Add mod documentation in seven languages
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{
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"name": "Collection settings UI test",
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"sources": ["src/*.cs"]
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}
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namespace Mods.ModManager.SettingsTest
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{
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using System;
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using System.IO;
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using System.Linq;
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using System.Text.Json;
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using Cthangover.Core.Bootstrap;
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using Cthangover.Core.Localization;
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using Cthangover.Core.Mods;
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using Cthangover.Core.UI.Menu;
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using Cthangover.Core.Utils;
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using Cthangover.Mods.Interface.Menu;
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using Godot;
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/// <summary>Small-viewport scrolling, cancel, validation, automatic removal and persisted settings through real UI controls.</summary>
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public partial class CollectionSettingsTestDriver : Node
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{
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private const string FixtureId = "collection_settings_ui_test";
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private ModHubScreen hub;
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private ModCollectionsScreen editor;
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private CollectionSettingsDialog dialog;
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private string fixturePath;
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private string originalLocale;
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private int step;
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private int passed;
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private double elapsed;
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private double next;
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private bool done;
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public override void _Process(double delta)
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{
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if (done)
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return;
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elapsed += delta;
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if (elapsed > 90)
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{
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Finish("timeout at step " + step);
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return;
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}
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if (elapsed < next)
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return;
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next = elapsed + 0.35;
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try { RunStep(); }
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catch (Exception ex) { Finish("step " + step + ": " + ex); }
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}
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private void RunStep()
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{
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switch (step)
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{
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case 0:
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if (!Boot.IsReady)
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return;
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if (GetTree().CurrentScene?.FindChild("LauncherPlay", true, false) is Button launcher)
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{
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launcher.EmitSignal(BaseButton.SignalName.Pressed);
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return;
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}
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if (GetTree().CurrentScene?.FindChild("play", true, false) is not Button)
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return;
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originalLocale = TranslationServer.GetLocale();
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LocaleLoader.LoadLocale("ru");
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MakeFixture();
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var entry = MenuRegistry.GetButtonById("mods_hub");
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hub = MenuBuilder.OpenScene((Control)GetTree().CurrentScene, entry.ScenePath, "mods_hub") as ModHubScreen;
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Check(hub != null, "hub opens");
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hub.OpenCollectionEditor(FixtureId);
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editor = hub.FindChildren("*", "", true, false).OfType<ModCollectionsScreen>().Single();
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break;
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case 1:
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OpenForm();
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break;
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case 2:
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Check(dialog.FindChildren("*", "", true, false).OfType<CollectionSettingRow>().Count() == 5, "five fields read without loading game mods");
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Check(dialog.Title == "Параметры игры", "localized dialog title");
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Check(Row("battle.core").Value == "missing_core", "unavailable saved choice retained");
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dialog.Size = new Vector2I(640, 420);
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break;
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case 3:
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var scroll = dialog.GetNode<ScrollContainer>("FieldsScroll");
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Check(dialog.Size.Y <= 420, "dialog minimum does not exceed small viewport");
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Check(scroll.GetChild<Control>(0).Size.Y > scroll.Size.Y, "long form is contained in scroll viewport");
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Check(dialog.GetOkButton().GetGlobalRect().End.Y <= dialog.Size.Y, "Apply remains inside window");
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Check(dialog.GetCancelButton().GetGlobalRect().End.Y <= dialog.Size.Y, "Cancel remains inside window");
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scroll.ScrollVertical = 100000;
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break;
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case 4:
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Check(dialog.GetNode<ScrollContainer>("FieldsScroll").ScrollVertical > 0, "form scrolls to lower fields");
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Custom(Row("checks.dice"), "bad dice");
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dialog.EmitSignal(ConfirmationDialog.SignalName.Confirmed);
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Check(!dialog.IsQueuedForDeletion(), "invalid dice prevents Apply");
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Custom(Row("checks.dice"), "2d6");
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Custom(Row("stats.player"), "created_during_play");
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Select(Row("tile.renderer"), 0);
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dialog.EmitSignal(ConfirmationDialog.SignalName.Canceled);
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break;
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case 5:
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OpenForm();
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Check(Row("checks.dice").Value == "d20", "Cancel leaves original settings");
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Custom(Row("checks.dice"), "2d6");
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Custom(Row("stats.player"), "created_during_play");
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Select(Row("tile.renderer"), 0);
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dialog.EmitSignal(ConfirmationDialog.SignalName.Confirmed);
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break;
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case 6:
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editor.GetNode<Button>("Margin/Root/Header/Save").EmitSignal(BaseButton.SignalName.Pressed);
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break;
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case 7:
