Merge pull request #72608 from vnen/gdscript-warning-default-error

GDScript: Add warnings that are set to error by default (take 2)
This commit is contained in:
Yuri Sizov 2023-02-05 16:00:26 +03:00 committed by GitHub
commit 13f0158e49
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GPG key ID: 4AEE18F83AFDEB23
22 changed files with 371 additions and 57 deletions

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@ -146,11 +146,11 @@ GDScriptTestRunner::GDScriptTestRunner(const String &p_source_dir, bool p_init_l
init_language(p_source_dir);
}
#ifdef DEBUG_ENABLED
// Enable all warnings for GDScript, so we can test them.
// Set all warning levels to "Warn" in order to test them properly, even the ones that default to error.
ProjectSettings::get_singleton()->set_setting("debug/gdscript/warnings/enable", true);
for (int i = 0; i < (int)GDScriptWarning::WARNING_MAX; i++) {
String warning = GDScriptWarning::get_name_from_code((GDScriptWarning::Code)i).to_lower();
ProjectSettings::get_singleton()->set_setting("debug/gdscript/warnings/" + warning, true);
String warning_setting = GDScriptWarning::get_settings_path_from_code((GDScriptWarning::Code)i);
ProjectSettings::get_singleton()->set_setting(warning_setting, (int)GDScriptWarning::WARN);
}
#endif

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@ -1,2 +1,2 @@
GDTEST_ANALYZER_ERROR
The function signature doesn't match the parent. Parent signature is "my_function(int = default) -> int".
The function signature doesn't match the parent. Parent signature is "my_function(int = <default>) -> int".

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@ -0,0 +1,18 @@
extends Node
@onready var shorthand = $Node
@onready var call = get_node(^"Node")
@onready var shorthand_with_cast = $Node as Node
@onready var call_with_cast = get_node(^"Node") as Node
func _init():
var node := Node.new()
node.name = "Node"
add_child(node)
func test():
# Those are expected to be `null` since `_ready()` is never called on tests.
prints("shorthand", shorthand)
prints("call", call)
prints("shorthand_with_cast", shorthand_with_cast)
prints("call_with_cast", call_with_cast)

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@ -0,0 +1,5 @@
GDTEST_OK
shorthand <null>
call <null>
shorthand_with_cast <null>
call_with_cast <null>

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@ -0,0 +1,13 @@
# https://github.com/godotengine/godot/issues/72501
extends Node
func test():
prints("before", process_mode)
process_mode = PROCESS_MODE_PAUSABLE
prints("after", process_mode)
var node := Node.new()
add_child(node)
prints("before", node.process_mode)
node.process_mode = PROCESS_MODE_PAUSABLE
prints("after", node.process_mode)

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@ -0,0 +1,5 @@
GDTEST_OK
before 0
after 1
before 0
after 1

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@ -2,16 +2,18 @@ func variant() -> Variant: return null
var member_weak = variant()
var member_typed: Variant = variant()
@warning_ignore("inference_on_variant")
var member_inferred := variant()
func param_weak(param = variant()) -> void: print(param)
func param_typed(param: Variant = variant()) -> void: print(param)
@warning_ignore("inference_on_variant")
func param_inferred(param := variant()) -> void: print(param)
func return_untyped(): return variant()
func return_typed() -> Variant: return variant()
@warning_ignore("unused_variable")
@warning_ignore("unused_variable", "inference_on_variant")
func test() -> void:
var weak = variant()
var typed: Variant = variant()

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@ -0,0 +1,17 @@
extends Node
var add_node = do_add_node() # Hack to have one node on init and not fail at runtime.
var shorthand = $Node
var with_self = self.get_node(^"Node")
var without_self = get_node(^"Node")
var with_cast = get_node(^"Node") as Node
var shorthand_with_cast = $Node as Node
func test():
print("warn")
func do_add_node():
var node = Node.new()
node.name = "Node"
add_child(node)

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@ -0,0 +1,22 @@
GDTEST_OK
>> WARNING
>> Line: 5
>> GET_NODE_DEFAULT_WITHOUT_ONREADY
>> The default value is using "$" which won't return nodes in the scene tree before "_ready()" is called. Use the "@onready" annotation to solve this.
>> WARNING
>> Line: 6
>> GET_NODE_DEFAULT_WITHOUT_ONREADY
>> The default value is using "get_node()" which won't return nodes in the scene tree before "_ready()" is called. Use the "@onready" annotation to solve this.
>> WARNING
>> Line: 7
>> GET_NODE_DEFAULT_WITHOUT_ONREADY
>> The default value is using "get_node()" which won't return nodes in the scene tree before "_ready()" is called. Use the "@onready" annotation to solve this.
>> WARNING
>> Line: 8
>> GET_NODE_DEFAULT_WITHOUT_ONREADY
>> The default value is using "get_node()" which won't return nodes in the scene tree before "_ready()" is called. Use the "@onready" annotation to solve this.
>> WARNING
>> Line: 9
>> GET_NODE_DEFAULT_WITHOUT_ONREADY
>> The default value is using "$" which won't return nodes in the scene tree before "_ready()" is called. Use the "@onready" annotation to solve this.
warn

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@ -0,0 +1,6 @@
func test():
var inferred_with_variant := return_variant()
print(inferred_with_variant)
func return_variant() -> Variant:
return "warn"

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@ -0,0 +1,6 @@
GDTEST_OK
>> WARNING
>> Line: 2
>> INFERENCE_ON_VARIANT
>> The variable type is being inferred from a Variant value, so it will be typed as Variant.
warn

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@ -0,0 +1,6 @@
extends Node
@onready @export var conflict = ""
func test():
print("warn")

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@ -0,0 +1,6 @@
GDTEST_OK
>> WARNING
>> Line: 3
>> ONREADY_WITH_EXPORT
>> The "@onready" annotation will make the default value to be set after the "@export" takes effect and will override it.
warn

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@ -0,0 +1,5 @@
func test():
print("warn")
func get(_property: StringName) -> Variant:
return null

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@ -0,0 +1,6 @@
GDTEST_OK
>> WARNING
>> Line: 4
>> NATIVE_METHOD_OVERRIDE
>> The method "get" overrides a method from native class "Object". This won't be called by the engine and may not work as expected.
warn