppData
$env:LOCALAPPDATA = $previousLocalAppData
@@ -158,7 +214,7 @@ function Invoke-GodotWithTimeout {
$p.WaitForExit()
$output = $outputTask.Result
$err = $errorTask.Result
return $output + $err, $null
return ($output + $err), $null
}
$output = $outputTask.Result
$err = $errorTask.Result
@@ -169,22 +225,36 @@ function Invoke-GodotWithTimeout {
$GODOT = Find-Godot
if (-not $GODOT) {
Write-Host "ERROR: Godot binary not found. Set GODOT_BIN or add godot/godot4 to PATH."
exit 1
Exit-Quality 1
}
$godotVersionOutput = @(& $GODOT --version 2>&1)
$godotVersionExit = $LASTEXITCODE
if ($godotVersionExit -ne 0 -or $godotVersionOutput.Count -eq 0) {
Write-Host "ERROR: Could not query the Godot version from '$GODOT'."
exit 1
Exit-Quality 1
}
$GODOT_VERSION = ([string]$godotVersionOutput[0]).Trim()
$requiredVersionPattern = '^' + [regex]::Escape($REQUIRED_GODOT_SERIES) + '([.-]|$)'
if ($GODOT_VERSION -notmatch $requiredVersionPattern) {
Write-Host "ERROR: Godot $REQUIRED_GODOT_SERIES.x is required; found '$GODOT_VERSION'."
exit 1
Exit-Quality 1
}
# -- 0. Godot import bootstrap ------------------------------------------------
# -- 0. Cross-platform plugin payload -----------------------------------------
$platformAssetsResult = "PASS"
Set-Content -Path "$LOG/platform-assets.log" -Value "" -Encoding utf8
foreach ($pluginFile in $CROSS_PLATFORM_PLUGIN_FILES) {
if (-not (Test-Path $pluginFile -PathType Leaf)) {
$platformAssetsResult = "FAIL"
Add-Content -Path "$LOG/platform-assets.log" -Value "Missing $pluginFile" -Encoding utf8
$ERRORS += "platform-assets: missing res://$pluginFile"
}
}
if ($platformAssetsResult -eq "FAIL") {
$FIXES += "Restore the complete pinned Terrain3D 1.0.2 package"
}
# -- 1. Godot import bootstrap ------------------------------------------------
$importResult = "PASS"
Set-Content -Path "$LOG/godot-import.log" -Value "" -Encoding utf8
$classCache = Join-Path $ROOT ".godot/global_script_class_cache.cfg"
@@ -223,7 +293,7 @@ if ($importResult -eq "FAIL") {
$FIXES += "Fix Godot import errors before running headless checks"
}
# -- 1. gdformat --------------------------------------------------------------
# -- 2. gdformat --------------------------------------------------------------
$fmtAvail = Test-GdFormat
$fmtResult = "PASS"
$fmtFailed = $false
@@ -275,7 +345,7 @@ if ($formatDiagnostics) {
$FIXES += "Fix the gdformat error before continuing"
}
# -- 2. gdlint ----------------------------------------------------------------
# -- 3. gdlint ----------------------------------------------------------------
$lintAvail = Test-GdLint
$lintResult = "PASS"
$lintFailed = $false
@@ -328,7 +398,7 @@ if ($lintLines) {
$FIXES += "Fix the gdlint error before continuing"
}
# -- 3. godot headless check --------------------------------------------------
# -- 4. godot headless check --------------------------------------------------
$godotResult = "PASS"
Set-Content -Path "$LOG/godot-check.log" -Value "" -Encoding utf8
$godotArgs = "--headless --path `"$ROOT`" --script res://tests/simulation_definitions_test.gd"
@@ -353,7 +423,7 @@ if ($godotLoadError) {
$FIXES += "Fix Godot parser errors"
}
# -- 4. project scenario tests ------------------------------------------------
# -- 5. project scenario tests ------------------------------------------------
$scenarioResult = "PASS"
Set-Content -Path "$LOG/scenarios.log" -Value "" -Encoding utf8
