fix: 修复聊天系统编译错误

- 修复 WebSocketManager/SocketIOClient 函数缩进错误
- 重命名 is_connected() 避免与 Object 基类冲突
- 修复 tscn 文件多余前导空格
- 修复测试文件 GUT 断言函数调用
- 添加 GUT 测试框架
This commit is contained in:
WhaleTown Developer
2026-01-08 00:11:12 +08:00
parent 16f24ab26f
commit c8e73bec59
255 changed files with 21876 additions and 91 deletions

651
addons/gut/input_sender.gd Normal file
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class_name GutInputSender
## The GutInputSender class. It sends input to places.
##
## [br][br]
## GUT Wiki: [url=https://gut.readthedocs.io]https://gut.readthedocs.io[/url][br]
## See [wiki]Mocking-Input[/wiki] for examples.
## [br][br]
## This class can be used to send [code]InputEvent*[/code] events to various
## objects. It also allows you to script out a series of inputs and play
## them back in real time. You could use it to:[br]
## - Verify that jump height depends on how long the jump button is pressed.[br]
## - Double tap a direction performs a dash.[br]
## - Down, Down-Forward, Forward + punch throws a fireball.[br]
## [br][br]
## And much much more.
## [br][br]
## As of 9.3.1 you can use [code skip-lint]GutInputSender[/code] instead of [code]InputSender[/code]. It's the same thing, but [code skip-lint]GutInputSender[/code] is a [code]class_name[/code] so you may have less warnings and auto-complete will work.
## [br][br]
## [b]Warning[/b][br]
## If you move the Godot window to a different monitor while tests are running it can cause input tests to fail. [url=https://github.com/bitwes/Gut/issues/643]This issue[/url] has more details.
# Implemented InputEvent* convenience methods
# InputEventAction
# InputEventKey
# InputEventMouseButton
# InputEventMouseMotion
# Yet to implement InputEvents
# InputEventJoypadButton
# InputEventJoypadMotion
# InputEventMagnifyGesture
# InputEventMIDI
# InputEventPanGesture
# InputEventScreenDrag
# InputEventScreenTouch
# ------------------------------------------------------------------------------
# ------------------------------------------------------------------------------
class InputQueueItem:
extends Node
var events = []
var time_delay = null
var frame_delay = null
var _waited_frames = 0
var _is_ready = false
var _delay_started = false
signal event_ready
# TODO should this be done in _physics_process instead or should it be
# configurable?
func _physics_process(delta):
if(frame_delay > 0 and _delay_started):
_waited_frames += 1
if(_waited_frames >= frame_delay):
event_ready.emit()
func _init(t_delay,f_delay):
time_delay = t_delay
frame_delay = f_delay
_is_ready = time_delay == 0 and frame_delay == 0
func _on_time_timeout():
_is_ready = true
event_ready.emit()
func _delay_timer(t):
return Engine.get_main_loop().root.get_tree().create_timer(t)
func is_ready():
return _is_ready
func start():
_delay_started = true
if(time_delay > 0):
var t = _delay_timer(time_delay)
t.connect("timeout",Callable(self,"_on_time_timeout"))
# ------------------------------------------------------------------------------
# ------------------------------------------------------------------------------
class MouseDraw:
extends Node2D
var down_color = Color(1, 1, 1, .25)
var up_color = Color(0, 0, 0, .25)
var line_color = Color(1, 0, 0)
var disabled = true :
get : return disabled
set(val) :
disabled = val
queue_redraw()
var _draw_at = Vector2(0, 0)
var _b1_down = false
var _b2_down = false
func draw_event(event):
if(event is InputEventMouse):
_draw_at = event.position
if(event is InputEventMouseButton):
if(event.button_index == MOUSE_BUTTON_LEFT):
_b1_down = event.pressed
elif(event.button_index == MOUSE_BUTTON_RIGHT):
_b2_down = event.pressed
queue_redraw()
func _draw_cicled_cursor():
var r = 10
var b1_color = up_color
var b2_color = up_color
if(_b1_down):
var pos = _draw_at - (Vector2(r * 1.5, 0))
draw_arc(pos, r / 2, 0, 360, 180, b1_color)
if(_b2_down):
var pos = _draw_at + (Vector2(r * 1.5, 0))
draw_arc(pos, r / 2, 0, 360, 180, b2_color)
draw_arc(_draw_at, r, 0, 360, 360, line_color, 1)
draw_line(_draw_at - Vector2(0, r), _draw_at + Vector2(0, r), line_color)
draw_line(_draw_at - Vector2(r, 0), _draw_at + Vector2(r, 0), line_color)
func _draw_square_cursor():
var r = 10
var b1_color = up_color
var b2_color = up_color
if(_b1_down):
b1_color = down_color
if(_b2_down):
b2_color = down_color
var blen = r * .75
# left button rectangle
draw_rect(Rect2(_draw_at - Vector2(blen, blen), Vector2(blen, blen * 2)), b1_color)
# right button rectrangle
draw_rect(Rect2(_draw_at - Vector2(0, blen), Vector2(blen, blen * 2)), b2_color)
# Crosshair
draw_line(_draw_at - Vector2(0, r), _draw_at + Vector2(0, r), line_color)
draw_line(_draw_at - Vector2(r, 0), _draw_at + Vector2(r, 0), line_color)
func _draw():
if(disabled):
return
_draw_square_cursor()
# ##############################################################################
#
# ##############################################################################
## Local reference to the GutInputFactory static class
const INPUT_WARN = 'If using Input as a reciever it will not respond to *_down events until a *_up event is recieved. Call the appropriate *_up event or use hold_for(...) to automatically release after some duration.'
