├── .gitignore ├── image.png ├── docs └── assets │ └── image.png ├── .gitattributes ├── addons └── GDMUT │ ├── plugin.cfg │ ├── TestFunction.cs │ ├── TestResult.tscn │ ├── GDMUT.cs │ ├── Result.cs │ ├── MethodResult.tscn │ ├── MethodResult.cs │ ├── TestResult.cs │ ├── Dock.tscn │ ├── TestLoader.cs │ └── Dock.cs ├── Gdmut.csproj.old ├── .editorconfig ├── project.godot ├── Gdmut.csproj ├── icon.svg ├── icon.svg.import ├── LICENSE ├── Gdmut.sln ├── TestClass.cs └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # Godot 4+ specific ignores 2 | .godot/ 3 | 4 | *.import -------------------------------------------------------------------------------- /image.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Spycemyster/GDMUT/HEAD/image.png -------------------------------------------------------------------------------- /docs/assets/image.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Spycemyster/GDMUT/HEAD/docs/assets/image.png -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | # Normalize EOL for all files that Git considers text files. 2 | * text=auto eol=lf 3 | -------------------------------------------------------------------------------- /addons/GDMUT/plugin.cfg: -------------------------------------------------------------------------------- 1 | [plugin] 2 | 3 | name="GDMUT" 4 | description="A C# Unit Testing framework for Godot." 5 | author="Spyce" 6 | version="1.0.0" 7 | script="GDMUT.cs" 8 | -------------------------------------------------------------------------------- /Gdmut.csproj.old: -------------------------------------------------------------------------------- 1 | 2 | 3 | net6.0 4 | true 5 | 6 | -------------------------------------------------------------------------------- /.editorconfig: -------------------------------------------------------------------------------- 1 | [*.cs] 2 | dotnet_diagnostic.SA1200.severity = None 3 | dotnet_diagnostic.SA1309.severity = None 4 | dotnet_diagnostic.SA1502.severity = None 5 | dotnet_diagnostic.SA1633.severity = None 6 | dotnet_diagnostic.SA1623.severity = None 7 | dotnet_diagnostic.SA1011.severity = None 8 | dotnet_diagnostic.SA1504.severity = None 9 | dotnet_diagnostic.SA1516.severity = None 10 | dotnet_diagnostic.SA1310.severity = None 11 | dotnet_diagnostic.SA1111.severity = None 12 | dotnet_diagnostic.SA1101.severity = None 13 | dotnet_diagnostic.SA1009.severity = None 14 | dotnet_diagnostic.SA1000.severity = None 15 | dotnet_diagnostic.S2583.severity = None 16 | -------------------------------------------------------------------------------- /project.godot: -------------------------------------------------------------------------------- 1 | ; Engine configuration file. 2 | ; It's best edited using the editor UI and not directly, 3 | ; since the parameters that go here are not all obvious. 4 | ; 5 | ; Format: 6 | ; [section] ; section goes between [] 7 | ; param=value ; assign values to parameters 8 | 9 | config_version=5 10 | 11 | [application] 12 | 13 | config/name="Gdmut" 14 | config/features=PackedStringArray("4.2", "C#", "GL Compatibility") 15 | config/icon="res://icon.svg" 16 | 17 | [dotnet] 18 | 19 | project/assembly_name="Gdmut" 20 | 21 | [editor_plugins] 22 | 23 | enabled=PackedStringArray("res://addons/GDMUT/plugin.cfg") 24 | 25 | [rendering] 26 | 27 | renderer/rendering_method="gl_compatibility" 28 | renderer/rendering_method.mobile="gl_compatibility" 29 | -------------------------------------------------------------------------------- /Gdmut.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | net6.0 4 | true 5 | 6 | 7 | 8 | runtime; build; native; contentfiles; analyzers; buildtransitive 9 | all 10 | 11 | 12 | runtime; build; native; contentfiles; analyzers; buildtransitive 13 | all 14 | 15 | 16 | -------------------------------------------------------------------------------- /addons/GDMUT/TestFunction.cs: -------------------------------------------------------------------------------- 1 | #if TOOLS 2 | using System; 3 | using System.Reflection; 4 | 5 | namespace GdMUT; 6 | 7 | /// 8 | /// A single test function. 9 | /// 10 | public class TestFunction 11 | { 12 | /// 13 | /// The name of the function. 