$scenarioTests = Get-ChildItem "tests" -Filter "*_test.gd" | Sort-Object Name
@@ -376,7 +446,7 @@ if ($scenarioResult -eq "FAIL") {
$FIXES += "Fix failing project scenario tests"
}
# -- 5. GUT -------------------------------------------------------------------
# -- 6. GUT -------------------------------------------------------------------
$gutResult = "PASS"
Set-Content -Path "$LOG/gut.log" -Value "" -Encoding utf8
if (-not (Test-Path "addons/gut/gut_cmdln.gd")) {
@@ -410,7 +480,9 @@ if (-not (Test-Path "addons/gut/gut_cmdln.gd")) {
}
# -- summary ------------------------------------------------------------------
if ($importResult -eq 'FAIL' -or $fmtResult -eq 'FAIL' -or $lintResult -eq 'FAIL' -or $godotResult -eq 'FAIL' -or $scenarioResult -eq 'FAIL' -or $gutResult -eq 'FAIL') {
if ($platformAssetsResult -eq 'FAIL' -or $importResult -eq 'FAIL' -or
$fmtResult -eq 'FAIL' -or $lintResult -eq 'FAIL' -or $godotResult -eq 'FAIL' -or
$scenarioResult -eq 'FAIL' -or $gutResult -eq 'FAIL') {
$OVERALL = $true
}
@@ -418,6 +490,7 @@ Write-Host ""
if ($OVERALL) { Write-Host "QUALITY RESULT: FAIL" } else { Write-Host "QUALITY RESULT: PASS" }
Write-Host "Godot: $GODOT_VERSION"
Write-Host ""
Write-Host " platform-assets $platformAssetsResult"
Write-Host " godot-import $importResult"
Write-Host " gdformat $fmtResult"
Write-Host " gdlint $lintResult"
@@ -456,6 +529,7 @@ $summary = @"
QUALITY RESULT: $resultText
Godot: $GODOT_VERSION
platform-assets $platformAssetsResult
godot-import $importResult
gdformat $fmtResult
gdlint $lintResult
@@ -465,4 +539,4 @@ Godot: $GODOT_VERSION
"@
Set-Content -Path "$LOG/summary.txt" -Value $summary -Encoding utf8
if ($OVERALL) { exit 1 } else { exit 0 }
if ($OVERALL) { Exit-Quality 1 } else { Exit-Quality 0 }
+68 -12
View File
@@ -18,6 +18,13 @@ OVERALL=false
ERRORS=()
FIXES=()
OWNED_GDSCRIPT_ROOTS=(player simulation tests tools world)
CROSS_PLATFORM_PLUGIN_FILES=(
addons/terrain_3d/terrain.gdextension
addons/terrain_3d/bin/libterrain.macos.debug.framework/libterrain.macos.debug
addons/terrain_3d/bin/libterrain.macos.release.framework/libterrain.macos.release
addons/terrain_3d/bin/libterrain.windows.debug.x86_64.dll
addons/terrain_3d/bin/libterrain.windows.release.x86_64.dll
)
REQUIRED_GODOT_SERIES="4.7"
# -- tool detection -----------------------------------------------------------
@@ -48,17 +55,47 @@ find_project_godot() {
}
find_godot() {
if [[ -n "${GODOT_BIN:-}" ]]; then console_godot_path "$GODOT_BIN" && return 0; echo "$GODOT_BIN"; return 0; fi
if [[ -n "${GODOT_BIN:-}" ]]; then
if console_godot_path "$GODOT_BIN"; then return 0; fi
echo "ERROR: GODOT_BIN does not point to a Godot executable: $GODOT_BIN" >&2
return 1
fi
find_project_godot && return 0
for c in godot godot4; do command -v "$c" &>/dev/null && echo "$c" && return 0; done
console_godot_path "/Applications/Godot.app/Contents/MacOS/Godot" && return 0
return 1
}
has_python_module() {
local module="$1"
local python_command
for python_command in python python3; do
if command -v "$python_command" &>/dev/null &&
"$python_command" -m "$module" --help &>/dev/null 2>&1; then
return 0
fi
done
return 1
}
run_python_module() {
local module="$1"
shift
local python_command
for python_command in python python3; do
if command -v "$python_command" &>/dev/null &&
"$python_command" -m "$module" --help &>/dev/null 2>&1; then
"$python_command" -m "$module" "$@"
return $?