var _lgr = GutUtils.get_logger()
var _receivers = []
var _input_queue = []
var _next_queue_item = null
# used by hold_for and echo.
var _last_event = null
# indexed by keycode, each entry contains a boolean value indicating the
# last emitted "pressed" value for that keycode.
var _pressed_keys = {}
var _pressed_actions = {}
var _pressed_mouse_buttons = {}
var _auto_flush_input = false
var _tree_items_parent = null
var _mouse_draw = null;
var _default_mouse_position = {
position = Vector2(0, 0),
global_position = Vector2(0, 0)
}
var _last_mouse_position = {
}
## Warp mouse when sending InputEventMouse* events
var mouse_warp = false
## Draw mouse position cross hairs. Useful to see where the mouse is at
## when not using [member mouse_warp]
var draw_mouse = true
## Emitted when all events in the input queue have been sent.
signal idle
## Accepts a single optional receiver.
func _init(r=null):
if(r != null):
add_receiver(r)
_last_mouse_position = _default_mouse_position.duplicate()
_tree_items_parent = Node.new()
Engine.get_main_loop().root.add_child(_tree_items_parent)
_mouse_draw = MouseDraw.new()
_tree_items_parent.add_child(_mouse_draw)
_mouse_draw.disabled = false
func _notification(what):
if(what == NOTIFICATION_PREDELETE):
if(is_instance_valid(_tree_items_parent)):
_tree_items_parent.queue_free()
func _add_queue_item(item):
item.connect("event_ready", _on_queue_item_ready.bind(item))
_next_queue_item = item
_input_queue.append(item)
_tree_items_parent.add_child(item)
if(_input_queue.size() == 1):
item.start()
func _handle_pressed_keys(event):
if(event is InputEventKey):
if((event.pressed and !event.echo) and is_key_pressed(event.keycode)):
_lgr.warn(str("InputSender: key_down called for ", event.as_text(), " when that key is already pressed. ", INPUT_WARN))
_pressed_keys[event.keycode] = event.pressed
elif(event is InputEventAction):
if(event.pressed and is_action_pressed(event.action)):
_lgr.warn(str("InputSender: action_down called for ", event.action, " when that action is already pressed. ", INPUT_WARN))
_pressed_actions[event.action] = event.pressed
elif(event is InputEventMouseButton):
if(event.pressed and is_mouse_button_pressed(event.button_index)):
_lgr.warn(str("InputSender: mouse_button_down called for ", event.button_index, " when that mouse button is already pressed. ", INPUT_WARN))
_pressed_mouse_buttons[event.button_index] = event
func _handle_mouse_position(event):
if(event is InputEventMouse):
_mouse_draw.disabled = !draw_mouse
_mouse_draw.draw_event(event)
if(mouse_warp):
DisplayServer.warp_mouse(event.position)
func _send_event(event):
_handle_mouse_position(event)
_handle_pressed_keys(event)
for r in _receivers:
if(r == Input):
Input.parse_input_event(event)
if(event is InputEventAction):
if(event.pressed):
Input.action_press(event.action)
else:
Input.action_release(event.action)
if(_auto_flush_input):
Input.flush_buffered_events()
else:
if(r.has_method(&"_input")):
r._input(event)
if(r.has_signal(&"gui_input")):
r.gui_input.emit(event)
if(r.has_method(&"_gui_input")):
r._gui_input(event)
if(r.has_method(&"_unhandled_input")):
r._unhandled_input(event)
func _send_or_record_event(event):
_last_event = event
if(_next_queue_item != null):
_next_queue_item.events.append(event)
else:
_send_event(event)
func _set_last_mouse_positions(event : InputEventMouse):
_last_mouse_position.position = event.position
_last_mouse_position.global_position = event.global_position
func _apply_last_position_and_set_last_position(event, position, global_position):
event.position = GutUtils.nvl(position, _last_mouse_position.position)
event.global_position = GutUtils.nvl(
global_position, _last_mouse_position.global_position)
_set_last_mouse_positions(event)
func _new_defaulted_mouse_button_event(position, global_position):
var event = InputEventMouseButton.new()
_apply_last_position_and_set_last_position(event, position, global_position)
return event
func _new_defaulted_mouse_motion_event(position, global_position):
var event = InputEventMouseMotion.new()
_apply_last_position_and_set_last_position(event, position, global_position)
for key in _pressed_mouse_buttons:
if(_pressed_mouse_buttons[key].pressed):
event.button_mask += key
return event
# ------------------------------
# Events
# ------------------------------
func _on_queue_item_ready(item):
for event in item.events:
_send_event(event)
var done_event = _input_queue.pop_front()
done_event.queue_free()
if(_input_queue.size() == 0):
_next_queue_item = null
idle.emit()
else:
_input_queue[0].start()
