Comments (13)
Thats good news ;)
I will create a new issue to support multiple running godot instances.
This issue will be handle now only the settings issue.
Thanks for you hard testing :)
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Additional info:
If I set Gdunit/Report/Error Notification
to On
, on the next startup of godot, the error won't should, but the property gets set to Off
again and on the next time Godot is started, the error will show again.
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Hi @afonsolage thanks for reporting this issue.
The error 'Request for nonexistent project setting: gdunit/report/error_notification.' can still be ignored
The property to enable push error reports is currently a prototype and not production ready.
I will remove the error notification in the next release ;)
The second error is more a problem.
If you able to run any test or if the GdUnitInspector empty?
If the error also occurs when you restart godot?
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Actually, no.
I created a dummy scene Node.tscn
and attached a Node.gd
to it, as follows:
extends Node
func _ready():
pass # Replace with function body.
func dummy() -> String:
return "boo"
Then created a new test function using Right Click -> Create Test
. It failed because the Node.gd
wasn't on root folder (res://Node.gd
), but that's another problem, I'll open another issue for that.
After creating a folder, named scripts
and placing the Node.gd
inside it, the Create Test
worked fine, as follow:
# GdUnit generated TestSuite
class_name NodeTest
extends GdUnitTestSuite
# TestSuite generated from
const __source = 'res://scripts/Node.gd'
func test_dummy():
assert_not_yet_implemented()
But when I tried to run the tests (either by using context menu or using the GdUnit panel), only the following message is printed:
Save test script: [GDScript:19022] res://scripts/test/NodeTest.gd
. No visual changes on GdUnit panel. Even after restart, it didn't worked.
Here is the updated project:
test_project_updated.zip
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After more tests, I think the error was mine, don't know why, but it isn't happening anymore 😕
- Created a brand new project;
- Added
addons
folder from GdUnit3 repo; - Started Godot, enabled plugin;
- Pressed run tests and it runs (even tho there are no tests);
🤔
from gdunit3.
OK, i will checkout Godot 3.3.rc6 for reproduce.
My problem is i don't have a environment Ubuntu to test.
- so current state is you have no errors in the console?
- if you run a testsuite no update is happen on the inspector?
from gdunit3.
In short:
-
On my existing project, I still got the
Request for nonexistent project setting: gdunit/report/error_notification.
error message when godot starts up, but it doesn't don't causes any issue; -
On brand new test project, I won't get that ENet error enymore, so I think this issue can track the above mentioned error, so I can't reproduce it anymore.
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Sounds strange ;)
But see you any progress in the inspector?
- list of executed testsuites with state success or fail
Can you please try a full test run?
Select the GdUnit folder and try 'Debug tests' please
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No problem, here it goes again, but this time, I'll register each step:
- Created a brand new project, named
test_project
- Opened up Godot;
- Copied
addons
folder fromGdUnit3
repository and placed ontest_project
folder - Enabled
GdUnit3
on Godot
The following output appear:
Godot Engine v3.3.rc6.official (c) 2007-2021 Juan Linietsky, Ariel Manzur & Godot Contributors.
Request for nonexistent project setting: gdunit/report/error_notification.
Couldn't create an ENet multiplayer server.
modules/gdscript/gdscript_functions.cpp:803 - Can't establish server, error code: 20
Loading GdUnit3 Plugin success
- Clicked on GdUnit panel tab and hit
Run Tests
, the button grayed out and nothing happens:
- Clicked on "Stop" button. The following error shows up:
res://addons/gdUnit3/src/ui/GdUnitInspector.gd:381 - Invalid type in function '_gdUnit_stop' in base 'Panel (GdUnitInspector.gd)'. Cannot convert argument 1 from Nil to in
- Right clicked on GdUnit folder, but the run/debug tests are disabled:
- Restarted Godot
- When Godot shows up, the same output as step 4 appears:
Godot Engine v3.3.rc6.official (c) 2007-2021 Juan Linietsky, Ariel Manzur & Godot Contributors.
Request for nonexistent project setting: gdunit/report/error_notification.
Couldn't create an ENet multiplayer server.
modules/gdscript/gdscript_functions.cpp:803 - Can't establish server, error code: 20
Loading GdUnit3 Plugin success
- Tried again running tests, but the same results as steps 5 and step 6 happened
- Closed godot and zipped the project:
teste_project.zip - Started Godot again and the same output as 4 and 9 appears
- Create a new
Node
scene, saved it asNode.tscn
- Tried again to run tests, same thing as 5 and 6 happens.
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Nvm. I figured it out! 😆
I had already another instance of Godot editor running with the GdUnit3
plugin active. So Network.gd
is biding the same port on both instances.
I think this can be fixed by either adding the networking port to be configurable or assing a random port whenever it started.
The downside of this issue is we can't have two Godot Editor instances running at the same time, with the plugin enabled.
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Ah now come light in the problem ;)
Sounds finally it is a running multiple Godot instances at same time.
Yes this is currently a problem of hard coded server port.
I will figure out to manage this by using using an random free port for each instance or simply adding a new setting to manage the port.
So running GdUnit3 on a single Godot instance works as described in the tutorial?
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Yes. Everything is fine when you don't forget another instance of godot running 😅
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merged into master
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