Fix critical issues: script loading, entity types, and color properties
- Issue #37: Fix Windows scripts subdirectory not checked - Updated executeScript() to use executable_path() from platform.h - Scripts now load correctly when working directory differs from executable - Issue #76: Fix UIEntityCollection returns wrong type - Updated UIEntityCollectionIter::next() to check for stored Python object - Derived Entity classes now preserve their type when retrieved from collections - Issue #9: Recreate RenderTexture when resized (already fixed) - Confirmed RenderTexture recreation already implemented in set_size() and set_float_member() - Uses 1.5x padding and 4096 max size limit - Issue #79: Fix Color r, g, b, a properties return None - Implemented get_member() and set_member() in PyColor.cpp - Color component properties now work correctly with proper validation - Additional fix: Grid.at() method signature - Changed from METH_O to METH_VARARGS to accept two arguments All fixes include comprehensive tests to verify functionality. closes #37, closes #76, closes #9, closes #79 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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84
tests/issue_37_test.py
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tests/issue_37_test.py
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#!/usr/bin/env python3
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"""
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Test for Issue #37: Windows scripts subdirectory not checked for .py files
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This test checks if the game can find and load scripts/game.py from different working directories.
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On Windows, this often fails because fopen uses relative paths without resolving them.
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"""
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import os
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import sys
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import subprocess
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import tempfile
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import shutil
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def test_script_loading():
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# Create a temporary directory to test from
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with tempfile.TemporaryDirectory() as tmpdir:
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print(f"Testing from directory: {tmpdir}")
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# Get the build directory (assuming we're running from the repo root)
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build_dir = os.path.abspath("build")
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mcrogueface_exe = os.path.join(build_dir, "mcrogueface")
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if os.name == "nt": # Windows
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mcrogueface_exe += ".exe"
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# Create a simple test script that the game should load
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test_script = """
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import mcrfpy
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print("TEST SCRIPT LOADED SUCCESSFULLY")
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mcrfpy.createScene("test_scene")
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"""
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# Save the original game.py
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game_py_path = os.path.join(build_dir, "scripts", "game.py")
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game_py_backup = game_py_path + ".backup"
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if os.path.exists(game_py_path):
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shutil.copy(game_py_path, game_py_backup)
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try:
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# Replace game.py with our test script
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os.makedirs(os.path.dirname(game_py_path), exist_ok=True)
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with open(game_py_path, "w") as f:
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f.write(test_script)
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# Test 1: Run from build directory (should work)
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print("\nTest 1: Running from build directory...")
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result = subprocess.run(
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[mcrogueface_exe, "--headless", "-c", "print('Test 1 complete')"],
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cwd=build_dir,
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capture_output=True,
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text=True,
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timeout=5
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)
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if "TEST SCRIPT LOADED SUCCESSFULLY" in result.stdout:
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print("✓ Test 1 PASSED: Script loaded from build directory")
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else:
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print("✗ Test 1 FAILED: Script not loaded from build directory")
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print(f"stdout: {result.stdout}")
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print(f"stderr: {result.stderr}")
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# Test 2: Run from temporary directory (often fails on Windows)
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print("\nTest 2: Running from different working directory...")
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result = subprocess.run(
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[mcrogueface_exe, "--headless", "-c", "print('Test 2 complete')"],
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cwd=tmpdir,
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capture_output=True,
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text=True,
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timeout=5
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)
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if "TEST SCRIPT LOADED SUCCESSFULLY" in result.stdout:
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print("✓ Test 2 PASSED: Script loaded from different directory")
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else:
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print("✗ Test 2 FAILED: Script not loaded from different directory")
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print(f"stdout: {result.stdout}")
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print(f"stderr: {result.stderr}")
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print("\nThis is the bug described in Issue #37!")
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finally:
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# Restore original game.py
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if os.path.exists(game_py_backup):
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shutil.move(game_py_backup, game_py_path)
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if __name__ == "__main__":
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test_script_loading()
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