0ad/source/simulation2/system/ComponentTest.h
Yves 4b1297b328 Removes g_ScriptingHost and implements global to compartment 1 to 1 relation.
Each GUI Page gets its own compartment and all ScriptInterfaces in the
same thread should now use the same JS Runtime.
This is required for the SpiderMonkey upgrade.
Check the ticket for details.

Closes #2241
Refs #1886
Refs #1966

This was SVN commit r14496.
2014-01-04 10:14:53 +00:00

232 lines
6.2 KiB
C++

/* Copyright (C) 2013 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() :
m_Context(), m_ComponentManager(m_Context, ScriptInterface::CreateRuntime()), 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;
// (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()
{
return true;
}
virtual CFixedVector3D CalcNormal(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z))
{
return CFixedVector3D(fixed::FromInt(0), fixed::FromInt(1), fixed::FromInt(0));
}
virtual CVector3D CalcExactNormal(float UNUSED(x), float UNUSED(z))
{
return CVector3D(0.f, 1.f, 0.f);
}
virtual entity_pos_t GetGroundLevel(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z))
{
return entity_pos_t::FromInt(50);
}
virtual float GetExactGroundLevel(float UNUSED(x), float UNUSED(z))
{
return 50.f;
}
virtual u16 GetTilesPerSide()
{
return 16;
}
virtual u16 GetVerticesPerSide()
{
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()
{
}
};