14 | /// 15 | public string Name { get; set; } 16 | 17 | /// 18 | /// The type of the function. 19 | /// 20 | public Type Type { get; set; } 21 | 22 | /// 23 | /// The method info of the function. 24 | /// 25 | public MethodInfo Method { get; set; } 26 | 27 | /// 28 | /// The result of the test function. 29 | /// 30 | public Result Result { get; set; } 31 | } 32 | #endif 33 | -------------------------------------------------------------------------------- /addons/GDMUT/TestResult.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=2 format=3 uid="uid://dstbxq6v3bavo"] 2 | 3 | [ext_resource type="Script" path="res://addons/GDMUT/TestResult.cs" id="1_oamte"] 4 | 5 | [node name="TestResult" type="VBoxContainer" node_paths=PackedStringArray("_typeName", "_methodList")] 6 | anchors_preset = 15 7 | anchor_right = 1.0 8 | anchor_bottom = 1.0 9 | offset_right = -3.0 10 | offset_bottom = 1.0 11 | grow_horizontal = 2 12 | grow_vertical = 2 13 | script = ExtResource("1_oamte") 14 | _typeName = NodePath("Type") 15 | _methodList = NodePath("MethodList") 16 | 17 | [node name="Type" type="RichTextLabel" parent="."] 18 | layout_mode = 2 19 | bbcode_enabled = true 20 | text = "Type name" 21 | fit_content = true 22 | 23 | [node name="MethodList" type="VBoxContainer" parent="."] 24 | layout_mode = 2 25 | size_flags_vertical = 3 26 | -------------------------------------------------------------------------------- /icon.svg: -------------------------------------------------------------------------------- 1 | 2 | -------------------------------------------------------------------------------- /addons/GDMUT/GDMUT.cs: -------------------------------------------------------------------------------- 1 | #if TOOLS 2 | using Godot; 3 | 4 | namespace GdMUT; 5 | 6 | /// 7 | /// Entry point for the plugin. 8 | /// 9 | [Tool] 10 | public partial class GDMUT : EditorPlugin 11 | { 12 | private const string DOCK_SCENE = "res://addons/GDMUT/Dock.tscn"; 13 | private Control _dock; 14 | 15 | /// 16 | /// Called when the node enters the scene tree for the first time. 17 | /// 18 | public override void _EnterTree() 19 | { 20 | base._EnterTree(); 21 | _dock = GD.Load(DOCK_SCENE).Instantiate(); 22 | AddControlToDock(DockSlot.RightUl, _dock); 23 | GD.Print("Successfully loaded GDMUT"); 24 | } 25 | 26 | /// 27 | /// Called when the node exits the scene tree. 28 | /// 29 | public override void _ExitTree() 30 | { 31 | base._ExitTree(); 32 | RemoveControlFromDocks(_dock); 33 | _dock?.Free(); 34 | } 35 | } 36 | #endif 37 | -------------------------------------------------------------------------------- /icon.svg.import: -------------------------------------------------------------------------------- 1 | [remap] 2 | 3 | importer="texture" 4 | type="CompressedTexture2D" 5 | uid="uid://c1m8130cydwt2" 6 | path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex" 7 | metadata={ 8 | "vram_texture": false 9 | } 10 | 11 | [deps] 12 | 13 | source_file="res://icon.svg" 14 | dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"] 15 | 16 | [params] 17 | 18 | compress/mode=0 19 | compress/high_quality=false 20 | compress/lossy_quality=0.7 21 | compress/hdr_compression=1 22 | compress/normal_map=0 23 | compress/channel_pack=0 24 | mipmaps/generate=false 25 | mipmaps/limit=-1 26 | roughness/mode=0 27 | roughness/src_normal="" 28 | process/fix_alpha_border=true 29 | process/premult_alpha=false 30 | process/normal_map_invert_y=false 31 | process/hdr_as_srgb=false 32 | process/hdr_clamp_exposure=false 33 | process/size_limit=0 34 | detect_3d/compress_to=1 35 | svg/scale=1.0 36 | editor/scale_with_editor_scale=false 37 | editor/convert_colors_with_editor_theme=false 38 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | The MIT License (MIT) 2 | 3 | Copyright (c) 2023 Spencer (spycemyster) Chang 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy of 6 | this software and associated documentation files (the "Software"), to deal in 7 | the Software without restriction, including without limitation the rights to 8 | use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of 