# ------------------------------
# Public
# ------------------------------
## Add an object to receive input events.
func add_receiver(obj):
_receivers.append(obj)
## Returns the receivers that have been added.
func get_receivers():
return _receivers
## Returns true if the input queue has items to be processed, false if not.
func is_idle():
return _input_queue.size() == 0
func is_key_pressed(which):
var event = GutInputFactory.key_up(which)
return _pressed_keys.has(event.keycode) and _pressed_keys[event.keycode]
func is_action_pressed(which):
return _pressed_actions.has(which) and _pressed_actions[which]
func is_mouse_button_pressed(which):
return _pressed_mouse_buttons.has(which) and _pressed_mouse_buttons[which].pressed
## Get the value of [method set_auto_flush_input].
func get_auto_flush_input():
return _auto_flush_input
## Enable/Disable auto flushing of input. When enabled the [GutInputSender]
## will call [code]Input.flush_buffered_events[/code] after each event is sent.
## See the "use_accumulated_input" section in [wiki]Mocking-Input[/wiki] for more
## information.
func set_auto_flush_input(val):
_auto_flush_input = val
## Adds a delay between the last input queue item added and any queue item added
## next. By default this will wait [param t] seconds. You can specify a
## number of frames to wait by passing a string composed of a number and "f".
## For example [code]wait("5f")[/code] will wait 5 frames.
func wait(t):
if(typeof(t) == TYPE_STRING):
var suffix = t.substr(t.length() -1, 1)
var val = t.rstrip('s').rstrip('f').to_float()
if(suffix.to_lower() == 's'):
wait_secs(val)
elif(suffix.to_lower() == 'f'):
wait_frames(val)
else:
wait_secs(t)
return self
## Clears the input queue and any state such as the last event sent and any
## pressed actions/buttons. Does not clear the list of receivers.
## [br][br]
## This should be done between each test when the [GutInputSender] is a class
## level variable so that state does not leak between tests.
func clear():
_last_event = null
_next_queue_item = null
for item in _input_queue:
item.free()
_input_queue.clear()
_pressed_keys.clear()
_pressed_actions.clear()
_pressed_mouse_buttons.clear()
_last_mouse_position = _default_mouse_position.duplicate()
# ------------------------------
# Event methods
# ------------------------------
## Sends a [InputEventKey] event with [code]pressed = false[/code]. [param which] can be a character or a [code]KEY_*[/code] constant.
func key_up(which):
var event = GutInputFactory.key_up(which)
_send_or_record_event(event)
return self
## Sends a [InputEventKey] event with [code]pressed = true[/code]. [param which] can be a character or a [code]KEY_*[/code] constant.
func key_down(which):
var event = GutInputFactory.key_down(which)
_send_or_record_event(event)
return self
## Sends an echo [InputEventKey] event of the last key event.
func key_echo():
if(_last_event != null and _last_event is InputEventKey):
var new_key = _last_event.duplicate()
new_key.echo = true
_send_or_record_event(new_key)
return self
## Sends a "action up" [InputEventAction] instance. [param which] is the name of the action defined in the Key Map.
func action_up(which, strength=1.0):
var event = GutInputFactory.action_up(which, strength)
_send_or_record_event(event)
return self
## Sends a "action down" [InputEventAction] instance. [param which] is the name of the action defined in the Key Map.
func action_down(which, strength=1.0):
var event = GutInputFactory.action_down(which, strength)
_send_or_record_event(event)
return self
## Sends a "button down" [InputEventMouseButton] for the left mouse button.
func mouse_left_button_down(position=null, global_position=null):
var event = _new_defaulted_mouse_button_event(position, global_position)
event.pressed = true
event.button_index = MOUSE_BUTTON_LEFT
_send_or_record_event(event)
return self
## Sends a "button up" [InputEventMouseButton] for the left mouse button.
func mouse_left_button_up(position=null, global_position=null):
var event = _new_defaulted_mouse_button_event(position, global_position)
event.pressed = false
event.button_index = MOUSE_BUTTON_LEFT
_send_or_record_event(event)
