mirror of
https://gitea.wildfiregames.com/0ad/0ad
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This is the same commit as4bb31f084e, reverted in5d1899785a. Noted issues were fixed. Partial revert/fix of2f19cf86d3and2567fee329. Before this diff, it was possible for a mod containing a cache/ or a config/ folder to get written to incorrectly. The issue is VFS can map multiple directories to one 'virtual' path, for reading mods. However, writing data is problematic: which path to choose? The only viable solution is to use a path relative to the highest priority directory encountered in the VFS path, or write paths could be 'hijacked' by lower-priority mods. This fixes these issues by: - Adding a new lookup mode ('Real-path') that explicitly picks the real path relative to the highest-priority subdirectory in the VFS Path. - Preventing overwriting a real directory with a lower priority one in general. - Revert c0c8132dd4's GetRealPath change, re-introducing the function as GetOriginalPath. This also cleans up some duplication that led to empty mod folders in the user mod path, and cleans up loading the 'user' mod. It also makes it explicit that a directory must be passed to Mount(). Note that the new 'realpath' lookup can still be somewhat complex with many mount points at various hierarchy levels, but it is at least predictable/deterministic without having to be careful about populating order. Fixes #2553 Differential Revision: https://code.wildfiregames.com/D3728 This was SVN commit r25107.
194 lines
7 KiB
C++
Executable file
194 lines
7 KiB
C++
Executable file
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "lib/self_test.h"
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#include "gui/GUIManager.h"
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#include "gui/CGUI.h"
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#include "ps/ConfigDB.h"
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#include "ps/Filesystem.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "ps/Hotkey.h"
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#include "ps/XML/Xeromyces.h"
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class TestGuiManager : public CxxTest::TestSuite
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{
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CConfigDB* configDB;
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public:
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void setUp()
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{
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g_VFS = CreateVfs();
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TS_ASSERT_OK(g_VFS->Mount(L"", DataDir() / "mods" / "_test.gui" / "", VFS_MOUNT_MUST_EXIST));
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TS_ASSERT_OK(g_VFS->Mount(L"cache", DataDir() / "_testcache" / "", 0, VFS_MAX_PRIORITY));
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configDB = new CConfigDB;
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CXeromyces::Startup();
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g_GUI = new CGUIManager();
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}
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void tearDown()
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{
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delete g_GUI;
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CXeromyces::Terminate();
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delete configDB;
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g_VFS.reset();
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DeleteDirectory(DataDir()/"_testcache");
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}
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void test_EventObject()
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{
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// Load up a test page.
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const ScriptInterface& scriptInterface = *(g_GUI->GetScriptInterface());
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ScriptRequest rq(scriptInterface);
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JS::RootedValue val(rq.cx);
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scriptInterface.CreateObject(rq, &val);
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ScriptInterface::StructuredClone data = scriptInterface.WriteStructuredClone(JS::NullHandleValue);
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g_GUI->PushPage(L"event/page_event.xml", data, JS::UndefinedHandleValue);
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const ScriptInterface& pageScriptInterface = *(g_GUI->GetActiveGUI()->GetScriptInterface());
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ScriptRequest prq(pageScriptInterface);
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JS::RootedValue global(prq.cx, prq.globalValue());
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int called_value = 0;
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JS::RootedValue js_called_value(prq.cx);
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// Ticking will call the onTick handlers of all object. The second
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// onTick is configured to disable the onTick handlers of the first and
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// third and enable the fourth. So ticking once will only call the
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// first and second object. We don't want the fourth object to be
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// called, to avoid infinite additions of objects.
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g_GUI->TickObjects();
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pageScriptInterface.GetProperty(global, "called1", &js_called_value);
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ScriptInterface::FromJSVal(prq, js_called_value, called_value);
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TS_ASSERT_EQUALS(called_value, 1);
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pageScriptInterface.GetProperty(global, "called2", &js_called_value);
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ScriptInterface::FromJSVal(prq, js_called_value, called_value);
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TS_ASSERT_EQUALS(called_value, 1);
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pageScriptInterface.GetProperty(global, "called3", &js_called_value);
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ScriptInterface::FromJSVal(prq, js_called_value, called_value);
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TS_ASSERT_EQUALS(called_value, 0);
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pageScriptInterface.GetProperty(global, "called4", &js_called_value);
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ScriptInterface::FromJSVal(prq, js_called_value, called_value);
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TS_ASSERT_EQUALS(called_value, 0);
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// Ticking again will still call the second object, but also the fourth.