9 | the Software, and to permit persons to whom the Software is furnished to do so, 10 | subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS 17 | FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR 18 | COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER 19 | IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN -------------------------------------------------------------------------------- /Gdmut.sln: -------------------------------------------------------------------------------- 1 | Microsoft Visual Studio Solution File, Format Version 12.00 2 | # Visual Studio 2012 3 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Gdmut", "Gdmut.csproj", "{0E38E110-E39E-4756-9486-112909B18D8F}" 4 | EndProject 5 | Global 6 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 7 | Debug|Any CPU = Debug|Any CPU 8 | ExportDebug|Any CPU = ExportDebug|Any CPU 9 | ExportRelease|Any CPU = ExportRelease|Any CPU 10 | EndGlobalSection 11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 12 | {0E38E110-E39E-4756-9486-112909B18D8F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 13 | {0E38E110-E39E-4756-9486-112909B18D8F}.Debug|Any CPU.Build.0 = Debug|Any CPU 14 | {0E38E110-E39E-4756-9486-112909B18D8F}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU 15 | {0E38E110-E39E-4756-9486-112909B18D8F}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU 16 | {0E38E110-E39E-4756-9486-112909B18D8F}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU 17 | {0E38E110-E39E-4756-9486-112909B18D8F}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU 18 | EndGlobalSection 19 | EndGlobal 20 | -------------------------------------------------------------------------------- /addons/GDMUT/Result.cs: -------------------------------------------------------------------------------- 1 | #if TOOLS 2 | using System; 3 | 4 | namespace GdMUT; 5 | 6 | /// 7 | /// An objecting denoting the result of an operation. 8 | /// 9 | public struct Result 10 | { 11 | /// 12 | /// A successful result. 13 | /// 14 | public static readonly Result Success = new(true, string.Empty); 15 | 16 | /// 17 | /// A failed result. 18 | /// 19 | public static readonly Result Failure = new(false, string.Empty); 20 | 21 | /// 22 | /// Initializes a new instance of the struct. 23 | /// 24 | /// Whether the operation was a success. 25 | /// Custom message. 26 | public Result(bool success, string message = "") 27 | { 28 | IsSuccess = success; 29 | Message = message; 30 | } 31 | 32 | /// 33 | /// Whether the operation was a success or not. 34 | /// 35 | public bool IsSuccess { get; set; } 36 | 37 | /// 38 | /// The message of the result. 39 | /// 40 | public string Message { get; set; } 41 | } 42 | #endif 43 | -------------------------------------------------------------------------------- /addons/GDMUT/MethodResult.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=2 format=3 uid="uid://d1f6c4yvl5r2c"] 2 | 3 | [ext_resource type="Script" path="res://addons/GDMUT/MethodResult.cs" id="1_pc067"] 4 | 5 | [node name="MethodResult" type="PanelContainer" node_paths=PackedStringArray("_methodName", "_result")] 6 | anchors_preset = 15 7 | anchor_right = 1.0 8 | anchor_bottom = 1.0 9 | grow_horizontal = 2 10 | grow_vertical = 2 11 | size_flags_horizontal = 3 12 | size_flags_vertical = 3 13 | script = ExtResource("1_pc067") 14 | _methodName = NodePath("VBoxContainer/MarginContainer/Name") 15 | _result = NodePath("VBoxContainer/MarginContainer2/Result") 16 | 17 | [node name="VBoxContainer" type="VBoxContainer" parent="."] 18 | layout_mode = 2 19 | 20 | [node name="MarginContainer" type="MarginContainer" parent="VBoxContainer"] 21 | layout_mode = 2 22 | 23 | [node name="Name" type="RichTextLabel" parent="VBoxContainer/MarginContainer"] 24 | layout_mode = 2 25 | bbcode_enabled = true 26 | text = "Method Name" 27 | fit_content = true 28 | 29 | [node name="MarginContainer2" type="MarginContainer" parent="VBoxContainer"] 30 | layout_mode = 2 31 | 32 | [node name="Result" type="RichTextLabel" parent="VBoxContainer/MarginContainer2"] 33 | layout_mode = 2 34 | bbcode_enabled = true 35 | text = "Result" 36 | fit_content = true 37 | -------------------------------------------------------------------------------- /TestClass.cs: -------------------------------------------------------------------------------- 1 | namespace GdMUT; 2 | 3 | /// 4 | /// This is a test class for GDMUT. This is purely for demonstration. If you added 5 | /// this into your project, feel free to delete it =). 