Files
CosmicClash/Game/tests/cases/test_project_settings.gd
T
2026-08-31 22:39:29 +01:00

97 lines
4.2 KiB
GDScript

extends "res://tests/test_case.gd"
# Guards the project settings that are load-bearing but easy to destroy
# silently. Godot's ConfigFile writer does not round-trip comments in
# project.godot: it drops `;` blocks outright, and a `#` block sitting directly
# above a setting can be spliced onto that setting's own line on rewrite, which
# comments the setting out. A dedicated build would then boot the interactive
# main menu instead of the server, and nothing would fail until someone noticed
# a server process rendering a menu.
#
# The explanations that used to live as comments beside these settings are now
# in the code that owns them — server_boot.gd and video_settings.gd.
#
# The feature-override assertions read project.godot as TEXT rather than through
# ProjectSettings. Godot resolves `key.<feature>` overrides at load time against
# the running build's own feature tags and does not expose the suffixed key, so
# get_setting("run/main_scene.dedicated_server") returns "" in a normal editor/
# headless run even when the line is perfectly intact. Reading the file also
# matches the actual threat, which is textual corruption of the file.
func _project_godot_lines() -> PackedStringArray:
var file := FileAccess.open("res://project.godot", FileAccess.READ)
if file == null:
return PackedStringArray()
return file.get_as_text().split("\n")
# True only if `key="value"` appears as a real, uncommented assignment. A line
# that got spliced into a `#`/`;` comment is deliberately NOT a match — that is
# precisely the corruption being guarded against.
func _has_setting_line(key: String, value: String) -> bool:
var wanted := "%s=\"%s\"" % [key, value]
for raw_line in _project_godot_lines():
var line := raw_line.strip_edges()
if line.begins_with("#") or line.begins_with(";"):
continue
if line == wanted:
return true
return false
func test_project_godot_is_readable() -> void:
# Everything below is vacuously true if the file could not be opened.
assert_true(not _project_godot_lines().is_empty(), "project.godot readable and non-empty")
func test_dedicated_server_feature_override_is_set() -> void:
# Consumed by dedicated exports; see server_boot.gd.
assert_true(
_has_setting_line("run/main_scene.dedicated_server", "res://scenes/server_boot.tscn"),
"run/main_scene.dedicated_server present and uncommented"
)
func test_training_feature_override_is_set() -> void:
assert_true(
_has_setting_line("run/main_scene.training", "res://scenes/training.tscn"),
"run/main_scene.training present and uncommented"
)
func test_physics_engine_is_jolt() -> void:
# The whole flight model and every trained policy assume Jolt. Silently
# reverting to Godot Physics would change ship/ball behaviour under bots
# trained against Jolt, without any other test failing on its own.
var engine: String = ProjectSettings.get_setting("physics/3d/physics_engine", "")
assert_eq(engine, "Jolt Physics", "3D physics engine")
func test_required_autoloads_are_registered() -> void:
# NetworkManager in particular is reached by name from many scripts; losing
# it from [autoload] fails only at the point of use, deep in a smoke test.
for autoload_name in ["GameSettings", "ControlPlaneClient", "VideoSettings", "NetworkManager", "MatchNet", "MatchSim"]:
assert_true(
ProjectSettings.has_setting("autoload/" + autoload_name),
"autoload/%s registered" % autoload_name
)
func test_matchmaking_scene_is_the_control_plane_entry_point() -> void:
var scene := load("res://scenes/matchmaking.tscn")
assert_true(scene != null, "matchmaking scene exists")
assert_true(FileAccess.file_exists("res://scripts/matchmaking.gd"), "matchmaking controller exists")
func test_test_hook_autoloads_are_not_shipped() -> void:
# main_menu_test_hooks / lobby_test_hooks are added to [autoload] by hand
# when running those scene-level smoke tests, and must be removed again —
# see CLAUDE.md. Shipping one registered would run test code in the real
# game, so fail here rather than discovering it in a build.
for hook_name in ["MainMenuTestHooks", "LobbyTestHooks", "NetworkedMatchTestHooks"]:
assert_true(
not ProjectSettings.has_setting("autoload/" + hook_name),
"test hook autoload/%s must not be registered" % hook_name
)