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Author SHA1 Message Date
119850a7b4 testing ci
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2026-01-28 09:33:21 +01:00
b198aba09b updating state chart addon
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2026-01-27 19:13:53 +01:00
37165d1562 fuck tests I guess
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2026-01-27 19:04:52 +01:00
5684561b66 fuck tests I guess 2026-01-27 19:04:34 +01:00
2678cac0e6 FUUUUCK FUUUUUUUUUUCK
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2026-01-27 19:01:05 +01:00
230b409abe FUUUUCK FUUUUUUUUUUCK
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2026-01-27 18:56:12 +01:00
a6c80206c9 trying to fix syntax error in checkout action
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2026-01-27 18:53:03 +01:00
1a73f23670 trying to fix syntax error in checkout action
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2026-01-27 18:52:04 +01:00
18 changed files with 652 additions and 91 deletions

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@@ -25,19 +25,24 @@ jobs:
apt update && apt -y install curl nodejs xvfb
- name: Checkout
uses: actions/checkout@v6
uses: actions/checkout@v3
with:
lfs: false
persist-credentials: true
- name: Checkout LFS
run: |
git lfs install --local
AUTH=$(git config http.${{ gitea.server_url }}/.extraheader)
AUTH_FILE=$(git config includeif.gitdir:/workspace/${{ gitea.repository }}/.git.path)
git config -f $AUTH_FILE --unset http.${{ gitea.server_url }}/.extraheader
git config -f $AUTH_FILE http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/batch.extraheader "$AUTH"
git lfs pull
UrlBase=$GITHUB_SERVER_URL; \
UrlLfsBase=$UrlBase/${{ gitea.repository }}.git/info/lfs/objects; \
Auth=`/usr/bin/git config --get --local http.$UrlBase/.extraheader`; \
/usr/bin/git config --local http.${UrlLfsBase}/batch.extraheader "$Auth"; \
/usr/bin/git config --local http.${UrlLfsBase}/.extraheader ''
git config --local lfs.transfer.maxretries 1
/usr/bin/git lfs fetch origin refs/remotes/origin/${{ gitea.ref_name }}
/usr/bin/git lfs checkout
/usr/bin/git add .
/usr/bin/git reset --hard
- name: Run tests
uses: godot-gdunit-labs/gdUnit4-action@v1

