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GDScript-based unit testing #19
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Can we use |
Doesn't look like we're using git submodule though, right? The files were added directly
Can this be a submodule? |
No, because we need a subfolder from that repo at a specific location in our repo. EDIT: |
You suggested git-tree, is that an alternative? It might be worth excluding development from Windows then, I dunno. Vendoring all this code seems quite suboptimal, it's 26kloc. And keeping things updated then with upstream will be painful this way |
Both GDScript frameworks have this disadvantage, maybe the other one is smaller LoC-wise.
There is a built-in update routine, which checks for the update when you launch the Godot project. So it's a semi-automated process, and perhaps it handles the compatibility of the plugin version vs Godot version.
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SConstruct
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os.symlink(src, dst) | ||
return 0 | ||
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gdunit_symlink = env.Command( |
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Can't we env.command(powershell.exe...)
from here on Windows as well? I guess Scons
will need to run with elevated privileges but there does not seem to be a way around this on windows anyway?
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Also, did you consider another approach? Like this: https://stackoverflow.com/questions/58038683/allow-mklink-for-a-non-admin-user
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@bruno-garcia
Not sure which one of those you mean 😕
Developer mode is not default, so failing a build without it seems unreasonable to me, at least for this.
With the hard link, I get "Access denied".
> mklink /H LinkedMusic Music
Access is denied.
EDIT:
#19 (comment) worked like a charm.
How do we make it work in CI in this case? |
Easy. We'll see if we have the privileges, if not: EDIT: |
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Just a note on the README.md, other than that, LGTM
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Adding gdUnit4 unit testing framework to the demo project and a couple of test suites. The framework supports headless mode, and has a marketplace CI action. However, it can't be deployed as a submodule, unless we use symlink (it's not cross-platform then).
Review notes: First commit is the framework source (those 26K lines is this commit alone).
EDIT: