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Author SHA1 Message Date
cthangover b8fb306a57 Commit pending working-tree changes (local edits, line endings) 2026-10-21 12:32:24 +02:00
cthangover 04c334c36a hot_reload checks that edited data reaches a kept engine mod
A data-only probe mod depending on characters_base has its character edited;
after the reload the template must carry the new name. It failed while the
character factory cached the previous mod set's data.
2026-10-21 10:09:44 +02:00
cthangover 07d7d10fc5 collection_edit reads the studio button key from its UI entry
The suite does not depend on scenario_studio, so the hard-coded studio/title
key was an undeclared resource use (resource_atlas error).
2026-10-21 07:45:36 +02:00
2 changed files with 44 additions and 4 deletions

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@@ -9,6 +9,7 @@ using Cthangover.Core.Games;
using Cthangover.Core.Mods; using Cthangover.Core.Mods;
using Cthangover.Core.Mods.HotReload; using Cthangover.Core.Mods.HotReload;
using Cthangover.Core.Scenes; using Cthangover.Core.Scenes;
using Cthangover.Core.UI;
using Cthangover.Core.Utils; using Cthangover.Core.Utils;
using Godot; using Godot;
@@ -136,7 +137,7 @@ namespace Mods.CollectionEditTest
Check("New game after the edit switched the mod set", reload?.Applied == true && reload.Plan?.Load.Contains(AddedMod) == true); Check("New game after the edit switched the mod set", reload?.Applied == true && reload.Plan?.Load.Contains(AddedMod) == true);
Check($"'{AddedMod}' is loaded after the edit", EditorsLoaded); Check($"'{AddedMod}' is loaded after the edit", EditorsLoaded);
Check($"'{StudioMod}' is loaded after the edit", ModRegistry.Instance.Mods.ContainsKey(StudioMod)); Check($"'{StudioMod}' is loaded after the edit", ModRegistry.Instance.Mods.ContainsKey(StudioMod));
Check("the studio's button is on the game's toolbar", HasToolbarButton(TranslationServer.Translate("studio/title").ToString())); Check("the studio's button is on the game's toolbar", HasToolbarButton(StudioButtonTooltip()));
Check("the game matches its edited collection", !GameCatalog.IsActiveOutdated()); Check("the game matches its edited collection", !GameCatalog.IsActiveOutdated());
Check($"entered a scene of '{GameId}' ('{enteredScenes[0]}')", true); Check($"entered a scene of '{GameId}' ('{enteredScenes[0]}')", true);
Finish(); Finish();
@@ -193,6 +194,17 @@ namespace Mods.CollectionEditTest
} }
} }
/// <summary>
/// Tooltip of the studio's toolbar button, read from the panel entry the studio
/// registered: the suite does not depend on the studio (it is added by the edit),
/// so its locale key must not be hard-coded here.
/// </summary>
private static string StudioButtonTooltip()
{
var locale = UiRegistry.PanelEntries.FirstOrDefault(e => e.ModId == StudioMod && e.Button != null)?.Button.Locale;
return locale == null ? null : TranslationServer.Translate(locale).ToString();
}
private bool HasToolbarButton(string tooltip) private bool HasToolbarButton(string tooltip)
=> GetTree().Root.FindChildren("*", "Button", true, false).OfType<Button>().Any(b => b.TooltipText == tooltip && b.IsVisibleInTree()); => GetTree().Root.FindChildren("*", "Button", true, false).OfType<Button>().Any(b => b.TooltipText == tooltip && b.IsVisibleInTree());
@@ -6,6 +6,7 @@ using Cthangover.Core.Bootstrap;
using Cthangover.Core.Events; using Cthangover.Core.Events;
using Cthangover.Core.Games; using Cthangover.Core.Games;
using Cthangover.Core.Mods; using Cthangover.Core.Mods;
using Cthangover.Core.Characters;
using Cthangover.Core.Mods.HotReload; using Cthangover.Core.Mods.HotReload;
using Cthangover.Core.Utils; using Cthangover.Core.Utils;
using Godot; using Godot;
@@ -23,6 +24,8 @@ namespace Mods.HotReloadTest
/// cascades), the old contexts are collected, the front-end stays.</item> /// cascades), the old contexts are collected, the front-end stays.</item>
/// <item>A compile error in the library is rejected: v2 keeps running.</item> /// <item>A compile error in the library is rejected: v2 keeps running.</item>
/// <item>Fixing it (v3) reloads again.</item> /// <item>Fixing it (v3) reloads again.</item>
/// <item>Editing a character of a data-only probe (no code) is picked up by
/// the kept characters engine mod: its factory serves the new template.</item>