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@@ -36,15 +36,94 @@ jobs:
INITIAL_VERSION: 0.1.0
DEFAULT_BUMP: patch
# Test:
# runs-on: ubuntu-latest
# env:
# RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
# steps:
# - name: Install node, xvfb and curl
# run: |
# apt update && apt -y install curl nodejs xvfb
#
Test:
runs-on: ubuntu-latest
env:
RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
steps:
- name: Install node, xvfb and curl
run: |
apt update && apt -y install curl nodejs xvfb
- name: Checkout
uses: actions/checkout@v3
with:
lfs: false
- name: Checkout LFS
run: |
UrlBase=$GITHUB_SERVER_URL; \
UrlLfsBase=$UrlBase/${{ gitea.repository }}.git/info/lfs/objects; \
Auth=`/usr/bin/git config --get --local http.$UrlBase/.extraheader`; \
/usr/bin/git config --local http.${UrlLfsBase}/batch.extraheader "$Auth"; \
/usr/bin/git config --local http.${UrlLfsBase}/.extraheader ''
git config --local lfs.transfer.maxretries 1
/usr/bin/git lfs fetch origin refs/remotes/origin/${{ gitea.ref_name }}
/usr/bin/git lfs checkout
/usr/bin/git add .
/usr/bin/git reset --hard
- name: Run tests
uses: godot-gdunit-labs/gdUnit4-action@v1
with:
godot-version: '4.6'
godot-net: true
godot-force-mono: true
dotnet-version: 'net9.0'
paths: |
res://tests/
timeout: 1
publish-report: false
upload-report: false
- name: Upload test report
uses: actions/upload-artifact@v3-node20
with:
name: Test Report
path: ${{ github.workspace }}/reports/test-result.html
- name: Trying build
run: |
mkdir -v -p build/windows
/home/runner/godot-linux/godot --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
Export:
runs-on: ubuntu-latest
env:
RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
needs:
- BumpTag
# - Test # Wait for tests to finish
container:
image: barichello/godot-ci:mono-4.6
steps:
- name: Install node, curl and zip
run: |
apt update && apt -y install curl zip nodejs
- name: Checkout
uses: actions/checkout@v3
with:
lfs: false
- name: Checkout LFS
run: |
UrlBase=$GITHUB_SERVER_URL; \
UrlLfsBase=$UrlBase/${{ gitea.repository }}.git/info/lfs/objects; \
Auth=`/usr/bin/git config --get --local http.$UrlBase/.extraheader`; \
/usr/bin/git config --local http.${UrlLfsBase}/batch.extraheader "$Auth"; \
/usr/bin/git config --local http.${UrlLfsBase}/.extraheader ''
git config --local lfs.transfer.maxretries 1
/usr/bin/git lfs fetch origin refs/remotes/origin/${{ gitea.ref_name }}
/usr/bin/git lfs checkout
/usr/bin/git add .
/usr/bin/git reset --hard
# - name: Checkout
# uses: actions/checkout@v6
# with:
@@ -59,76 +138,15 @@ jobs:
# git config -f $AUTH_FILE --unset http.${{ gitea.server_url }}/.extraheader
# git config -f $AUTH_FILE http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/batch.extraheader "$AUTH"
# git lfs pull
#
# - name: Run tests
# uses: godot-gdunit-labs/gdUnit4-action@v1
# with:
# godot-version: '4.6.0'
# godot-net: true
# godot-force-mono: true
# dotnet-version: 'net9.0'
# paths: |
# res://tests/
# timeout: 1
# publish-report: false
# upload-report: false
#
# - name: Upload test report
# uses: actions/upload-artifact@v3-node20
# with:
# name: Test Report
# path: ${{ github.workspace }}/reports/test-result.html
Export:
runs-on: ubuntu-latest
env:
RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
needs:
- BumpTag
# - Test # Wait for tests to finish
container:
image: barichello/godot-ci:mono-4.6
steps:
- name: Install curl and zip
run: |
apt update && apt -y install curl zip nodejs
- name: Setup node
uses: actions/setup-node@v4
with:
node-version: 24
- name: Checkout
uses: actions/checkout@v6
with:
lfs: false
persist-credentials: true
- name: Checkout LFS
run: |
git lfs install --local
AUTH=$(git config http.${{ gitea.server_url }}/.extraheader)
AUTH_FILE=$(git config includeif.gitdir:/workspace/${{ gitea.repository }}/.git.path)
git config -f $AUTH_FILE --unset http.${{ gitea.server_url }}/.extraheader
git config -f $AUTH_FILE http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/batch.extraheader "$AUTH"
git lfs pull
# GDUnit action replacement while waiting for 4.6 support
- name: Import resources and build solution
run: |
godot --headless --editor --build-solutions --quit --import --path $PWD
- name: Run tests
run: |
godot --headless --path "$PWD" -s -d addons/gdUnit4/bin/GdUnitCmdTool.gd -a ./test -rd ./test/reports --ignoreHeadlessMode
- name: Upload test report
uses: actions/upload-artifact@v3-node20
with:
name: Test Report
path: ${{ github.workspace }}/reports/test-result.html
- name: Remove GDUnit addon folder because it breaks the build
run: |
rm -rf ${{ gitea.workspace }}/addons/gdUnit4
- name: Import resources and build solution
run: |
godot --headless --editor --build-solutions --quit --import --path $PWD
- name: Build Windows
run: |
mkdir -v -p build/windows

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@@ -40,19 +40,24 @@ jobs:
apt update && apt -y install curl zip nodejs
- name: Checkout
uses: actions/checkout@v6
uses: actions/checkout@v3
with:
lfs: false
persist-credentials: true
- name: Checkout LFS
run: |
git lfs install --local
AUTH=$(git config http.${{ gitea.server_url }}/.extraheader)
AUTH_FILE=$(git config includeif.gitdir:/workspace/${{ gitea.repository }}/.git.path)
git config -f $AUTH_FILE --unset http.${{ gitea.server_url }}/.extraheader
git config -f $AUTH_FILE http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/batch.extraheader "$AUTH"
git lfs pull
UrlBase=$GITHUB_SERVER_URL; \
UrlLfsBase=$UrlBase/${{ gitea.repository }}.git/info/lfs/objects; \
Auth=`/usr/bin/git config --get --local http.$UrlBase/.extraheader`; \
/usr/bin/git config --local http.${UrlLfsBase}/batch.extraheader "$Auth"; \
/usr/bin/git config --local http.${UrlLfsBase}/.extraheader ''
git config --local lfs.transfer.maxretries 1
/usr/bin/git lfs fetch origin refs/remotes/origin/${{ gitea.ref_name }}
/usr/bin/git lfs checkout
/usr/bin/git add .
/usr/bin/git reset --hard
- name: Import resources and build solution
run: |