6 | /// 7 | public static class TestClass 8 | { 9 | #if TOOLS 10 | /// 11 | /// An example of a result that will pass. 12 | /// 13 | /// The result. 14 | [CSTestFunction] 15 | public static Result ExamplePass() 16 | { 17 | int x = 0; 18 | x *= 100; 19 | return (x == 0) ? Result.Success : Result.Failure; 20 | } 21 | 22 | /// 23 | /// An example of a result that will fail. 24 | /// 25 | /// The result. 26 | [CSTestFunction] 27 | public static Result ExampleFail() 28 | { 29 | int x = 0; 30 | x *= 100; 31 | return (x != 0) ? Result.Success : Result.Failure; 32 | } 33 | 34 | /// 35 | /// An example of a result that will fail with a custom message. 36 | /// 37 | /// The result. 38 | [CSTestFunction] 39 | public static Result ExampleCustomFail() 40 | { 41 | int x = 0; 42 | x *= 100; 43 | return (x != 0) 44 | ? Result.Success 45 | : new Result(false, "You can't multiply 0 and expect anything else than 0!"); 46 | } 47 | 48 | /// 49 | /// An example of a result that will pass with a custom message. 50 | /// 51 | /// The result. 52 | [CSTestFunction] 53 | public static Result ExampleCustomSuccess() 54 | { 55 | int x = 0; 56 | x *= 100; 57 | return (x == 0) ? new Result(true, "Proved that 0 * 100 = 0") : Result.Failure; 58 | } 59 | #endif 60 | } 61 | -------------------------------------------------------------------------------- /addons/GDMUT/MethodResult.cs: -------------------------------------------------------------------------------- 1 | #if TOOLS 2 | using Godot; 3 | 4 | namespace GdMUT.Components; 5 | 6 | /// 7 | /// A single test result. 8 | /// 9 | [Tool] 10 | public partial class MethodResult : Control 11 | { 12 | [Export] 13 | private RichTextLabel _methodName; 14 | 15 | [Export] 16 | private RichTextLabel _result; 17 | private TestFunction _function; 18 | 19 | /// 20 | /// Called when the node enters the scene tree for the first time. 21 | /// 22 | public override void _EnterTree() 23 | { 24 | base._EnterTree(); 25 | } 26 | 27 | /// 28 | /// Sets the method result to display. 29 | /// 30 | /// The test function. 31 | public void SetMethodResult(TestFunction function) 32 | { 33 | _function = function; 34 | _methodName.Text = function.Method.Name; 35 | Reset(); 36 | } 37 | 38 | /// 39 | /// Updates the result of the test function. 40 | /// 41 | public void Update() 42 | { 43 | SetSuccess(_function.Result.IsSuccess, _function.Result.Message); 44 | } 45 | 46 | /// 47 | /// Resets the result to the default state. 48 | /// 49 | public void Reset() 50 | { 51 | _result.Text = string.Empty; 52 | SelfModulate = new Color(1, 1, 1); 53 | } 54 | 55 | /// 56 | /// Sets the status of the test function. 57 | /// 58 | /// Whether the test was a success or not. 59 | /// The result string. 60 | public void SetSuccess(bool isSuccess, string result = "") 61 | { 62 | _result.Text = (isSuccess ? "Success: " : "Failure: ") + result; 63 | Modulate = isSuccess ? new Color(0, 1, 0) : new Color(1, 0, 0); 64 | GD.Print($"{result} {isSuccess}"); 65 | } 66 | } 67 | #endif 68 | -------------------------------------------------------------------------------- /addons/GDMUT/TestResult.cs: -------------------------------------------------------------------------------- 1 | #if TOOLS 2 | using System.Collections.Generic; 3 | using Godot; 4 | 5 | namespace GdMUT.Components; 6 | 7 | /// 8 | /// A test result object within the test result list. 9 | /// 10 | [Tool] 11 | public partial class TestResult : Control 12 | { 13 | private const string TYPE_NAME_FORMAT = "[b][font_size=24][center]{0}[/center][/font_size][/b]"; 14 | private const string METHOD_RESULT_SCENE = "res://addons/GDMUT/MethodResult.tscn"; 15 | 16 | [Export] 17 | private RichTextLabel _typeName; 18 | 19 | [Export] 20 | private VBoxContainer _methodList; 21 | 22 | private List<(MethodResult, TestFunction)> _functions = new(); 23 | private string _typeNameStr; 24 | 25 | /// 26 | public override void _EnterTree() 27 | { 28 | base._EnterTree(); 29 | foreach (Node child in _methodList.GetChildren()) 30 | { 31 | child.QueueFree(); 32 | } 33 | 34 | _functions.Clear(); 35 | } 36 | 37 | /// 38 | /// Set the type name of the test result. 