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0ad/source/simulation2/system/ComponentTest.h

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6.4 KiB
C++

/* Copyright (C) 2017 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/>.
*/
#include "lib/self_test.h"
#include "maths/Matrix3D.h"
#include "maths/Vector3D.h"
#include "ps/XML/Xeromyces.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/system/Component.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/serialization/DebugSerializer.h"
#include "simulation2/serialization/HashSerializer.h"
#include "simulation2/serialization/StdSerializer.h"
#include "simulation2/serialization/StdDeserializer.h"
#include <iostream>
/**
* @file
* Various common features for component test cases.
*/
/**
* Class to test a single component.
* - Create an instance of this class
* - Use AddMock to add mock components that the tested component relies on
* - Use Add to add the test component itself, and it returns a component pointer
* - Call methods on the component pointer
* - Use Roundtrip to test the consistency of serialization
*/
class ComponentTestHelper
{
CSimContext m_Context;
CComponentManager m_ComponentManager;
CParamNode m_Param;
IComponent* m_Cmp;
EComponentTypeId m_Cid;
public:
ComponentTestHelper(shared_ptr<ScriptRuntime> runtime) :
m_Context(), m_ComponentManager(m_Context, runtime), m_Cmp(NULL)
{
m_ComponentManager.LoadComponentTypes();
}
ScriptInterface& GetScriptInterface()
{
return m_ComponentManager.GetScriptInterface();
}
CSimContext& GetSimContext()
{
return m_Context;
}
/**
* Call this once to initialise the test helper with a component.
*/
template<typename T>
T* Add(EComponentTypeId cid, const std::string& xml, entity_id_t ent = 10)
{
TS_ASSERT(m_Cmp == NULL);
CEntityHandle handle;
if (ent == SYSTEM_ENTITY)
{
m_ComponentManager.InitSystemEntity();
handle = m_ComponentManager.GetSystemEntity();
m_Context.SetSystemEntity(handle);
}
else
handle = m_ComponentManager.LookupEntityHandle(ent, true);
m_Cid = cid;
TS_ASSERT_EQUALS(CParamNode::LoadXMLString(m_Param, ("<test>" + xml + "</test>").c_str()), PSRETURN_OK);
TS_ASSERT(m_ComponentManager.AddComponent(handle, m_Cid, m_Param.GetChild("test")));
m_Cmp = m_ComponentManager.QueryInterface(ent, T::GetInterfaceId());
TS_ASSERT(m_Cmp != NULL);
return static_cast<T*> (m_Cmp);
}
void AddMock(entity_id_t ent, EInterfaceId iid, IComponent& component)
{
CEntityHandle handle;
if (ent == SYSTEM_ENTITY)
{
m_ComponentManager.InitSystemEntity();
handle = m_ComponentManager.GetSystemEntity();
m_Context.SetSystemEntity(handle);
}
else
handle = m_ComponentManager.LookupEntityHandle(ent, true);
m_ComponentManager.AddMockComponent(handle, iid, component);
}
void HandleMessage(IComponent* cmp, const CMessage& msg, bool global)
{
cmp->HandleMessage(msg, global);
}
/**
* Checks that the object roundtrips through its serialize/deserialize functions correctly.
* Computes the debug output, hash, and binary serialization; then deserializes into a new
* system and checks the serialization outputs are unchanged.
*/
void Roundtrip(bool verbose = false)
{
std::stringstream dbgstr1;
CDebugSerializer dbg1(GetScriptInterface(), dbgstr1);
m_Cmp->Serialize(dbg1);
if (verbose)
std::cout << "--------\n" << dbgstr1.str() << "--------\n";
CHashSerializer hash1(GetScriptInterface());
m_Cmp->Serialize(hash1);
std::stringstream stdstr1;
CStdSerializer std1(GetScriptInterface(), stdstr1);
m_Cmp->Serialize(std1);
ComponentTestHelper test2(GetScriptInterface().GetRuntime());
// (We should never need to add any mock objects etc to test2, since deserialization
// mustn't depend on other components already existing)
CEntityHandle ent = test2.m_ComponentManager.LookupEntityHandle(10, true);
CStdDeserializer stdde2(test2.GetScriptInterface(), stdstr1);
IComponent* cmp2 = test2.m_ComponentManager.ConstructComponent(ent, m_Cid);
cmp2->Deserialize(m_Param.GetChild("test"), stdde2);
TS_ASSERT(stdstr1.peek() == EOF); // Deserialize must read whole stream
std::stringstream dbgstr2;
CDebugSerializer dbg2(test2.GetScriptInterface(), dbgstr2);
cmp2->Serialize(dbg2);
if (verbose)
std::cout << "--------\n" << dbgstr2.str() << "--------\n";
CHashSerializer hash2(test2.GetScriptInterface());
cmp2->Serialize(hash2);
std::stringstream stdstr2;
CStdSerializer std2(test2.GetScriptInterface(), stdstr2);
cmp2->Serialize(std2);
TS_ASSERT_EQUALS(dbgstr1.str(), dbgstr2.str());
TS_ASSERT_EQUALS(hash1.GetHashLength(), hash2.GetHashLength());
TS_ASSERT_SAME_DATA(hash1.ComputeHash(), hash2.ComputeHash(), hash1.GetHashLength());
TS_ASSERT_EQUALS(stdstr1.str(), stdstr2.str());
// TODO: need to extend this so callers can run methods on the cloned component
// to check that all its data is still correct
}
};
/**
* Simple terrain implementation with constant height of 50.
*/
class MockTerrain : public ICmpTerrain
{
public:
DEFAULT_MOCK_COMPONENT()
virtual bool IsLoaded() const
{
return true;
}
virtual CFixedVector3D CalcNormal(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z)) const
{
return CFixedVector3D(fixed::FromInt(0), fixed::FromInt(1), fixed::FromInt(0));
}
virtual CVector3D CalcExactNormal(float UNUSED(x), float UNUSED(z)) const
{
return CVector3D(0.f, 1.f, 0.f);
}
virtual entity_pos_t GetGroundLevel(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z)) const
{
return entity_pos_t::FromInt(50);
}
virtual float GetExactGroundLevel(float UNUSED(x), float UNUSED(z)) const
{
return 50.f;
}
virtual u16 GetTilesPerSide() const
{
return 16;
}
virtual u32 GetMapSize() const
{
return GetTilesPerSide() * TERRAIN_TILE_SIZE;
}
virtual u16 GetVerticesPerSide() const
{
return 17;
}
virtual CTerrain* GetCTerrain()
{
return NULL;
}
virtual void MakeDirty(i32 UNUSED(i0), i32 UNUSED(j0), i32 UNUSED(i1), i32 UNUSED(j1))
{
}
virtual void ReloadTerrain(bool UNUSED(ReloadWater))
{
}
};