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g_GUI->TickObjects();
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pageScriptInterface.GetProperty(global, "called1", &js_called_value);
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ScriptInterface::FromJSVal(prq, js_called_value, called_value);
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TS_ASSERT_EQUALS(called_value, 1);
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pageScriptInterface.GetProperty(global, "called2", &js_called_value);
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ScriptInterface::FromJSVal(prq, js_called_value, called_value);
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TS_ASSERT_EQUALS(called_value, 2);
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pageScriptInterface.GetProperty(global, "called3", &js_called_value);
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ScriptInterface::FromJSVal(prq, js_called_value, called_value);
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TS_ASSERT_EQUALS(called_value, 0);
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pageScriptInterface.GetProperty(global, "called4", &js_called_value);
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ScriptInterface::FromJSVal(prq, js_called_value, called_value);
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TS_ASSERT_EQUALS(called_value, 1);
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}
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void test_hotkeysState()
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{
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// Load up a fake test hotkey when pressing 'a'.
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const char* test_hotkey_name = "hotkey.test";
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configDB->SetValueString(CFG_USER, test_hotkey_name, "A");
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LoadHotkeys(*configDB);
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// Load up a test page.
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const ScriptInterface& scriptInterface = *(g_GUI->GetScriptInterface());
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ScriptRequest rq(scriptInterface);
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JS::RootedValue val(rq.cx);
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scriptInterface.CreateObject(rq, &val);
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ScriptInterface::StructuredClone data = scriptInterface.WriteStructuredClone(JS::NullHandleValue);
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g_GUI->PushPage(L"hotkey/page_hotkey.xml", data, JS::UndefinedHandleValue);
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// Press 'a'.
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SDL_Event_ hotkeyNotification;
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hotkeyNotification.ev.type = SDL_KEYDOWN;
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hotkeyNotification.ev.key.keysym.scancode = SDL_SCANCODE_A;
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hotkeyNotification.ev.key.repeat = 0;
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// Init input and poll the event.
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InitInput();
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in_push_priority_event(&hotkeyNotification);
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SDL_Event_ ev;
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while (in_poll_event(&ev))
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in_dispatch_event(&ev);
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const ScriptInterface& pageScriptInterface = *(g_GUI->GetActiveGUI()->GetScriptInterface());
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ScriptRequest prq(pageScriptInterface);
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JS::RootedValue global(prq.cx, prq.globalValue());
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// Ensure that our hotkey state was synchronised with the event itself.
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bool hotkey_pressed_value = false;
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JS::RootedValue js_hotkey_pressed_value(prq.cx);
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pageScriptInterface.GetProperty(global, "state_before", &js_hotkey_pressed_value);
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ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
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TS_ASSERT_EQUALS(hotkey_pressed_value, true);
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hotkey_pressed_value = false;
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pageScriptInterface.GetProperty(global, "state_after", &js_hotkey_pressed_value);
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ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
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TS_ASSERT_EQUALS(hotkey_pressed_value, true);
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// We are listening to KeyDown events, so repeat shouldn't matter.
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hotkeyNotification.ev.key.repeat = 1;
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in_push_priority_event(&hotkeyNotification);
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while (in_poll_event(&ev))
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in_dispatch_event(&ev);
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hotkey_pressed_value = false;
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pageScriptInterface.GetProperty(global, "state_before", &js_hotkey_pressed_value);
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ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
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TS_ASSERT_EQUALS(hotkey_pressed_value, true);
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hotkey_pressed_value = false;
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pageScriptInterface.GetProperty(global, "state_after", &js_hotkey_pressed_value);
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ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
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TS_ASSERT_EQUALS(hotkey_pressed_value, true);
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hotkeyNotification.ev.type = SDL_KEYUP;
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in_push_priority_event(&hotkeyNotification);
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while (in_poll_event(&ev))
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in_dispatch_event(&ev);
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hotkey_pressed_value = true;
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pageScriptInterface.GetProperty(global, "state_before", &js_hotkey_pressed_value);
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ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
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TS_ASSERT_EQUALS(hotkey_pressed_value, false);
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hotkey_pressed_value = true;
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pageScriptInterface.GetProperty(global, "state_after", &js_hotkey_pressed_value);
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ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
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TS_ASSERT_EQUALS(hotkey_pressed_value, false);
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UnloadHotkeys();
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}
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};
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