"""Check the saved library's public inventory and persistence.""" import bpy from anyimage.common.node import load_node_group, node_asset_path from tools.nodes.check import GEOMETRY_NAMES, SHADER_NAMES def test_saved_asset_inventory(): bpy.ops.wm.read_factory_settings(use_empty=True) with bpy.data.libraries.load(str(node_asset_path())) as (source, _): assert set(source.node_groups) == GEOMETRY_NAMES | SHADER_NAMES for name in sorted(GEOMETRY_NAMES | SHADER_NAMES): bpy.ops.wm.read_factory_settings(use_empty=True) node_group = load_node_group(name) assert node_group.bl_idname == ("GeometryNodeTree" if name in GEOMETRY_NAMES else "ShaderNodeTree") assert node_group.use_fake_user and node_group.users > 0 if name in GEOMETRY_NAMES: assert node_group.is_modifier if bpy.app.version >= (5, 0, 0): assert node_group.library is not None if name in {"O Image Depth Layer", "O Shadeless"}: expected = ["Color", "Alpha", "Depth", "Bump Scale"] if name == "O Image Depth Layer" else ["Color"] assert [item.name for item in node_group.interface.items_tree if item.item_type == "SOCKET" and item.in_out == "INPUT"] == expected