39 | /// 40 | /// Type name. 41 | public void SetTypeName(string typeName) 42 | { 43 | _typeNameStr = typeName; 44 | _typeName.Text = string.Format(TYPE_NAME_FORMAT, typeName); 45 | } 46 | 47 | /// 48 | /// Update the test result. 49 | /// 50 | public void UpdateResult() 51 | { 52 | int numSuccess = 0; 53 | foreach (var (methodResult, function) in _functions) 54 | { 55 | methodResult.Update(); 56 | numSuccess += function.Result.IsSuccess ? 1 : 0; 57 | } 58 | 59 | _typeName.Text = string.Format( 60 | TYPE_NAME_FORMAT, 61 | _typeNameStr + $" ({numSuccess}/{_functions.Count})" 62 | ); 63 | if (numSuccess == _functions.Count) 64 | { 65 | _typeName.Modulate = new Color(0, 1, 0); 66 | } 67 | else if (numSuccess == 0) 68 | { 69 | _typeName.Modulate = new Color(1, 0, 0); 70 | } 71 | else 72 | { 73 | _typeName.Modulate = new Color(1, 0.9f, 0); 74 | } 75 | } 76 | 77 | /// 78 | /// Adds a method result to the test result. 79 | /// 80 | /// The test function. 81 | public void AddMethodResult(TestFunction function) 82 | { 83 | var methodResultScene = GD.Load(METHOD_RESULT_SCENE); 84 | var methodResult = methodResultScene.Instantiate(); 85 | methodResult.SetMethodResult(function); 86 | _methodList.AddChild(methodResult); 87 | _functions.Add((methodResult, function)); 88 | } 89 | } 90 | #endif 91 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # GDMUT 2 | 3 | A unit testing framework for C# scripts in Godot. See the Godot Asset Page Here: https://godotengine.org/asset-library/asset/2100 4 | 5 | ## Features 6 | ### Blazingly Fast 🚀 7 | Optimized and multithreaded to allow you to run your tests at blazingly fast speeds! 🔥🚀 8 | 9 | ### Visual 10 | A minimal and simple user-interface that displays all the unit tests and results all in a single dock. 11 | 12 | ![ui](./docs/assets/image.png) 13 | 14 | ### Filtering 15 | Sometimes you might just want to run a certain set of tests. That's now possible with the filter option. Include a filter to match whatever tests you need to run. 16 | 17 | ### Simple To Use 18 | Minimal overhead added to create unit tests. Declare a unit test function by adding a ```[CSTestFunction]``` onto a static, parameterless function with a ```Result``` return type. After that, you can load and run your tests effortlessly. 19 | 20 | ## How to Use 21 | 1. Press the build button before enabling the plugin. This is to allow the plugin to build the necessary files to run. 22 | 2. Ensure the plugin is enabled in the Godot editor. 23 | 3. In a script, write a test function. Test functions must be static, parameterless, be prepended with the ```[CSTestFunction]``` attribute, and return a ```Result``` type, indicating it's success or failure. 24 | - If an exception is thrown in your function, it will be counted as a fail. 25 | 4. Open the "C# Testing" ui on the editor (it should be on the right by default). 26 | 5. Click "Load Tests". This should populate the dock with a list of all your test functions and the types that they reside in. 27 | 6. Click on "Run Tests" to run each of the tests. 28 | 29 | ## Example Test Functions 30 | ```c# 31 | using GdMUT; 32 | 33 | /// 34 | /// This is a test class for GDMUT. This is purely for demonstration. If you added 35 | /// this into your project, feel free to delete it =) 36 | /// 37 | public class TestClass 38 | { 39 | #if TOOLS 40 | [CSTestFunction] 41 | public static Result ExamplePass() 42 | { 43 | int x = 0; 44 | x *= 100; 45 | return (x == 0) ? Result.Success : Result.Failure; 46 | } 47 | 48 | [CSTestFunction] 49 | public static Result ExampleFail() 50 | { 51 | int x = 0; 52 | x *= 100; 53 | return (x != 0) ? Result.Success : Result.Failure; 54 | } 55 | 56 | [CSTestFunction] 57 | public static Result ExampleCustomFail() 58 | { 59 | int x = 0; 60 | x *= 100; 61 | return (x != 0) 62 | ? Result.Success 63 | : new Result(false, "You can't multiply 0 and expect anything else than 0!"); 64 | } 65 | 66 | [CSTestFunction] 67 | public static Result ExampleCustomSuccess() 68 | { 69 | int x = 0; 70 | x *= 100; 71 | return (x == 0) ? new Result(true, "Proved that 0 * 100 = 0") : Result.Failure; 72 | } 73 | #endif 74 | } 75 | ``` 76 | NOTE: The '``#region``' and '``#if TOOLS``' preprocessor directives are optional. Just good practice :) 77 | 78 | ## Planned Features 79 | - ~~Multithreaded tests~~ 80 | - ~~Test filtering (filter by name which tests to run)~~ 81 | - Parameterized functions 82 | - Async functions 83 | -------------------------------------------------------------------------------- /addons/GDMUT/Dock.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=2 format=3 uid="uid://ce83kbl7xjwpr"] 2 | 3 | [ext_resource type="Script" path="res://addons/GDMUT/Dock.cs" id="1_dxr4g"] 4 | 5 | [node name="C# Testing" type="ScrollContainer" node_paths=PackedStringArray("_filter", "_multithreadedEnabled", "_numThreads", "_runTests", "_loadTests", "_testList")] 6 | anchors_preset = 15 7 | anchor_right = 1.0 8 | anchor_bottom = 1.0 9 | offset_right = -835.0 10 | grow_horizontal = 2 11 | grow_vertical = 2 12 | script = ExtResource("1_dxr4g") 13 | _filter = NodePath("VBoxContainer/HBoxContainer/Filter") 14 | _multithreadedEnabled = NodePath("VBoxContainer/HBoxContainer2/Multithreading") 15 | _numThreads = NodePath("VBoxContainer/HBoxContainer2/HBoxContainer/Threads") 16 | _runTests = NodePath("VBoxContainer/Run") 17 | _loadTests = NodePath("VBoxContainer/Load") 18 | _testList = NodePath("VBoxContainer/TestList") 19 | 20 | [node name="VBoxContainer" type="VBoxContainer" parent="."] 21 | layout_mode = 2 22 | size_flags_horizontal = 3 23 | size_flags_vertical = 3 24 | 25 | [node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"] 26 | layout_mode = 2 27 | 28 | [node name="RichTextLabel" type="RichTextLabel" parent="VBoxContainer/HBoxContainer"] 29 | custom_minimum_size = Vector2(50.585, 0) 30 | layout_mode = 2 31 | size_flags_vertical = 4 32 | tooltip_text = "Matches test with the inputted string. Filters out any tests that don't match name. 33 | For example: Loading tests with \"Filtered\" as the filter text could load these potential test names \"Filtered_Test\", \"FilteredTest\", \"Filtered\", \"ExampleFilteredTest\". But would filter out \"Test1\", \"ExampleTest\", \"Filter\"" 34 | bbcode_enabled = true 35 | text = "[center]Filter[/center]" 36 | fit_content = true 37 | 38 | [node name="Filter" type="LineEdit" parent="VBoxContainer/HBoxContainer"] 39 | layout_mode = 2 40 | size_flags_horizontal = 3 41 | 42 | [node name="HBoxContainer2" type="HBoxContainer" parent="VBoxContainer"] 43 | layout_mode = 2 44 | 45 | [node name="Multithreading" type="CheckBox" parent="VBoxContainer/HBoxContainer2"] 46 | layout_mode = 2 47 | size_flags_horizontal = 3 48 | tooltip_text = "Enables tests to be run in parallel. Not recommended for low number of tests." 49 | text = "Multithreaded" 50 | 51 | [node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer/HBoxContainer2"] 52 | layout_mode = 2 53 | 54 | [node name="RichTextLabel" type="RichTextLabel" parent="VBoxContainer/HBoxContainer2/HBoxContainer"] 55 | custom_minimum_size = Vector2(73.315, 0) 56 | layout_mode = 2 57 | size_flags_vertical = 4 58 | tooltip_text = "Number of threads to use if multithreading is enabled. If not a valid number, then it will run singlethreaded." 