0ad/source/test_setup.cpp

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/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
// Got to be consistent with what the rest of the source files do before
// including precompiled.h, so that the PCH works correctly
#ifndef CXXTEST_RUNNING
#define CXXTEST_RUNNING
#endif
#define _CXXTEST_HAVE_STD
#include "precompiled.h"
#include <fstream>
#include "lib/self_test.h"
#include <cxxtest/GlobalFixture.h>
#include "lib/timer.h"
#include "lib/sysdep/sysdep.h"
#include "ps/Profiler2.h"
#include "ps/TaskManager.h"
#include "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/ScriptEngine.h"
#include "scriptinterface/ScriptContext.h"
#include "scriptinterface/ScriptInterface.h"
class LeakReporter : public CxxTest::GlobalFixture
{
virtual bool tearDownWorld()
{
return true;
}
virtual bool setUpWorld()
{
#if MSC_VERSION
// (Warning: the allocation numbers seem to differ by 3 when you
// run in the build process vs the debugger)
// _CrtSetBreakAlloc(1952);
#endif
return true;
}
};
class MiscSetup : public CxxTest::GlobalFixture
{
virtual bool setUpWorld()
{
// Timer must be initialised, else things will break when tests do IO
timer_Init();
#if OS_MACOSX || OS_BSD
// See comment in GameSetup.cpp FixLocales
setlocale(LC_CTYPE, "UTF-8");
#endif
Threading::SetMainThread();
g_Profiler2.Initialise();
m_ScriptEngine = new ScriptEngine;
g_ScriptContext = ScriptContext::CreateContext();
Threading::TaskManager::Initialise();
return true;
}
virtual bool tearDownWorld()
{
Threading::TaskManager::Instance().ClearQueue();
g_ScriptContext.reset();
SAFE_DELETE(m_ScriptEngine);
g_Profiler2.Shutdown();
return true;
}
virtual bool setUp()
{
// Clean up any JS leftover between tests.
g_ScriptContext->ShrinkingGC();
return true;
}
private:
// We're doing the initialization and shutdown of the ScriptEngine explicitly here
// to make sure it's only initialized when setUpWorld is called.
ScriptEngine* m_ScriptEngine;
};
static LeakReporter leakReporter;
static MiscSetup miscSetup;
// Definition of functions from lib/self_test.h
bool ts_str_contains(const std::string& str1, const std::string& str2)
{
return str1.find(str2) != str1.npos;
}
bool ts_str_contains(const std::wstring& str1, const std::wstring& str2)
{
return str1.find(str2) != str1.npos;
}
// we need the (version-controlled) binaries/data directory because it
// contains input files (it is assumed that developer's machines have
// write access to those directories). note that argv0 isn't
// available, so we use sys_ExecutablePathname.
OsPath DataDir()
{
return sys_ExecutablePathname().Parent()/".."/"data";
}
// Script-based testing setup:
namespace
{
void script_TS_FAIL(const std::wstring& msg)
{
TS_FAIL(utf8_from_wstring(msg).c_str());
}
}
void ScriptTestSetup(const ScriptInterface& scriptInterface)
{
ScriptRequest rq(scriptInterface);
ScriptFunction::Register<script_TS_FAIL>(rq, "TS_FAIL");
// Load the TS_* function definitions
// (We don't use VFS because tests might not have the normal VFS paths loaded)
OsPath path = DataDir()/"tests"/"test_setup.js";
std::ifstream ifs(OsString(path).c_str());
ENSURE(ifs.good());
std::string content((std::istreambuf_iterator<char>(ifs)), std::istreambuf_iterator<char>());
ENSURE(scriptInterface.LoadScript(L"test_setup.js", content));
}