fi
done
return 127
}
has_gdformat() {
[[ -x "$ROOT/.venv/bin/gdformat" ]] && return 0
command -v gdformat &>/dev/null && return 0
python -m gdtoolkit.formatter --help &>/dev/null 2>&1
has_python_module gdtoolkit.formatter
}
run_gdformat() {
@@ -67,14 +104,14 @@ run_gdformat() {
elif command -v gdformat &>/dev/null; then
gdformat "$@"
else
python -m gdtoolkit.formatter "$@"
run_python_module gdtoolkit.formatter "$@"
fi
}
has_gdlint() {
[[ -x "$ROOT/.venv/bin/gdlint" ]] && return 0
command -v gdlint &>/dev/null && return 0
python -m gdtoolkit.linter --help &>/dev/null 2>&1
has_python_module gdtoolkit.linter
}
run_gdlint() {
@@ -83,7 +120,7 @@ run_gdlint() {
elif command -v gdlint &>/dev/null; then
gdlint "$@"
else
python -m gdtoolkit.linter "$@"
run_python_module gdtoolkit.linter "$@"
fi
}
@@ -161,7 +198,21 @@ case "$GODOT_VERSION" in
esac
GODOT_ENV=(env "HOME=$GODOT_PROFILE" "APPDATA=$GODOT_PROFILE" "LOCALAPPDATA=$GODOT_PROFILE")
# -- 0. Godot import bootstrap ------------------------------------------------
# -- 0. Cross-platform plugin payload -----------------------------------------
platform_assets_result="PASS"
: > "$LOG/platform-assets.log"
for plugin_file in "${CROSS_PLATFORM_PLUGIN_FILES[@]}"; do
if [[ ! -f "$plugin_file" ]]; then
platform_assets_result="FAIL"
echo "Missing $plugin_file" >> "$LOG/platform-assets.log"
ERRORS+=("platform-assets: missing res://$plugin_file")
fi
done
if [[ "$platform_assets_result" == "FAIL" ]]; then
FIXES+=("Restore the complete pinned Terrain3D 1.0.2 package")
fi
# -- 1. Godot import bootstrap ------------------------------------------------
import_result="PASS"
: > "$LOG/godot-import.log"
class_cache="$ROOT/.godot/global_script_class_cache.cfg"
@@ -195,7 +246,7 @@ if [[ "$import_result" == "FAIL" ]]; then
FIXES+=("Fix Godot import errors before running headless checks")
fi
# -- 1. gdformat --------------------------------------------------------------
# -- 2. gdformat --------------------------------------------------------------
fmt_result="PASS"
fmt_failed=false
: > "$LOG/gdformat.log"
@@ -243,7 +294,7 @@ elif $fmt_failed; then
FIXES+=("Fix the gdformat error before continuing")
fi
# -- 2. gdlint ----------------------------------------------------------------
# -- 3. gdlint ----------------------------------------------------------------
lint_result="PASS"
lint_failed=false
: > "$LOG/gdlint.log"
@@ -297,7 +348,7 @@ elif $lint_failed; then
FIXES+=("Fix the gdlint error before continuing")
fi
# -- 3. godot headless check --------------------------------------------------
# -- 4. godot headless check --------------------------------------------------
godot_result="PASS"
: > "$LOG/godot-check.log"
if run_with_timeout 30 "${GODOT_ENV[@]}" "$GODOT" --headless --path "$ROOT" --script res://tests/simulation_definitions_test.gd >> "$LOG/godot-check.log" 2>&1; then
@@ -319,7 +370,7 @@ if [[ "$godot_result" == "FAIL" ]]; then
FIXES+=("Fix Godot parser errors")
fi
# -- 4. project scenario tests ------------------------------------------------
# -- 5. project scenario tests ------------------------------------------------
scenario_result="PASS"
: > "$LOG/scenarios.log"
for test in tests/*_test.gd; do
@@ -337,7 +388,7 @@ if [[ "$scenario_result" == "FAIL" ]]; then
FIXES+=("Fix failing project scenario tests")
fi
# -- 5. GUT -------------------------------------------------------------------
# -- 6. GUT -------------------------------------------------------------------
gut_result="PASS"
: > "$LOG/gut.log"
if [[ ! -f "addons/gut/gut_cmdln.gd" ]]; then
@@ -365,7 +416,10 @@ else
fi
# -- summary ------------------------------------------------------------------
if [[ "$import_result" == "FAIL" || "$fmt_result" == "FAIL" || "$lint_result" == "FAIL" || "$godot_result" == "FAIL" || "$scenario_result" == "FAIL" || "$gut_result" == "FAIL" ]]; then
if [[ "$platform_assets_result" == "FAIL" || "$import_result" == "FAIL" ||
"$fmt_result" == "FAIL" || "$lint_result" == "FAIL" ||
"$godot_result" == "FAIL" || "$scenario_result" == "FAIL" ||
"$gut_result" == "FAIL" ]]; then
OVERALL=true
fi
@@ -377,6 +431,7 @@ else
fi
echo "Godot: $GODOT_VERSION"
echo ""
echo " platform-assets $platform_assets_result"
echo " godot-import $import_result"
echo " gdformat $fmt_result"
echo " gdlint $lint_result"
@@ -415,6 +470,7 @@ echo ""
echo "QUALITY RESULT: $($OVERALL && echo FAIL || echo PASS)"
echo "Godot: $GODOT_VERSION"
echo ""
echo " platform-assets $platform_assets_result"
echo " godot-import $import_result"
echo " gdformat $fmt_result"
echo " gdlint $lint_result"