59 | bbcode_enabled = true 60 | text = "Threads" 61 | fit_content = true 62 | 63 | [node name="Threads" type="LineEdit" parent="VBoxContainer/HBoxContainer2/HBoxContainer"] 64 | layout_mode = 2 65 | size_flags_horizontal = 0 66 | size_flags_vertical = 4 67 | text = "4" 68 | placeholder_text = "1" 69 | alignment = 1 70 | 71 | [node name="Load" type="Button" parent="VBoxContainer"] 72 | layout_mode = 2 73 | text = "Load Tests" 74 | 75 | [node name="Run" type="Button" parent="VBoxContainer"] 76 | layout_mode = 2 77 | text = "Run" 78 | 79 | [node name="RichTextLabel" type="RichTextLabel" parent="VBoxContainer"] 80 | layout_mode = 2 81 | bbcode_enabled = true 82 | text = "[font_size=32][center]Tests[/center][/font_size]" 83 | fit_content = true 84 | 85 | [node name="TestList" type="VBoxContainer" parent="VBoxContainer"] 86 | layout_mode = 2 87 | size_flags_vertical = 3 88 | -------------------------------------------------------------------------------- /addons/GDMUT/TestLoader.cs: -------------------------------------------------------------------------------- 1 | #if TOOLS 2 | using System; 3 | using System.Collections.Generic; 4 | using System.Reflection; 5 | using Godot; 6 | 7 | namespace GdMUT; 8 | 9 | /// 10 | /// Utility class for loading test functions. 11 | /// 12 | public static class TestLoader 13 | { 14 | /// 15 | /// Search for all tests in the project. 16 | /// 17 | /// List of found test functions. 18 | public static List SearchForAllTests() 19 | { 20 | List tests = new(); 21 | 22 | // get all functions with MonoTestFunctionAttribute 23 | ReadOnlySpan assemblies = AppDomain.CurrentDomain.GetAssemblies(); 24 | for (int assemblyIndex = 0; assemblyIndex < assemblies.Length; assemblyIndex++) 25 | { 26 | Assembly assembly = assemblies[assemblyIndex]; 27 | if ( 28 | assembly.FullName.StartsWith("System.") 29 | || assembly.FullName.Equals("System") 30 | || assembly.FullName.StartsWith("Microsoft.") 31 | || assembly.FullName.StartsWith("GodotSharp") 32 | || assembly.FullName.StartsWith("GodotTools") 33 | || assembly.FullName.StartsWith("GodotPlugins") 34 | || assembly.FullName.StartsWith("JetBrains") 35 | || assembly.FullName.Equals("netstandard") 36 | ) 37 | { 38 | continue; 39 | } 40 | 41 | GD.Print($"Loading tests from {assembly.FullName}"); 42 | LoadFunctionsFromAssembly(tests, assembly); 43 | } 44 | 45 | return tests; 46 | } 47 | 48 | private static void LoadFunctionsFromAssembly(List tests, Assembly assembly) 49 | { 50 | ReadOnlySpan types = assembly.GetTypes(); 51 | for (int typeIndex = 0; typeIndex < types.Length; typeIndex++) 52 | { 53 | LoadFunctionsFromType(tests, types[typeIndex]); 54 | } 55 | } 56 | 57 | private static void LoadFunctionsFromType(List tests, Type type) 58 | { 59 | ReadOnlySpan methods = type.GetMethods(); 60 | foreach (var method in methods) 61 | { 62 | var attribute = method.GetCustomAttributes(typeof(CSTestFunctionAttribute), false); 63 | 64 | if (attribute.Length > 0) 65 | { 66 | if (method.ReturnType != typeof(Result)) 67 | { 68 | GD.PushError( 69 | $"Method {method.Name} in {method.DeclaringType} does not return Result. Skipping it..." 70 | ); 71 | continue; 72 | } 73 | else if (!method.IsStatic) 74 | { 75 | GD.PushError( 76 | $"Method {method.Name} in {method.DeclaringType} is not static. Skipping it..." 77 | ); 78 | continue; 79 | } 80 | 81 | tests.Add( 82 | new TestFunction() 83 | { 84 | Name = method.Name, 85 | Type = method.DeclaringType, 86 | Method = method, 87 | } 88 | ); 89 | } 90 | } 91 | } 92 | } 93 | 94 | /// 95 | /// Attribute for marking a method as a test function. 96 | /// 97 | [AttributeUsage(AttributeTargets.Method)] 98 | public class CSTestFunctionAttribute : Attribute 99 | { 100 | /// 101 | /// Initializes a new instance of the class. 102 | /// 103 | public CSTestFunctionAttribute() { } 104 | } 105 | #endif 106 | -------------------------------------------------------------------------------- /addons/GDMUT/Dock.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Spencer (Spycemyster) Chang, LLC. All Rights Reserved. 2 | // Licensed under the MIT License. See LICENSE in the project root for license information. 3 | namespace GdMUT.Components; 4 | 5 | using Godot; 6 | using System; 7 | using System.Diagnostics; 8 | using System.Threading; 9 | 10 | #if TOOLS 11 | /// 12 | /// The dock UI that contains all the test results and the controls to run tests. 