chore(client): add gdUnit4 test framework addon
Vendor gdUnit4 for Godot 4 client testing (D-030). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
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@tool
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extends Container
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const GdUnitTools := preload("res://addons/gdUnit4/src/core/GdUnitTools.gd")
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const GdUnitUpdateClient := preload("res://addons/gdUnit4/src/update/GdUnitUpdateClient.gd")
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const GDUNIT_TEMP := "user://tmp"
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@onready var _progress_content: RichTextLabel = %message
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@onready var _progress_bar: TextureProgressBar = %progress
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@onready var _cancel_btn: Button = %cancel
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@onready var _update_btn: Button = %update
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@onready var _spinner_img := GdUnitUiTools.get_spinner()
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var _debug_mode := false
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var _update_client :GdUnitUpdateClient
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var _download_url :String
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func _ready() -> void:
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init_progress(6)
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func _process(_delta :float) -> void:
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if _progress_content != null and _progress_content.is_visible_in_tree():
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_progress_content.queue_redraw()
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func init_progress(max_value: int) -> void:
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_cancel_btn.disabled = false
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_update_btn.disabled = false
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_progress_bar.max_value = max_value
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_progress_bar.value = 1
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message_h4("Press [Update] to start.", Color.GREEN, false)
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func setup(update_client: GdUnitUpdateClient, download_url: String) -> void:
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_update_client = update_client
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_download_url = download_url
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func update_progress(message: String, color := Color.GREEN) -> void:
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message_h4(message, color)
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_progress_bar.value += 1
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if _debug_mode:
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await get_tree().create_timer(3).timeout
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await get_tree().create_timer(.2).timeout
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func _colored(message: String, color: Color) -> String:
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return "[color=#%s]%s[/color]" % [color.to_html(), message]
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func message_h4(message: String, color: Color, show_spinner := true) -> void:
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_progress_content.clear()
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if show_spinner:
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_progress_content.add_image(_spinner_img)
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_progress_content.append_text(" [font_size=16]%s[/font_size]" % _colored(message, color))
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if _debug_mode:
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prints(message)
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@warning_ignore("return_value_discarded")
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func run_update() -> void:
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_cancel_btn.disabled = true
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_update_btn.disabled = true
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await update_progress("Downloading the update.")
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await download_release()
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await update_progress("Extracting")
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var zip_file := temp_dir() + "/update.zip"
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var tmp_path := create_temp_dir("update")
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var result :Variant = extract_zip(zip_file, tmp_path)
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if result == null:
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await update_progress("Update failed! .. Rollback.", Color.INDIAN_RED)
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await get_tree().create_timer(3).timeout
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_cancel_btn.disabled = false
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_update_btn.disabled = false
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init_progress(5)
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hide()
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return
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await update_progress("Uninstall GdUnit4.")
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disable_gdUnit()
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if not _debug_mode:
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GdUnitFileAccess.delete_directory("res://addons/gdUnit4/")
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# give editor time to react on deleted files
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await get_tree().create_timer(1).timeout
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await update_progress("Install new GdUnit4 version.")
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if _debug_mode:
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copy_directory(tmp_path, "res://debug")
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else:
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copy_directory(tmp_path, "res://")
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await update_progress("Patch invalid UID's")
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await patch_uids()
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await rebuild_project()
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await update_progress("New GdUnit version successfully installed, Restarting Godot please wait.")
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await get_tree().create_timer(3).timeout
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enable_gdUnit()
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hide()
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GdUnitFileAccess.delete_directory("res://addons/.gdunit_update")
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restart_godot()
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func patch_uids(path := "res://addons/gdUnit4/src/") -> void:
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var to_reimport: PackedStringArray
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for file in DirAccess.get_files_at(path):
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var file_path := path.path_join(file)
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var ext := file.get_extension()
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if ext == "tscn" or ext == "scn" or ext == "tres" or ext == "res":
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message_h4("Patch GdUnit4 scene: '%s'" % file, Color.WEB_GREEN)
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remove_uids_from_file(file_path)
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elif FileAccess.file_exists(file_path + ".import"):
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to_reimport.append(file_path)
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if not to_reimport.is_empty():
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message_h4("Reimport resources '%s'" % ", ".join(to_reimport), Color.WEB_GREEN)
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if Engine.is_editor_hint():
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EditorInterface.get_resource_filesystem().reimport_files(to_reimport)
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for dir in DirAccess.get_directories_at(path):
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if not dir.begins_with("."):
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patch_uids(path.path_join(dir))
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await get_tree().process_frame
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func remove_uids_from_file(file_path: String) -> bool:
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var file := FileAccess.open(file_path, FileAccess.READ)
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if file == null:
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print("Failed to open file: ", file_path)
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return false
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var original_content := file.get_as_text()
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file.close()
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# Remove UIDs using regex
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var regex := RegEx.new()
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regex.compile("(\\[ext_resource[^\\]]*?)\\s+uid=\"uid://[^\"]*\"")
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var modified_content := regex.sub(original_content, "$1", true)
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# Check if any changes were made
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if original_content != modified_content:
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prints("Patched invalid uid's out in '%s'" % file_path)
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# Write the modified content back
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file = FileAccess.open(file_path, FileAccess.WRITE)
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if file == null:
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print("Failed to write to file: ", file_path)
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return false
