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synced 2026-06-16 13:23:56 -07:00
Using references matches the C++ coding style better and should improve performance a bit in theory. It avoids 2 copies of T in case of the functions registered with RegisterFunction (mainy used in the GUI). It should also avoid one or two copies in case of DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I haven't bothered to count it there exactly. It is now predefined which types have to be passed by const reference and which are passed by value. Note that references can't be used as out-parameters (to return multiple values to JS). This hasn't worked before either and probably never will. This was SVN commit r17696.
85 lines
3 KiB
C++
85 lines
3 KiB
C++
/* Copyright (C) 2015 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 "simulation2/system/ComponentTest.h"
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#include "ps/Filesystem.h"
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class TestComponentScripts : public CxxTest::TestSuite
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{
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public:
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void setUp()
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{
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g_VFS = CreateVfs(20 * MiB);
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g_VFS->Mount(L"", DataDir()/"mods"/"mod", VFS_MOUNT_MUST_EXIST);
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g_VFS->Mount(L"", DataDir()/"mods"/"public", VFS_MOUNT_MUST_EXIST, 1); // ignore directory-not-found errors
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CXeromyces::Startup();
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}
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void tearDown()
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{
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CXeromyces::Terminate();
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g_VFS.reset();
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}
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static void load_script(ScriptInterface& scriptInterface, const VfsPath& pathname)
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{
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CVFSFile file;
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TS_ASSERT_EQUALS(file.Load(g_VFS, pathname), PSRETURN_OK);
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CStr content = file.DecodeUTF8(); // assume it's UTF-8
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TSM_ASSERT(L"Running script "+pathname.string(), scriptInterface.LoadScript(pathname, content));
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}
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static void Script_LoadComponentScript(ScriptInterface::CxPrivate* pCxPrivate, const VfsPath& pathname)
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{
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CComponentManager* componentManager = static_cast<CComponentManager*> (pCxPrivate->pCBData);
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TS_ASSERT(componentManager->LoadScript(VfsPath(L"simulation/components") / pathname));
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}
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static void Script_LoadHelperScript(ScriptInterface::CxPrivate* pCxPrivate, const VfsPath& pathname)
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{
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CComponentManager* componentManager = static_cast<CComponentManager*> (pCxPrivate->pCBData);
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TS_ASSERT(componentManager->LoadScript(VfsPath(L"simulation/helpers") / pathname));
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}
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void test_scripts()
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{
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if (!VfsFileExists(L"simulation/components/tests/setup.js"))
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{
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debug_printf("WARNING: Skipping component scripts tests (can't find binaries/data/mods/public/simulation/components/tests/setup.js)\n");
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return;
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}
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VfsPaths paths;
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TS_ASSERT_OK(vfs::GetPathnames(g_VFS, L"simulation/components/tests/", L"test_*.js", paths));
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for (const VfsPath& path : paths)
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{
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CSimContext context;
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CComponentManager componentManager(context, g_ScriptRuntime, true);
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ScriptTestSetup(componentManager.GetScriptInterface());
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componentManager.GetScriptInterface().RegisterFunction<void, VfsPath, Script_LoadComponentScript> ("LoadComponentScript");
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componentManager.GetScriptInterface().RegisterFunction<void, VfsPath, Script_LoadHelperScript> ("LoadHelperScript");
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componentManager.LoadComponentTypes();
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load_script(componentManager.GetScriptInterface(), L"simulation/components/tests/setup.js");
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load_script(componentManager.GetScriptInterface(), path);
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}
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}
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};
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