Fix: navigating Play -> Back logs the user out (should stay logged in) #43
+51
-1
@@ -6,6 +6,23 @@ extends Control
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## The Login and Register buttons on the AuthButtonsRow directly set the panel's
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## The Login and Register buttons on the AuthButtonsRow directly set the panel's
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## mode, so the user can switch between Login and Register at any time while
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## mode, so the user can switch between Login and Register at any time while
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## the panel is open.
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## the panel is open.
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##
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## On successful auth the token is stored via ApiClient, AuthButtonsRow hides,
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## the welcome label shows the username, and the Play button becomes enabled.
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##
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## When returning from another scene (e.g. world_list), _ready() checks whether
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## ApiClient already holds a valid token. If so, it restores the authenticated
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## UI state (Play enabled, welcome label visible) instead of forcing the user
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## back to the login form.
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## Emitted once _ready()'s session check (has_token() + the awaited
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## get_me() call) has actually resolved, whichever way -- lets a test (or
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## anything else) know the UI state is trustworthy now, rather than
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## guessing from a frame count or from UI properties that are ambiguous
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## mid-await (e.g. AuthButtonsRow.visible is true both before the check
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## resolves AND in a genuine logged-out end state).
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signal auth_state_ready
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# ─── UI references ────────────────────────────────────────────────────────────
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# ─── UI references ────────────────────────────────────────────────────────────
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@@ -47,7 +64,40 @@ func _ready() -> void:
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_play_button = $CenterContainer/VBoxContainer/PlayButton
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_play_button = $CenterContainer/VBoxContainer/PlayButton
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_quit_button = $CenterContainer/VBoxContainer/QuitButton
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_quit_button = $CenterContainer/VBoxContainer/QuitButton
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# Initial state.
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# Check whether a valid session already exists (e.g. user logged in,
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# navigated to world_list, then clicked Back). If so, restore the
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# authenticated UI state instead of forcing the login form again.
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if ApiClient.has_token():
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var me_result: Dictionary = await ApiClient.get_me()
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if me_result.ok and me_result.data is Dictionary:
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var username: String = str((me_result.data as Dictionary).get("username", ""))
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if username != "":
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_show_authenticated(username)
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auth_state_ready.emit()
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return
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# Token missing or invalid — fall through to logged-out state.
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_reset_to_logged_out()
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auth_state_ready.emit()
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## Restore the UI to the authenticated state (Play enabled, welcome label,
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## auth buttons hidden).
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func _show_authenticated(username: String) -> void:
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_auth_panel.visible = false
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_status_label.visible = false
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_welcome_label.text = "Welcome, %s!" % username
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_welcome_label.visible = true
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_email_edit.visible = false
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_dob_edit.visible = false
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_play_button.disabled = false
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_auth_buttons_row.visible = false
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print("Restored authenticated session for: ", username)
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## Reset the UI to the logged-out state (Play disabled, auth panel hidden,
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## login/register buttons visible).
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func _reset_to_logged_out() -> void:
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_auth_panel.visible = false
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_auth_panel.visible = false
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_status_label.visible = false
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_status_label.visible = false
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_welcome_label.visible = false
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_welcome_label.visible = false
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@@ -0,0 +1,150 @@
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extends SceneTree
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## Regression test for the Play -> Back navigation bug.
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##
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## The reported bug: after logging in and clicking Play, the user lands on
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## world_list.tscn; clicking Back returns to main_menu.tscn, but the menu
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## reset to a fully logged-out state (Play disabled, login form showing)
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## even though ApiClient still held a valid token. main_menu.gd's _ready()
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## used to unconditionally reset the UI on every scene load.
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##
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## This test drives the real navigation flow (change_scene_to_file) against
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## a live backend:
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## 1. Register a unique user so ApiClient holds a valid token.
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## 2. Load main_menu.tscn and assert it restores the authenticated state.
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## 3. Click Play -> world_list.tscn.
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## 4. Click Back -> main_menu.tscn.
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## 5. Assert the menu is STILL authenticated (Play enabled, welcome label
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## visible, login/register buttons hidden).
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##
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## Run with:
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## godot --headless --path . --script res://scripts/smoke_test_main_menu_back.gd
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##
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## Requires the backend to be running (default base URL
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## `application/agp/api_base_url` -> http://127.0.0.1:8000).