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var save = editor.FindChildren("*", "", true, false).OfType<AcceptDialog>().Single(d => d.Visible);
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save.EmitSignal(AcceptDialog.SignalName.Confirmed);
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break;
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case 8:
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var saved = ModCollectionStore.LoadUser().Single(c => c.Id == FixtureId);
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Check(saved.Settings["checks.dice"] == "2d6", "dice saved to collection package");
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Check(saved.Settings["stats.player"] == "created_during_play", "custom character saved");
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Check(saved.Settings["battle.core"] == "missing_core", "unavailable choice survives save");
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Check(saved.Settings["custom.fixture"] == "keep", "undeclared setting survives save");
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Check(!saved.Settings.ContainsKey("tile.renderer"), "Automatic deletes explicit key");
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editor.OpenCollection(FixtureId);
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OpenForm();
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break;
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case 9:
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Check(Row("checks.dice").Value == "2d6", "saved values restored on reopening");
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Check(Row("tile.renderer").Value == null, "automatic restored on reopening");
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dialog.EmitSignal(ConfirmationDialog.SignalName.Canceled);
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Finish(null);
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return;
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}
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step++;
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}
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private void MakeFixture()
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{
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var path = Path.Combine(ModCollectionStore.UserPath, FixtureId);
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Check(!Directory.Exists(path), "fixture cannot overwrite player data");
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var source = ModCollectionStore.LoadBuiltIn().Single(c => c.Id == "rpg_plus");
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var clone = JsonSerializer.Deserialize<ModCollection>(JsonSerializer.Serialize(source));
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clone.Id = FixtureId;
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clone.Name = "Collection settings test";
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// A fixture must not inherit the game's localized display names.
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clone.Locale = null;
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clone.Settings["custom.fixture"] = "keep";
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clone.Settings["battle.core"] = "missing_core";
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Directory.CreateDirectory(path);
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fixturePath = path;
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File.WriteAllText(Path.Combine(path, "collection.json"), JsonSerializer.Serialize(clone));
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}
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private void OpenForm()
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{
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editor.GetNode<Button>("Margin/Root/Tools/GameSettings").EmitSignal(BaseButton.SignalName.Pressed);
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dialog = editor.FindChildren("*", "", true, false).OfType<CollectionSettingsDialog>().Single(d => !d.IsQueuedForDeletion());
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}
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private CollectionSettingRow Row(string key) => dialog.FindChildren("*", "", true, false).OfType<CollectionSettingRow>().Single(r => r.Key == key);
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private static void Custom(CollectionSettingRow row, string value)
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{
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var select = row.FindChildren("*", "", true, false).OfType<OptionButton>().First();
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Select(row, select.ItemCount - 1);
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row.FindChildren("*", "", true, false).OfType<LineEdit>().First().Text = value;
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}
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private static void Select(CollectionSettingRow row, int index)
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{
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var select = row.FindChildren("*", "", true, false).OfType<OptionButton>().First();
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select.Select(index);
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select.EmitSignal(OptionButton.SignalName.ItemSelected, (long)index);
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}
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private void Check(bool condition, string label)
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{
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if (!condition)
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throw new InvalidOperationException(label);
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passed++;
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GameLogger.Log("TEST", "Collection settings: [OK] " + label);
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}
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private void Finish(string failure)
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{
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done = true;
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hub?.QueueFree();
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CleanupFixture();
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if (originalLocale != null)
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LocaleLoader.LoadLocale(originalLocale);
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if (failure != null)
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GameLogger.Log("TEST", "Collection settings: " + failure, LogLevel.Error);
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GameLogger.Log("TEST", $"[TEST_RESULT] name=collection_settings passed={passed} failed={(failure == null ? 0 : 1)}");
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GetTree().Quit(failure == null ? 0 : 1);
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}
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/// <summary>Also remove the owned fixture when the suite exits before Finish.</summary>
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public override void _ExitTree() => CleanupFixture();
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private void CleanupFixture()
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{
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if (fixturePath != null && Directory.Exists(fixturePath))
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Directory.Delete(fixturePath, true);
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fixturePath = null;
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}
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}
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}
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@@ -0,0 +1,18 @@
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namespace Mods.ModManager.SettingsTest
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{
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using Cthangover.Core.Mods;
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/// <summary>Explicit frontend-only UI test, leaving game assemblies unloaded.</summary>
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public class CollectionSettingsTestInitializer : IModInitializer
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{
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private static bool queued;
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public void OnModLoaded(string modId) { }
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public void OnModResourcesReady()
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{
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if (queued)
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return;
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queued = true;
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ModRoot.AddDeferred(new CollectionSettingsTestDriver());
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}
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}
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}
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