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@@ -11,7 +11,7 @@ namespace GodotStateCharts
/// <summary>
/// The wrapped node.
/// </summary>
protected readonly Node Wrapped;
public readonly Node Wrapped;
protected NodeWrapper(Node wrapped)
{

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@@ -0,0 +1,39 @@
// ReSharper disable once CheckNamespace
namespace GodotStateCharts
{
using Godot;
/// <summary>
/// Base class for all wrapper classes for Godot Resource types. Provides common functionality. Not to be used directly.
/// </summary>
public abstract class ResourceWrapper
{
/// <summary>
/// The wrapped resource. Useful for you need to access the underlying resource directly,
/// e.g. for serialization.
/// </summary>
public readonly Resource Wrapped;
protected ResourceWrapper(Resource wrapped)
{
Wrapped = wrapped;
}
/// <summary>
/// Allows to call methods on the wrapped resource deferred.
/// </summary>
public Variant CallDeferred(string method, params Variant[] args)
{
return Wrapped.CallDeferred(method, args);
}
/// <summary>
/// Allows to call methods on the wrapped resource.
/// </summary>
public Variant Call(string method, params Variant[] args)
{
return Wrapped.Call(method, args);
}
}
}

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@@ -0,0 +1 @@
uid://j8ro24kpswjd

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@@ -0,0 +1,89 @@
// ReSharper disable once CheckNamespace
namespace GodotStateCharts
{
using System;
using Godot;
/// <summary>
/// C# wrapper for the SerializedStateChart Godot resource.
/// </summary>
public class SerializedStateChart : ResourceWrapper
{
private SerializedStateChart(Resource wrapped) : base(wrapped) { }
public static SerializedStateChart Of(Resource resource)
{
if (resource.GetScript().As<Script>() is not GDScript gdScript
|| !gdScript.ResourcePath.EndsWith("serialized_state_chart.gd"))
{
throw new ArgumentException("Given resource is not a SerializedStateChart.");
}
return new SerializedStateChart(resource);
}
public int Version
{
get => Wrapped.Get("version").AsInt32();
set => Wrapped.Set("version", value);
}
public string Name
{
get => Wrapped.Get("name").AsString();
set => Wrapped.Set("name", value);
}
public Godot.Collections.Dictionary ExpressionProperties
{
get => Wrapped.Get("expression_properties").AsGodotDictionary();
set => Wrapped.Set("expression_properties", value);
}
public Godot.Collections.Array QueuedEvents
{
get => Wrapped.Get("queued_events").AsGodotArray();
set => Wrapped.Set("queued_events", value);
}
public bool PropertyChangePending
{
get => Wrapped.Get("property_change_pending").AsBool();
set => Wrapped.Set("property_change_pending", value);
}
public bool StateChangePending
{
get => Wrapped.Get("state_change_pending").AsBool();
set => Wrapped.Set("state_change_pending", value);
}
public bool LockedDown
{
get => Wrapped.Get("locked_down").AsBool();
set => Wrapped.Set("locked_down", value);
}
public Godot.Collections.Array QueuedTransitions
{
get => Wrapped.Get("queued_transitions").AsGodotArray();
set => Wrapped.Set("queued_transitions", value);
}
public bool TransitionsProcessingActive
{
get => Wrapped.Get("transitions_processing_active").AsBool();
set => Wrapped.Set("transitions_processing_active", value);
}
public SerializedStateChartState State
{
get
{
var stateRes = Wrapped.Get("state").As<Resource>();
return stateRes != null ? SerializedStateChartState.Of(stateRes) : null;
}
set => Wrapped.Set("state", value?.Wrapped);
}
}
}

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@@ -0,0 +1 @@
uid://vsn1msuytiho

