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Unit testing in Godot + Rust

I'm using godot-rust bindings to provide some additional functionality to my codebase. I wrote methods associated with a struct that I would like to use in my game and made a few unit tests to ensure that they're working correctly. After godotifying my struct with attributes described in Hello World section of the godot-rust book I got a slew of errors, some of which are about initialization of the struct in test functions. After clearing them all and executing MyClass:new_alloc() at the beginning of a test function the compiler complains that Godot engine is not available. I hit a roadblock because I don't know how to execute tests in Godot environment. Changing #[test] to #[itest] makes the code compile but that's because it executes 0 tests; from what I see itest is meant for developing godot-rust anyway. What is the preferred way of unit testing godot-rust code?

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