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file.store_string(modified_content)
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file.close()
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return true
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return false
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func restart_godot() -> void:
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prints("Force restart Godot")
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EditorInterface.restart_editor(true)
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@warning_ignore("return_value_discarded")
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func enable_gdUnit() -> void:
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var enabled_plugins := PackedStringArray()
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if ProjectSettings.has_setting("editor_plugins/enabled"):
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enabled_plugins = ProjectSettings.get_setting("editor_plugins/enabled")
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if not enabled_plugins.has("res://addons/gdUnit4/plugin.cfg"):
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enabled_plugins.append("res://addons/gdUnit4/plugin.cfg")
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ProjectSettings.set_setting("editor_plugins/enabled", enabled_plugins)
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ProjectSettings.save()
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func disable_gdUnit() -> void:
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EditorInterface.set_plugin_enabled("gdUnit4", false)
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func temp_dir() -> String:
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if not DirAccess.dir_exists_absolute(GDUNIT_TEMP):
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@warning_ignore("return_value_discarded")
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DirAccess.make_dir_recursive_absolute(GDUNIT_TEMP)
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return GDUNIT_TEMP
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func create_temp_dir(folder_name :String) -> String:
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var new_folder := temp_dir() + "/" + folder_name
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GdUnitFileAccess.delete_directory(new_folder)
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if not DirAccess.dir_exists_absolute(new_folder):
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@warning_ignore("return_value_discarded")
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DirAccess.make_dir_recursive_absolute(new_folder)
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return new_folder
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func copy_directory(from_dir: String, to_dir: String) -> bool:
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if not DirAccess.dir_exists_absolute(from_dir):
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printerr("Source directory not found '%s'" % from_dir)
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return false
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# check if destination exists
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if not DirAccess.dir_exists_absolute(to_dir):
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# create it
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var err := DirAccess.make_dir_recursive_absolute(to_dir)
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if err != OK:
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printerr("Can't create directory '%s'. Error: %s" % [to_dir, error_string(err)])
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return false
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var source_dir := DirAccess.open(from_dir)
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var dest_dir := DirAccess.open(to_dir)
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if source_dir != null:
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@warning_ignore("return_value_discarded")
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source_dir.list_dir_begin()
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var next := "."
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while next != "":
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next = source_dir.get_next()
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if next == "" or next == "." or next == "..":
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continue
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var source := source_dir.get_current_dir() + "/" + next
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var dest := dest_dir.get_current_dir() + "/" + next
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if source_dir.current_is_dir():
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@warning_ignore("return_value_discarded")
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copy_directory(source + "/", dest)
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continue
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var err := source_dir.copy(source, dest)
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if err != OK:
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printerr("Error checked copy file '%s' to '%s'" % [source, dest])
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return false
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return true
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else:
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printerr("Directory not found: " + from_dir)
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return false
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func extract_zip(zip_package: String, dest_path: String) -> Variant:
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var zip: ZIPReader = ZIPReader.new()
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var err := zip.open(zip_package)
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if err != OK:
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printerr("Extracting `%s` failed! Please collect the error log and report this. Error Code: %s" % [zip_package, err])
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return null
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var zip_entries: PackedStringArray = zip.get_files()
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# Get base path and step over archive folder
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var archive_path := zip_entries[0]
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zip_entries.remove_at(0)
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for zip_entry in zip_entries:
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var new_file_path: String = dest_path + "/" + zip_entry.replace(archive_path, "")
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if zip_entry.ends_with("/"):
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@warning_ignore("return_value_discarded")
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DirAccess.make_dir_recursive_absolute(new_file_path)
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continue
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var file: FileAccess = FileAccess.open(new_file_path, FileAccess.WRITE)
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file.store_buffer(zip.read_file(zip_entry))
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@warning_ignore("return_value_discarded")
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zip.close()
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return dest_path
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func download_release() -> void:
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var zip_file := GdUnitFileAccess.temp_dir() + "/update.zip"
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var response :GdUnitUpdateClient.HttpResponse
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if _debug_mode:
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response = GdUnitUpdateClient.HttpResponse.new(200, PackedByteArray())
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zip_file = "res://update.zip"
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return
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response = await _update_client.request_zip_package(_download_url, zip_file)
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if response.status() != 200:
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push_warning("Update information cannot be retrieved from GitHub! \n Error code: %d : %s" % [response.status(), response.response()])
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message_h4("Download the update failed! Try it later again.", Color.INDIAN_RED)
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await get_tree().create_timer(3).timeout
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func rebuild_project() -> void:
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# Check if this is a Godot .NET runtime instance
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if not ClassDB.class_exists("CSharpScript"):
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return
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update_progress("Rebuild the project ...")
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await get_tree().process_frame
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var output := []
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var exit_code := OS.execute("dotnet", ["build"], output)
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if exit_code == -1:
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message_h4("Rebuild the project failed, check your project dependencies.", Color.INDIAN_RED)
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await get_tree().create_timer(3).timeout
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return
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for out: String in output:
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print_rich("[color=DEEP_SKY_BLUE] %s" % out.strip_edges())
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await get_tree().process_frame
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func _on_confirmed() -> void:
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await run_update()
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func _on_cancel_pressed() -> void:
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hide()
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func _on_update_pressed() -> void:
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await run_update()
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