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@@ -0,0 +1,89 @@
using System;
using System.Collections.Generic;
using Godot;
namespace GodotStateCharts
{
/// <summary>
/// C# wrapper for the SerializedStateChartState Godot resource.
/// </summary>
public class SerializedStateChartState : ResourceWrapper
{
private SerializedStateChartState(Resource wrapped) : base(wrapped)
{
}
public static SerializedStateChartState Of(Resource resource)
{
if (resource.GetScript().As<Script>() is not GDScript gdScript
|| !gdScript.ResourcePath.EndsWith("serialized_state_chart_state.gd"))
{
throw new ArgumentException("Given resource is not a SerializedStateChartState.");
}
return new SerializedStateChartState(resource);
}
public string Name
{
get => Wrapped.Get("name").AsString();
set => Wrapped.Set("name", value);
}
public int StateType
{
get => Wrapped.Get("state_type").AsInt32();
set => Wrapped.Set("state_type", value);
}
public bool Active
{
get => Wrapped.Get("active").AsBool();
set => Wrapped.Set("active", value);
}
public string PendingTransitionName
{
get => Wrapped.Get("pending_transition_name").AsString();
set => Wrapped.Set("pending_transition_name", value);
}
public float PendingTransitionRemainingDelay
{
get => Wrapped.Get("pending_transition_remaining_delay").AsSingle();
set => Wrapped.Set("pending_transition_remaining_delay", value);
}
public float PendingTransitionInitialDelay
{
get => Wrapped.Get("pending_transition_initial_delay").AsSingle();
set => Wrapped.Set("pending_transition_initial_delay", value);
}
public List<SerializedStateChartState> Children
{
get
{
var wrappedChildren = Wrapped.Get("children").AsGodotArray();
var result = new List<SerializedStateChartState>();
// ReSharper disable once LoopCanBeConvertedToQuery
foreach (var item in wrappedChildren)
{
result.Add(Of(item.As<Resource>()));
}
return result;
}
set
{
var wrappedChildren = new Godot.Collections.Array();
foreach (var child in value)
{
wrappedChildren.Add(child.Wrapped);
}
Wrapped.Set("children", wrappedChildren);
}
}
}
}

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@@ -0,0 +1 @@
uid://bxbsjxky868w0

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@@ -0,0 +1,32 @@
namespace GodotStateCharts;
using Godot;
public class StateChartSerializer
{
private static readonly GodotObject Wrapped = GD.Load("res://addons/godot_state_charts/state_chart_serializer.gd");
/// <summary>
/// Serializes the given state chart and returns a serialized object that
/// can be stored as part of a saved game.
/// </summary>
/// <param name="stateChart">the state chart to serialize</param>
/// <returns>a resource containing the serialized state</returns>
public static SerializedStateChart Serialize(StateChart stateChart)
{
return SerializedStateChart.Of(Wrapped.Call("serialize", stateChart.Wrapped).As<Resource>());
}
/// <summary>
/// Deserializes the given serialized state chart into the given state chart. Returns a set of
/// error messages. If the serialized state chart was no longer compatible with the current state
/// chart, nothing will happen. The operation is successful when the returned array is empty.
/// </summary>
public static string[] Deserialize(SerializedStateChart serializedStateChart, StateChart stateChart)
{
var variant = Wrapped.Call("deserialize", serializedStateChart.Wrapped, stateChart.Wrapped);
return variant.AsStringArray();
}
}

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@@ -0,0 +1 @@
uid://cfttxxidmbax6

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@@ -0,0 +1,46 @@
# This class is used to serialize a state chart to a resource. It is intended
# to make it easier to save and load state charts, as well as to transfer them
# over the network if needed.
#
# This class contains the state of the state chart, as well as the state of all
# its children.
class_name SerializedStateChart
extends Resource
## This is just in case we change the way this is serialized down the road,
## so we have a way of migrating.
@export var version:int = 1
@export var name: String = ""
@export var expression_properties: Dictionary = {}
@export var queued_events: Array[StringName] = []
@export var property_change_pending: bool = false
@export var state_change_pending: bool = false
@export var locked_down: bool = false
@export var queued_transitions: Array[Dictionary] = []
@export var transitions_processing_active: bool = false
@export var state: SerializedStateChartState = null
func _to_string() -> String:
return """SerializedStateChart(
version: %d
name: %s
expression_properties: %s
queued_events: %s
property_change_pending: %s
state_change_pending: %s
locked_down: %s
queued_transitions: %s
transitions_processing_active: %s
state: %s
)""" % [
version,
name,
JSON.stringify(expression_properties, "\t"),
JSON.stringify(queued_events, "\t"),
property_change_pending,
state_change_pending,
locked_down,
JSON.stringify(queued_transitions, "\t"),
transitions_processing_active,
state.debug_string() if state != null else "null"
]