13 | /// 14 | [Tool] 15 | public partial class Dock : Control 16 | { 17 | private const string TEST_RESULT_SCENE = "res://addons/GDMUT/TestResult.tscn"; 18 | private readonly System.Collections.Generic.Dictionary< 19 | Type, 20 | System.Collections.Generic.List 21 | > _testDictionary = new(); 22 | private readonly System.Collections.Generic.Dictionary _testResultDictionary = 23 | new(); 24 | 25 | [Export] 26 | private LineEdit _filter; 27 | 28 | [Export] 29 | private CheckBox _multithreadedEnabled; 30 | 31 | [Export] 32 | private LineEdit _numThreads; 33 | 34 | [Export] 35 | private Button _runTests; 36 | 37 | [Export] 38 | private Button _loadTests; 39 | 40 | [Export] 41 | private VBoxContainer _testList; 42 | 43 | private System.Collections.Generic.List _tests = new(); 44 | 45 | /// 46 | /// Called when the node enters the scene tree for the first time. 47 | /// 48 | public override void _EnterTree() 49 | { 50 | base._EnterTree(); 51 | _runTests.Pressed += RunTests; 52 | _loadTests.Pressed += LoadTests; 53 | } 54 | 55 | private void LoadTests() 56 | { 57 | var stopwatch = new Stopwatch(); 58 | stopwatch.Start(); 59 | foreach (Node node in _testList.GetChildren()) 60 | { 61 | node.QueueFree(); 62 | } 63 | 64 | _tests?.Clear(); 65 | _tests = TestLoader.SearchForAllTests(); 66 | _testDictionary.Clear(); 67 | for (int testIndex = 0; testIndex < _tests.Count; testIndex++) 68 | { 69 | TestFunction function = _tests[testIndex]; 70 | if (!function.Name.Contains(_filter.Text)) 71 | { 72 | continue; 73 | } 74 | 75 | if ( 76 | _testDictionary.TryGetValue( 77 | function.Type, 78 | out System.Collections.Generic.List testList 79 | ) 80 | ) 81 | { 82 | testList.Add(function); 83 | } 84 | else 85 | { 86 | _testDictionary.Add( 87 | function.Type, 88 | new System.Collections.Generic.List() { function } 89 | ); 90 | } 91 | } 92 | 93 | _testResultDictionary.Clear(); 94 | var testResultScene = GD.Load(TEST_RESULT_SCENE); 95 | foreach (Type type in _testDictionary.Keys) 96 | { 97 | var functions = _testDictionary[type]; 98 | var testResult = testResultScene.Instantiate(); 99 | testResult.SetTypeName(type.Name); 100 | _testList.AddChild(testResult); 101 | _testResultDictionary.Add(type, testResult); 102 | foreach (TestFunction function in functions) 103 | { 104 | testResult.AddMethodResult(function); 105 | } 106 | } 107 | 108 | stopwatch.Stop(); 109 | GD.Print($"Loading tests took {stopwatch.ElapsedMilliseconds}ms"); 110 | } 111 | 112 | private void RunTestsInRange(int startIndex, int endIndex) 113 | { 114 | for (int testIndex = startIndex; testIndex < endIndex; testIndex++) 115 | { 116 | var test = _tests[testIndex]; 117 | GD.Print(test.Name); 118 | Result testResult; 119 | try 120 | { 121 | testResult = (Result)test.Method.Invoke(null, null); 122 | } 123 | catch (Exception e) 124 | { 125 | testResult = new Result(false, $"Exception thrown: {e.Message}"); 126 | } 127 | 128 | test.Result = testResult; 129 | } 130 | } 131 | 132 | private void RunTests() 133 | { 134 | if (_tests.Count == 0) 135 | { 136 | GD.Print("No tests loaded"); 137 | return; 138 | } 139 | 140 | var stopwatch = new Stopwatch(); 141 | stopwatch.Start(); 142 | 143 | if ( 144 | _multithreadedEnabled.ButtonPressed 145 | && int.TryParse(_numThreads.Text, out int numThreads) 146 | && numThreads > 0 147 | ) 148 | { 149 | GD.Print("Run Tests multithreaded"); 150 | Thread[] threads = new Thread[numThreads]; 151 | int testsPerThread = 152 | (_tests.Count / numThreads) + (_tests.Count % numThreads > 0 ? 1 : 0); 153 | for (int threadIndex = 0; threadIndex < numThreads; threadIndex++) 154 | { 155 | int startIndex = threadIndex * testsPerThread; 156 | int endIndex = Math.Min((threadIndex + 1) * testsPerThread, _tests.Count); 157 | threads[threadIndex] = new Thread(() => RunTestsInRange(startIndex, endIndex)); 158 | threads[threadIndex].Start(); 159 | } 160 | 161 | foreach (Thread thread in threads) 162 | { 163 | thread.Join(); 164 | } 165 | } 166 | else 167 | { 168 | GD.Print("Run Tests singlethreaded"); 169 | RunTestsInRange(0, _tests.Count); 170 | } 171 | 172 | stopwatch.Stop(); 173 | UpdateUIWithResults(); 174 | GD.Print($"Tests took {stopwatch.ElapsedMilliseconds}ms"); 175 | } 176 | 177 | private void UpdateUIWithResults() 178 | { 179 | foreach (TestResult result in _testResultDictionary.Values) 180 | { 181 | result.UpdateResult(); 182 | } 183 | } 184 | } 185 | #endif 186 | --------------------------------------------------------------------------------