/// <item>Dropping the probes from the selection unloads them and their node.</item> /// <item>Dropping the probes from the selection unloads them and their node.</item>
/// </list> /// </list>
/// Reload outcomes are read from <see cref="ModSetReloadedEvent"/>s, since /// Reload outcomes are read from <see cref="ModSetReloadedEvent"/>s, since
@@ -35,6 +38,8 @@ namespace Mods.HotReloadTest
private const string LibId = "hot_reload_probe_lib"; private const string LibId = "hot_reload_probe_lib";
private const string AppId = "hot_reload_probe_app"; private const string AppId = "hot_reload_probe_app";
private const string DataId = "hot_reload_probe_data";
private const string ProbeCharacterId = "hot_reload_probe_character";
private const string ProbeNodeName = "HotReloadProbeNode"; private const string ProbeNodeName = "HotReloadProbeNode";
private const float TimeoutSeconds = 300f; private const float TimeoutSeconds = 300f;
@@ -109,8 +114,9 @@ namespace Mods.HotReloadTest
return; return;
Check("hot reload watcher is installed", ModHotReloadService.Instance != null); Check("hot reload watcher is installed", ModHotReloadService.Instance != null);
startSelection = GameLaunchArgs.Current; startSelection = GameLaunchArgs.Current;
GameLaunchArgs.SetCurrent(GameLaunchArgs.Parse(startSelection.UserArgs.Concat(new[] { GameLaunchArgs.WithModsPrefix + AppId }))); GameLaunchArgs.SetCurrent(GameLaunchArgs.Parse(startSelection.UserArgs.Concat(new[] { GameLaunchArgs.WithModsPrefix + AppId + "," + DataId })));
reloads.Clear(); reloads.Clear();
WriteData("probe_v1");
WriteProbes("v1"); WriteProbes("v1");
break; break;
@@ -118,6 +124,7 @@ namespace Mods.HotReloadTest
if (Busy || ProbeValue() != "v1") if (Busy || ProbeValue() != "v1")
return; return;
Check("probes loaded by the watcher", AnyApplied(LoadedBoth)); Check("probes loaded by the watcher", AnyApplied(LoadedBoth));
Check("data probe's character is served", ProbeCharacterName() == "probe_v1");
CheckNoLeaks("v1"); CheckNoLeaks("v1");
reloads.Clear(); reloads.Clear();
WriteLib("v2", compiles: true); WriteLib("v2", compiles: true);
@@ -148,11 +155,19 @@ namespace Mods.HotReloadTest
Check("fixing the error reloads again", AnyApplied(LoadedBoth)); Check("fixing the error reloads again", AnyApplied(LoadedBoth));
CheckNoLeaks("v3"); CheckNoLeaks("v3");
reloads.Clear(); reloads.Clear();
WriteData("probe_v2");
break;
case 5:
if (Busy || !reloads.Any(r => r.Applied))
return;
Check("editing a data-only mod reaches the kept character factory", ProbeCharacterName() == "probe_v2");
reloads.Clear();
GameLaunchArgs.SetCurrent(startSelection); GameLaunchArgs.SetCurrent(startSelection);
StartManualReload(); StartManualReload();
break; break;
case 5: case 6:
if (Busy || ProbeValue() != null || !AnyApplied(UnloadedBoth)) if (Busy || ProbeValue() != null || !AnyApplied(UnloadedBoth))
return; return;
Check("dropping the probes unloads them and their node", true); Check("dropping the probes unloads them and their node", true);
@@ -205,6 +220,19 @@ namespace Mods.HotReloadTest
GameLogger.Log("TEST", $"HotReloadTest: leaked: {string.Join(", ", leaked)}", LogLevel.Error); GameLogger.Log("TEST", $"HotReloadTest: leaked: {string.Join(", ", leaked)}", LogLevel.Error);
} }
private static string ProbeCharacterName() => CharacterTemplateRegistry.Get(ProbeCharacterId)?.Name;
private void WriteData(string name)
{
var data = Path.Combine(modsRoot, DataId);
Directory.CreateDirectory(Path.Combine(data, "characters"));
File.WriteAllText(Path.Combine(data, "manifest.json"),
"{ \"id\": \"" + DataId + "\", \"name\": \"Hot reload probe data\", \"version\": \"1.0.0\", \"author\": \"test\", " +
"\"depends\": [\"characters_base>=1\"] }");
File.WriteAllText(Path.Combine(data, "characters", "probe.json"),
"{ \"Kind\": \"character\", \"Items\": [ { \"Id\": \"" + ProbeCharacterId + "\", \"Name\": \"" + name + "\", \"Health\": 1 } ] }");
}
private void WriteProbes(string version) private void WriteProbes(string version)
{ {
var app = Path.Combine(modsRoot, AppId); var app = Path.Combine(modsRoot, AppId);
@@ -229,7 +257,7 @@ namespace Mods.HotReloadTest
private void DeleteProbes() private void DeleteProbes()
{ {
foreach (var id in new[] { LibId, AppId }) foreach (var id in new[] { LibId, AppId, DataId })
{ {
var dir = Path.Combine(modsRoot, id); var dir = Path.Combine(modsRoot, id);
if (Directory.Exists(dir)) if (Directory.Exists(dir))