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@@ -0,0 +1 @@
uid://btjh2htgxjw8v

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@@ -0,0 +1,38 @@
# This class is used to serialize a state chart state to a resource. It is intended
# to make it easier to save and load state charts, as well as to transfer them
# over the network if needed. See also SerializedStateChartResource.
class_name SerializedStateChartState
extends Resource
@export var name: StringName = ""
@export var state_type: int = -1
@export var active: bool = false
@export var pending_transition_name: String = ""
@export var pending_transition_remaining_delay: float = 0.0
@export var pending_transition_initial_delay: float = 0.0
@export var children: Array[SerializedStateChartState] = []
# Only used for history states
@export var history: SavedState = null
func _to_string() -> String:
return """SerializedStateChartState(
name: %s
state_class: %s
active: %s
pending_transition_name: %s
pending_transition_remaining_delay: %s
pending_transition_initial_delay: %s
children: %s
history: %s
)""" % [
name,
state_type,
active,
pending_transition_name,
pending_transition_remaining_delay,
pending_transition_initial_delay,
JSON.stringify(children, "\t"),
history.debug_string() if history != null else "null"
]

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@@ -0,0 +1 @@
uid://ckplopl15o5bb

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@@ -0,0 +1,193 @@
## Helper class for serializing and deserializing state charts.
class_name StateChartSerializer
## Serializes the given state chart and returns a serialized object that
## can be stored as part of a saved game.
static func serialize(state_chart: StateChart) -> SerializedStateChart:
state_chart.freeze()
var result := _serialize_chart(state_chart)
state_chart.thaw()
return result
## Deserializes the given serialized state chart into the given state chart. Returns a set of
## error messages. If the serialized state chart was no longer compatible with the current state
## chart, nothing will happen. The operation is successful when the returned array is emtpy.
static func deserialize(serialized_state_chart: SerializedStateChart, state_chart: StateChart) -> PackedStringArray:
var error_messages: PackedStringArray = []
_verify_chart_compatibility(serialized_state_chart, state_chart, error_messages)
if not error_messages.is_empty():
return error_messages
state_chart.freeze()
_deserialize_chart(serialized_state_chart, state_chart)
state_chart.thaw()
state_chart._run_queued_transitions()
state_chart._run_changes()
return error_messages
## Recursively builds a Resource representation of this state chart and it's children.
## This function is intended to be used for serializing into the desired format (such as a file or JSON)
## as needed for game saves or network transmission.
## This method assumes that the StateChart will be constructed and added to the tree prior
## to loading the resource. As such, it does not store data, such as Transitions, which will be
## created in the Node Tree.
static func _serialize_chart(state_chart: StateChart) -> SerializedStateChart:
assert(state_chart != null, "tried to serialize a null chart.")
var result: SerializedStateChart = SerializedStateChart.new()
result.name = state_chart.name
result.expression_properties = state_chart._expression_properties
result.queued_events = state_chart._queued_events
result.property_change_pending = state_chart._property_change_pending
result.state_change_pending = state_chart._state_change_pending
result.locked_down = state_chart._locked_down
result.queued_transitions = state_chart._queued_transitions
result.transitions_processing_active = state_chart._transitions_processing_active
result.state = _serialize_state(state_chart._state)
return result
## Loads a state chart from a resource. This will replace the current state chart's internal state with the one in the resource.
## Events and transitions will not be processed or queued during the load process.
## Loading assumes that the state chart states have already been instantiated into your node tree. This will
## update existing nodes in the tree, but not create new nodes that do not yet exist. Data for non-existent nodes
## will be discarded. If you want to create new nodes, you need to do so manually from the resource objects prior
## to calling this method.
static func _deserialize_chart(serialized_chart: SerializedStateChart, target: StateChart) -> void:
assert(serialized_chart != null, "tried to deserialize a null serialized state chart.")
assert(target != null, "tried to deserialize into a null state chart.")
# load the state chart data
target._expression_properties = serialized_chart.expression_properties
target._queued_events = serialized_chart.queued_events
target._property_change_pending = serialized_chart.property_change_pending
target._state_change_pending = serialized_chart.state_change_pending
target._locked_down = serialized_chart.locked_down
target._queued_transitions = serialized_chart.queued_transitions
target._transitions_processing_active = serialized_chart.transitions_processing_active