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const USERNAME := "backnav_%d"
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const EMAIL := "backnav_%d@test.example.com"
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const PASSWORD := "BackNav123!"
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const DOB := "2000-01-01"
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var passed := 0
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var failed := 0
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func _initialize() -> void:
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_run()
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func _run() -> void:
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await process_frame
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var api := root.get_node("ApiClient")
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if api == null:
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printerr("FAIL: ApiClient autoload not found")
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quit(1)
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return
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# 1. Establish a real, valid session exactly the way a user would.
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randomize()
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var unique_id: int = int(Time.get_unix_time_from_system() * 1000) + randi() % 100000
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var username := USERNAME % unique_id
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var email := EMAIL % unique_id
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print("\n=== Setup: register ", username, " ===")
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var register_result: Dictionary = await api.register(username, email, PASSWORD, DOB)
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if not _check("register succeeds", register_result.ok):
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print(" detail: ", register_result.detail)
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_finish()
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return
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_check("ApiClient stores token after register", api.has_token())
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# 2. First visit to the main menu: should already show the authenticated
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# state (no login form, Play enabled).
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change_scene_to_file("res://scenes/main_menu.tscn")
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# change_scene_to_file defers the actual swap -- a couple frames is
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# plenty for the scene object itself to exist (unlike the real
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# get_me() network round-trip afterward, which is what auth_state_ready
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# actually waits for below).
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for i in 5:
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await process_frame
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if current_scene is Control:
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break
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var menu: Control = current_scene
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if menu == null or not menu is Control:
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printerr("FAIL: main_menu.tscn did not become current_scene")
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_finish()
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return
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await menu.auth_state_ready
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_check("first main menu visit restores authenticated state", _is_authenticated(menu))
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# 3. Play -> world_list.tscn (real button press).
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var play_button: Button = menu.get_node("CenterContainer/VBoxContainer/PlayButton")
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play_button.pressed.emit()
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await _wait_for_scene_change(menu)
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var world_list_scene := current_scene
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if world_list_scene == null or world_list_scene == menu:
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printerr("FAIL: world_list.tscn did not become current_scene after Play")
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_finish()
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return
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# 4. Back -> main_menu.tscn (real button press).
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var back_button: Button = world_list_scene.get_node("VBoxContainer/HeaderHBox/BackButton")
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back_button.pressed.emit()
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await _wait_for_scene_change(world_list_scene)
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menu = current_scene
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if menu == null or not menu is Control:
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printerr("FAIL: main_menu.tscn did not become current_scene after Back")
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_finish()
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return
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# The new main_menu instance's own _ready() is *also* awaiting a real
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# get_me() call -- _wait_for_scene_change only confirms the scene
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# object exists, not that its authenticated-state fields have been
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# set yet. Wait for the real signal, not a guess.
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await menu.auth_state_ready
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# 5. THE regression assertion: still logged in after returning.
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_check("main menu stays authenticated after Play -> Back", _is_authenticated(menu))
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_finish()
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func _is_authenticated(menu: Control) -> bool:
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var play_button: Button = menu.get_node("CenterContainer/VBoxContainer/PlayButton")
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var welcome_label: Label = menu.get_node("CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel")
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var auth_buttons_row: HBoxContainer = menu.get_node("CenterContainer/VBoxContainer/AuthButtonsRow")
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var auth_panel: PanelContainer = menu.get_node("CenterContainer/VBoxContainer/AuthPanel")
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_check("Play enabled", not play_button.disabled)
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_check("Welcome label visible", welcome_label.visible)
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_check("Auth buttons row hidden", not auth_buttons_row.visible)
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_check("Auth panel hidden", not auth_panel.visible)
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return (not play_button.disabled) \
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and welcome_label.visible \
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and not auth_buttons_row.visible \
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and not auth_panel.visible
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func _wait_for_scene_change(previous_scene: Node) -> void:
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for i in 20:
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await process_frame
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if current_scene != previous_scene and current_scene != null:
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return
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func _check(description: String, condition: bool) -> bool:
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if condition:
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print(" PASS: ", description)
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passed += 1
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else:
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printerr(" FAIL: ", description)
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failed += 1
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return condition
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func _finish() -> void:
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print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
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quit(0 if failed == 0 else 1)
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Reference in New Issue
Block a user