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GD-24: [Master] Request for nonexistent project setting: gdunit/report/error_notification #24

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afonsolage opened this issue Mar 27, 2021 · 13 comments · Fixed by #29
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bug Something isn't working good first issue Good for newcomers
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@afonsolage
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The used Godot version:
3.3.rc6

OS including version:
Ubuntu 20.04 x64 x11 GTX 1650M (proprietary drives)

Describe the bug
I just cloned the master and copied gdUnit3 and GdCommons to /addons folders. When I started godot on my existing project, the following error shows up:
Request for nonexistent project setting: gdunit/report/error_notification.

When testing on a new clean project, there are two more erros:

 Request for nonexistent project setting: gdunit/report/error_notification.
 Couldn't create an ENet multiplayer server.
 modules/gdscript/gdscript_functions.cpp:803 - Can't establish server, error code: 20

Steps to Reproduce
Steps to reproduce the behavior:

  1. Open the test project
  2. See error Request for nonexistent project setting: gdunit/report/error_notification.

Minimal reproduction project:
test_project.zip

@afonsolage afonsolage added the bug Something isn't working label Mar 27, 2021
@afonsolage
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Additional info:
If I set Gdunit/Report/Error Notification to On, on the next startup of godot, the error won't should, but the property gets set to Off again and on the next time Godot is started, the error will show again.

@MikeSchulze
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Hi @afonsolage thanks for reporting this issue.

The error 'Request for nonexistent project setting: gdunit/report/error_notification.' can still be ignored
The property to enable push error reports is currently a prototype and not production ready.

I will remove the error notification in the next release ;)

The second error is more a problem.
If you able to run any test or if the GdUnitInspector empty?
If the error also occurs when you restart godot?

@MikeSchulze MikeSchulze added this to the beta v0.9.1 milestone Mar 27, 2021
@afonsolage
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Actually, no.

I created a dummy scene Node.tscn and attached a Node.gd to it, as follows:

extends Node


func _ready():
	pass # Replace with function body.


func dummy() -> String:
	return "boo"

Then created a new test function using Right Click -> Create Test. It failed because the Node.gd wasn't on root folder (res://Node.gd), but that's another problem, I'll open another issue for that.

After creating a folder, named scripts and placing the Node.gd inside it, the Create Test worked fine, as follow:

# GdUnit generated TestSuite
class_name NodeTest
extends GdUnitTestSuite

# TestSuite generated from
const __source = 'res://scripts/Node.gd'

func test_dummy():
	assert_not_yet_implemented()

But when I tried to run the tests (either by using context menu or using the GdUnit panel), only the following message is printed:
Save test script: [GDScript:19022] res://scripts/test/NodeTest.gd. No visual changes on GdUnit panel. Even after restart, it didn't worked.

Here is the updated project:
test_project_updated.zip

@afonsolage
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afonsolage commented Mar 27, 2021

After more tests, I think the error was mine, don't know why, but it isn't happening anymore 😕

  1. Created a brand new project;
  2. Added addons folder from GdUnit3 repo;
  3. Started Godot, enabled plugin;
  4. Pressed run tests and it runs (even tho there are no tests);

🤔

@MikeSchulze
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OK, i will checkout Godot 3.3.rc6 for reproduce.
My problem is i don't have a environment Ubuntu to test.

  • so current state is you have no errors in the console?
  • if you run a testsuite no update is happen on the inspector?

@afonsolage
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In short:

  • On my existing project, I still got the Request for nonexistent project setting: gdunit/report/error_notification. error message when godot starts up, but it doesn't don't causes any issue;

  • On brand new test project, I won't get that ENet error enymore, so I think this issue can track the above mentioned error, so I can't reproduce it anymore.

@MikeSchulze
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MikeSchulze commented Mar 27, 2021

Sounds strange ;)
But see you any progress in the inspector?

  • list of executed testsuites with state success or fail

Can you please try a full test run?
Select the GdUnit folder and try 'Debug tests' please

@afonsolage
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No problem, here it goes again, but this time, I'll register each step:

  1. Created a brand new project, named test_project
  2. Opened up Godot;
  3. Copied addons folder from GdUnit3 repository and placed on test_project folder
  4. Enabled GdUnit3 on Godot

The following output appear:

Godot Engine v3.3.rc6.official (c) 2007-2021 Juan Linietsky, Ariel Manzur & Godot Contributors.
 Request for nonexistent project setting: gdunit/report/error_notification.
 Couldn't create an ENet multiplayer server.
 modules/gdscript/gdscript_functions.cpp:803 - Can't establish server, error code: 20
Loading GdUnit3 Plugin success
  1. Clicked on GdUnit panel tab and hit Run Tests, the button grayed out and nothing happens:
    image
  2. Clicked on "Stop" button. The following error shows up:
 res://addons/gdUnit3/src/ui/GdUnitInspector.gd:381 - Invalid type in function '_gdUnit_stop' in base 'Panel (GdUnitInspector.gd)'. Cannot convert argument 1 from Nil to in
  1. Right clicked on GdUnit folder, but the run/debug tests are disabled:
    image
  2. Restarted Godot
  3. When Godot shows up, the same output as step 4 appears:
Godot Engine v3.3.rc6.official (c) 2007-2021 Juan Linietsky, Ariel Manzur & Godot Contributors.
 Request for nonexistent project setting: gdunit/report/error_notification.
 Couldn't create an ENet multiplayer server.
 modules/gdscript/gdscript_functions.cpp:803 - Can't establish server, error code: 20
Loading GdUnit3 Plugin success
  1. Tried again running tests, but the same results as steps 5 and step 6 happened
  2. Closed godot and zipped the project:
    teste_project.zip
  3. Started Godot again and the same output as 4 and 9 appears
  4. Create a new Node scene, saved it as Node.tscn
  5. Tried again to run tests, same thing as 5 and 6 happens.

@afonsolage
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afonsolage commented Mar 27, 2021

Nvm. I figured it out! 😆

I had already another instance of Godot editor running with the GdUnit3 plugin active. So Network.gd is biding the same port on both instances.

I think this can be fixed by either adding the networking port to be configurable or assing a random port whenever it started.

The downside of this issue is we can't have two Godot Editor instances running at the same time, with the plugin enabled.

@MikeSchulze
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Ah now come light in the problem ;)

Sounds finally it is a running multiple Godot instances at same time.
Yes this is currently a problem of hard coded server port.

I will figure out to manage this by using using an random free port for each instance or simply adding a new setting to manage the port.

So running GdUnit3 on a single Godot instance works as described in the tutorial?

@afonsolage
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Yes. Everything is fine when you don't forget another instance of godot running 😅

@MikeSchulze
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Thats good news ;)

I will create a new issue to support multiple running godot instances.
This issue will be handle now only the settings issue.

Thanks for you hard testing :)

@MikeSchulze MikeSchulze linked a pull request Mar 27, 2021 that will close this issue
@MikeSchulze
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merged into master

@MikeSchulze MikeSchulze added the good first issue Good for newcomers label Mar 27, 2021
@MikeSchulze MikeSchulze changed the title [Master] Request for nonexistent project setting: gdunit/report/error_notification GD-24: [Master] Request for nonexistent project setting: gdunit/report/error_notification Mar 28, 2021
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