# and all the states
_deserialize_state(serialized_chart.state, target._state)
## Serializes the given state chart state into a serialized state chart state.
static func _serialize_state(state: StateChartState) -> SerializedStateChartState:
assert(state != null, "tried to serialize a null state.")
var result := SerializedStateChartState.new()
result.name = state.name
result.state_type = _type_for_state(state)
result.active = state._state_active
result.pending_transition_name = state._pending_transition.name if state._pending_transition != null else ""
result.pending_transition_remaining_delay = state._pending_transition_remaining_delay
result.pending_transition_initial_delay = state._pending_transition_initial_delay
if state is HistoryState:
result.history = state.history
result.children = []
for child in state.get_children():
if child is StateChartState:
result.children.append(_serialize_state(child))
return result
## Deserializes a serialized state chart state into a state chart state.
static func _deserialize_state(serialized_state: SerializedStateChartState, target: StateChartState) -> void:
assert(serialized_state != null, "tried to deserialize a null serialized state.")
assert(target != null, "tried to deserialize into a null state.")
target._state_active = serialized_state.active
if serialized_state.pending_transition_name != "":
target._pending_transition = target.get_node(serialized_state.pending_transition_name)
else:
target._pending_transition = null
target._pending_transition_remaining_delay = serialized_state.pending_transition_remaining_delay
target._pending_transition_initial_delay = serialized_state.pending_transition_initial_delay
if target is HistoryState:
target.history = serialized_state.history
for child_serialized_state in serialized_state.children:
var child_state: StateChartState = target.get_node(NodePath(child_serialized_state.name))
_deserialize_state(child_serialized_state, child_state)
if target is CompoundState:
# ensure _active_state is set to the currently active child
if target._state_active:
# find the currently active child
for child in target.get_children():
if child is StateChartState and child._state_active:
target._active_state = child
break
## Verify that the serialized state chart can actually be restored on the target state chart.
static func _verify_chart_compatibility(serialized_state_chart: SerializedStateChart, target: StateChart, error_messages: PackedStringArray) -> void:
var message_prefix: String = "[%s]:" % [target.get_path()]
if serialized_state_chart.version != 1:
error_messages.append("%s Unsupported serialized state chart version %s != %s." % [message_prefix, serialized_state_chart.version, 1])
_verify_state_compatiblity(serialized_state_chart.state, target._state, error_messages)
## Checks if the given serialized state can be restored on the given state.
static func _verify_state_compatiblity(serialized_state: SerializedStateChartState, target: StateChartState, error_messages: PackedStringArray) -> void:
var message_prefix: String = "[%s]:" % [_get_state_path(target)]
if serialized_state.name != target.name:
error_messages.append("%s State name mismatch: %s != %s" % [message_prefix, target.name, serialized_state.name])
if serialized_state.state_type != _type_for_state(target):
error_messages.append("%s State type mismatch: %s != %s " % [message_prefix, _type_for_state(target), serialized_state.state_type])
if not serialized_state.pending_transition_name.is_empty() \
and target.get_node_or_null(serialized_state.pending_transition_name) == null:
error_messages.append("%s Pending transition %s not found" % [message_prefix, serialized_state.pending_transition_name])
var states_in_tree: Array[StringName] = []
var states_in_serialized_version: Array[StringName] = []
for child in target.get_children():
if child is StateChartState:
states_in_tree.append(child.name)
for serialized_child in serialized_state.children:
states_in_serialized_version.append(serialized_child.name)
var child: Node = target.get_node_or_null(NodePath(serialized_child.name))
if child == null:
error_messages.append("%s Serialized state has child state %s but no such state exists in the tree." % [message_prefix, serialized_child.name])
else:
_verify_state_compatiblity(serialized_child, child, error_messages)
var in_tree_but_missing_in_serialized: Array = states_in_tree.filter(func(it): return not states_in_serialized_version.has(it))
for item in in_tree_but_missing_in_serialized:
error_messages.append("%s Tree has child state %s but no such child state exists in the serialized state." % [message_prefix, str(item)])
## Returns an integer giving the state type.
static func _type_for_state(state: StateChartState) -> int:
if state is AtomicState:
return 0
if state is CompoundState:
return 1
if state is ParallelState:
return 2
if state is HistoryState:
return 3
assert(false, "Unknown state type")
return -1
## Returns the path from the state's chart to the state.
static func _get_state_path(state: StateChartState) -> String:
if state == null or state._chart == null:
return ""
return str(state._chart.get_path_to(state))

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