return self
## Sends a "double click" [InputEventMouseButton] for the left mouse button.
func mouse_double_click(position=null, global_position=null):
var event = GutInputFactory.mouse_double_click(position, global_position)
event.double_click = true
_send_or_record_event(event)
return self
## Sends a "button down" [InputEventMouseButton] for the right mouse button.
func mouse_right_button_down(position=null, global_position=null):
var event = _new_defaulted_mouse_button_event(position, global_position)
event.pressed = true
event.button_index = MOUSE_BUTTON_RIGHT
_send_or_record_event(event)
return self
## Sends a "button up" [InputEventMouseButton] for the right mouse button.
func mouse_right_button_up(position=null, global_position=null):
var event = _new_defaulted_mouse_button_event(position, global_position)
event.pressed = false
event.button_index = MOUSE_BUTTON_RIGHT
_send_or_record_event(event)
return self
## Sends a [InputEventMouseMotion] to move the mouse the specified positions.
func mouse_motion(position, global_position=null):
var event = _new_defaulted_mouse_motion_event(position, global_position)
_send_or_record_event(event)
return self
## Sends a [InputEventMouseMotion] that moves the mouse [param offset]
## from the last [method mouse_motion] or [method mouse_set_position] call.
func mouse_relative_motion(offset, speed=Vector2(0, 0)):
var last_event = _new_defaulted_mouse_motion_event(null, null)
var event = GutInputFactory.mouse_relative_motion(offset, last_event, speed)
_set_last_mouse_positions(event)
_send_or_record_event(event)
return self
## Sets the mouse's position. This does not send an event. This position will
## be used for the next call to [method mouse_relative_motion].
func mouse_set_position(position, global_position=null):
var event = _new_defaulted_mouse_motion_event(position, global_position)
return self
## Performs a left click at the given position.
func mouse_left_click_at(where, duration = '5f'):
wait_frames(1)
mouse_left_button_down(where)
hold_for(duration)
wait_frames(10)
return self
## Create your own event and use this to send it to all receivers.
func send_event(event):
_send_or_record_event(event)
return self
## Releases all [InputEventKey], [InputEventAction], and [InputEventMouseButton]
## events that have passed through this instance. These events could have been
## generated via the various [code]_down[/code] methods or passed to
## [method send_event].
## [br][br]
## This will send the "release" event ([code]pressed = false[/code]) to all
## receivers. This should be done between each test when using `Input` as a
## receiver.
func release_all():
for key in _pressed_keys:
if(_pressed_keys[key]):
_send_event(GutInputFactory.key_up(key))
_pressed_keys.clear()
for key in _pressed_actions:
if(_pressed_actions[key]):
_send_event(GutInputFactory.action_up(key))
_pressed_actions.clear()
for key in _pressed_mouse_buttons:
var event = _pressed_mouse_buttons[key].duplicate()
if(event.pressed):
event.pressed = false
_send_event(event)
_pressed_mouse_buttons.clear()
return self
## Same as [method wait] but only accepts a number of frames to wait.
func wait_frames(num_frames):
var item = InputQueueItem.new(0, num_frames)
_add_queue_item(item)
return self
## Same as [method wait] but only accepts a number of seconds to wait.
func wait_secs(num_secs):
var item = InputQueueItem.new(num_secs, 0)
_add_queue_item(item)
return self
## This is a special [method wait] that will emit the previous input queue item
## with [code]pressed = false[/code] after a delay. If you pass a number then
## it will wait that many seconds. You can also use the `"4f"` format to wait
## a specific number of frames.
## [br][br]
## For example [code]sender.action_down('jump').hold_for("10f")[/code] will
## cause two [InputEventAction] instances to be sent. The "jump-down" event
## from [method action_down] and then a "jump-up" event after 10 frames.
func hold_for(duration):
if(_last_event != null and _last_event.pressed):
var next_event = _last_event.duplicate()
next_event.pressed = false
wait(duration)
send_event(next_event)
return self
## Same as [method hold_for] but specifically holds for a number of physics
## frames.
func hold_frames(duration:int):
return hold_for(str(duration, 'f'))
## Same as [method hold_for] but specifically holds for a number of seconds.
func hold_seconds(duration:float):
return hold_for(duration)
# ##############################################################################
#(G)odot (U)nit (T)est class
#
# ##############################################################################
# The MIT License (MIT)
# =====================
#
# Copyright (c) 2025 Tom "Butch" Wesley
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
#
# ##############################################################################
# Description
# -----------
# This class sends input to one or more recievers. The receivers' _input,
# _unhandled_input, and _gui_input are called sending InputEvent* events.
# InputEvents can be sent via the helper methods or a custom made InputEvent
# can be sent via send_event(...)
#
# ##############################################################################