Validate POC A and POC B foundations
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@@ -0,0 +1,64 @@
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extends SceneTree
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const SEARCH_ROOTS := [
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"res://src",
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"res://game",
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"res://content",
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"res://scenes",
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"res://tests",
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]
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var _failures: Array[String] = []
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var _loaded_resource_count := 0
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func _init() -> void:
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_run.call_deferred()
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func _run() -> void:
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for root: String in SEARCH_ROOTS:
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if DirAccess.dir_exists_absolute(root):
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_load_directory(root)
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if _failures.is_empty():
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print("Resource loading: %d passed, 0 failed." % _loaded_resource_count)
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quit(0)
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else:
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for failure: String in _failures:
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push_error(failure)
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print("Resource loading: %d failed." % _failures.size())
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quit(1)
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func _load_directory(directory_path: String) -> void:
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var directory := DirAccess.open(directory_path)
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if directory == null:
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_failures.append("cannot open %s" % directory_path)
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return
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var subdirectories := directory.get_directories()
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for subdirectory: String in subdirectories:
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_load_directory(directory_path.path_join(subdirectory))
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var files := directory.get_files()
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for file_name: String in files:
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if not (
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file_name.ends_with(".gd")
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or file_name.ends_with(".tscn")
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or file_name.ends_with(".tres")
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or file_name.ends_with(".res")
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):
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continue
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var resource_path := directory_path.path_join(file_name)
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var resource := ResourceLoader.load(resource_path)
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if resource == null:
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_failures.append("cannot load %s" % resource_path)
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continue
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if resource is PackedScene:
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var instance := (resource as PackedScene).instantiate()
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if instance == null:
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_failures.append("cannot instantiate %s" % resource_path)
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continue
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instance.free()
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_loaded_resource_count += 1
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