0ad/source/gui/tests/test_GuiManager.h
wraitii 87a2c3347f Make real directory paths on the VFS predictable (retry)
This is the same commit as 4bb31f084e, reverted in 5d1899785a. Noted
issues were fixed.

Partial revert/fix of 2f19cf86d3 and 2567fee329.

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.
2021-03-23 12:46:59 +00:00

194 lines
7 KiB
C++
Executable file

/* Copyright (C) 2021 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 "gui/GUIManager.h"
#include "gui/CGUI.h"
#include "ps/ConfigDB.h"
#include "ps/Filesystem.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/Hotkey.h"
#include "ps/XML/Xeromyces.h"
class TestGuiManager : public CxxTest::TestSuite
{
CConfigDB* configDB;
public:
void setUp()
{
g_VFS = CreateVfs();
TS_ASSERT_OK(g_VFS->Mount(L"", DataDir() / "mods" / "_test.gui" / "", VFS_MOUNT_MUST_EXIST));
TS_ASSERT_OK(g_VFS->Mount(L"cache", DataDir() / "_testcache" / "", 0, VFS_MAX_PRIORITY));
configDB = new CConfigDB;
CXeromyces::Startup();
g_GUI = new CGUIManager();
}
void tearDown()
{
delete g_GUI;
CXeromyces::Terminate();
delete configDB;
g_VFS.reset();
DeleteDirectory(DataDir()/"_testcache");
}
void test_EventObject()
{
// Load up a test page.
const ScriptInterface& scriptInterface = *(g_GUI->GetScriptInterface());
ScriptRequest rq(scriptInterface);
JS::RootedValue val(rq.cx);
scriptInterface.CreateObject(rq, &val);
ScriptInterface::StructuredClone data = scriptInterface.WriteStructuredClone(JS::NullHandleValue);
g_GUI->PushPage(L"event/page_event.xml", data, JS::UndefinedHandleValue);
const ScriptInterface& pageScriptInterface = *(g_GUI->GetActiveGUI()->GetScriptInterface());
ScriptRequest prq(pageScriptInterface);
JS::RootedValue global(prq.cx, prq.globalValue());
int called_value = 0;
JS::RootedValue js_called_value(prq.cx);
// Ticking will call the onTick handlers of all object. The second
// onTick is configured to disable the onTick handlers of the first and
// third and enable the fourth. So ticking once will only call the
// first and second object. We don't want the fourth object to be
// called, to avoid infinite additions of objects.
g_GUI->TickObjects();
pageScriptInterface.GetProperty(global, "called1", &js_called_value);
ScriptInterface::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 1);
pageScriptInterface.GetProperty(global, "called2", &js_called_value);
ScriptInterface::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 1);
pageScriptInterface.GetProperty(global, "called3", &js_called_value);
ScriptInterface::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 0);
pageScriptInterface.GetProperty(global, "called4", &js_called_value);
ScriptInterface::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 0);
// Ticking again will still call the second object, but also the fourth.
g_GUI->TickObjects();
pageScriptInterface.GetProperty(global, "called1", &js_called_value);
ScriptInterface::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 1);
pageScriptInterface.GetProperty(global, "called2", &js_called_value);
ScriptInterface::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 2);
pageScriptInterface.GetProperty(global, "called3", &js_called_value);
ScriptInterface::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 0);
pageScriptInterface.GetProperty(global, "called4", &js_called_value);
ScriptInterface::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 1);
}
void test_hotkeysState()
{
// Load up a fake test hotkey when pressing 'a'.
const char* test_hotkey_name = "hotkey.test";
configDB->SetValueString(CFG_USER, test_hotkey_name, "A");
LoadHotkeys(*configDB);
// Load up a test page.
const ScriptInterface& scriptInterface = *(g_GUI->GetScriptInterface());
ScriptRequest rq(scriptInterface);
JS::RootedValue val(rq.cx);
scriptInterface.CreateObject(rq, &val);
ScriptInterface::StructuredClone data = scriptInterface.WriteStructuredClone(JS::NullHandleValue);
g_GUI->PushPage(L"hotkey/page_hotkey.xml", data, JS::UndefinedHandleValue);
// Press 'a'.
SDL_Event_ hotkeyNotification;
hotkeyNotification.ev.type = SDL_KEYDOWN;
hotkeyNotification.ev.key.keysym.scancode = SDL_SCANCODE_A;
hotkeyNotification.ev.key.repeat = 0;
// Init input and poll the event.
InitInput();
in_push_priority_event(&hotkeyNotification);
SDL_Event_ ev;
while (in_poll_event(&ev))
in_dispatch_event(&ev);
const ScriptInterface& pageScriptInterface = *(g_GUI->GetActiveGUI()->GetScriptInterface());
ScriptRequest prq(pageScriptInterface);
JS::RootedValue global(prq.cx, prq.globalValue());
// Ensure that our hotkey state was synchronised with the event itself.
bool hotkey_pressed_value = false;
JS::RootedValue js_hotkey_pressed_value(prq.cx);
pageScriptInterface.GetProperty(global, "state_before", &js_hotkey_pressed_value);
ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, true);
hotkey_pressed_value = false;
pageScriptInterface.GetProperty(global, "state_after", &js_hotkey_pressed_value);
ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, true);
// We are listening to KeyDown events, so repeat shouldn't matter.
hotkeyNotification.ev.key.repeat = 1;
in_push_priority_event(&hotkeyNotification);
while (in_poll_event(&ev))
in_dispatch_event(&ev);
hotkey_pressed_value = false;
pageScriptInterface.GetProperty(global, "state_before", &js_hotkey_pressed_value);
ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, true);
hotkey_pressed_value = false;
pageScriptInterface.GetProperty(global, "state_after", &js_hotkey_pressed_value);
ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, true);
hotkeyNotification.ev.type = SDL_KEYUP;
in_push_priority_event(&hotkeyNotification);
while (in_poll_event(&ev))
in_dispatch_event(&ev);
hotkey_pressed_value = true;
pageScriptInterface.GetProperty(global, "state_before", &js_hotkey_pressed_value);
ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, false);
hotkey_pressed_value = true;
pageScriptInterface.GetProperty(global, "state_after", &js_hotkey_pressed_value);
ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, false);
UnloadHotkeys();
}
};