Added basic unit test for relative path function

Moved asset system stub to RPI utils

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
This commit is contained in:
Guthrie Adams
2021-11-03 14:02:21 -05:00
parent b14e0958ce
commit bb4fdc8fe8
10 changed files with 137 additions and 20 deletions
+21
View File
@@ -27,6 +27,27 @@ ly_add_target(
3rdParty::libpng
)
if(PAL_TRAIT_BUILD_HOST_TOOLS)
ly_add_target(
NAME Atom_Utils.Editor.Static STATIC
NAMESPACE Gem
FILES_CMAKE
atom_utils_editor_files.cmake
INCLUDE_DIRECTORIES
PRIVATE
Source
PUBLIC
Include
BUILD_DEPENDENCIES
PRIVATE
AZ::AtomCore
AZ::AzCore
AZ::AzFramework
AZ::AzToolsFramework
)
endif()
################################################################################
# Tests
################################################################################
@@ -0,0 +1,71 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
namespace UnitTest
{
/**
* This class can stub out the asset system to enable the RPI's AssetUtils class to look up test assets.
* This is included in the RPITestFixture class. To use it, first create a test asset using AssetManager::Create()
* or one of the RPI's AssetCreators. This will register the asset with the asset database. Example:
*
* Data::Asset<MaterialAsset> myTestMaterialAsset1;
* MaterialAssetCreator creator;
* creator.Begin(...);
* // set some stuff
* creator.End(myTestMaterialAsset1);
*
* Then call RegisterSourceInfo for whatever test assets you want to be able to access via AssetUtils.
* This associates an AssetInfo object with some dummy source file name. No source file is actually created;
* it just allows AssetUtils to find the desired AssetInfo when looking up a source file name that your unit
* test provides. Example:
*
* m_assetSystemStub.RegisterSourceInfo("MyTestMaterial1.material", Data::AssetInfo{ myTestMaterialAsset1.GetId() }, "");
* m_assetSystemStub.RegisterSourceInfo("MyTestMaterial2.material", Data::AssetInfo{ myTestMaterialAsset2.GetId() }, "");
*
* Now the RPI should be able to use AssetUtils like normal to access your test assets. Example:
*
* RPI::AssetUtils::LoadAsset("MyTestMaterial1.material"); // Returns myTestMaterialAsset1
*/
class AssetSystemStub : public AzToolsFramework::AssetSystemRequestBus::Handler
{
public:
void Activate();
void Deactivate();
void RegisterSourceInfo(const char* sourcePath, const AZ::Data::AssetId& assetId);
void RegisterSourceInfo(const char* sourcePath, const AZ::Data::AssetInfo& assetInfo, const AZStd::string& watchFolder);
private:
struct SourceInfo
{
AZ::Data::AssetInfo m_assetInfo;
AZStd::string m_watchFolder;
};
AZStd::unordered_map<AZStd::string, SourceInfo> m_sourceInfoMap;
bool GetSourceInfoBySourcePath(const char* sourcePath, AZ::Data::AssetInfo& assetInfo, AZStd::string& watchFolder) override;
bool GetRelativeProductPathFromFullSourceOrProductPath(const AZStd::string& fullPath, AZStd::string& relativeProductPath) override;
bool GenerateRelativeSourcePath(
const AZStd::string& sourcePath, AZStd::string& relativePath, AZStd::string& watchFolder) override;
bool GetFullSourcePathFromRelativeProductPath(const AZStd::string& relPath, AZStd::string& fullSourcePath) override;
bool GetAssetInfoById(const AZ::Data::AssetId& assetId, const AZ::Data::AssetType& assetType, const AZStd::string& platformName, AZ::Data::AssetInfo& assetInfo, AZStd::string& rootFilePath) override;
bool GetSourceInfoBySourceUUID(const AZ::Uuid& sourceUuid, AZ::Data::AssetInfo& assetInfo, AZStd::string& watchFolder) override;
bool GetScanFolders(AZStd::vector<AZStd::string>& scanFolders) override;
bool GetAssetSafeFolders(AZStd::vector<AZStd::string>& assetSafeFolders) override;
bool IsAssetPlatformEnabled(const char* platform) override;
int GetPendingAssetsForPlatform(const char* platform) override;
bool GetAssetsProducedBySourceUUID(const AZ::Uuid& sourceUuid, AZStd::vector<AZ::Data::AssetInfo>& productsAssetInfo) override;
};
} // namespace UnitTest
@@ -0,0 +1,122 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Atom/Utils/AssetSystemStub.h>
#include <AzFramework/StringFunc/StringFunc.h>
namespace UnitTest
{
void AssetSystemStub::Activate()
{
m_sourceInfoMap.clear();
BusConnect();
}
void AssetSystemStub::Deactivate()
{
m_sourceInfoMap.clear();
BusDisconnect();
}
void AssetSystemStub::RegisterSourceInfo(const char* sourcePath, const AZ::Data::AssetId& assetId)
{
AZ::Data::AssetInfo assetInfo;
assetInfo.m_assetId = assetId;
RegisterSourceInfo(sourcePath, assetInfo, "");
}
void AssetSystemStub::RegisterSourceInfo(const char* sourcePath, const AZ::Data::AssetInfo& assetInfo, const AZStd::string& watchFolder)
{
SourceInfo sourceInfo{ assetInfo , watchFolder };
// Because GetSourceInfoBySourcePath should always return 0 for the sub-id, since it's about the source file not product file.
sourceInfo.m_assetInfo.m_assetId.m_subId = 0;
AZStd::string normalizedSourcePath = sourcePath;
AzFramework::StringFunc::Path::Normalize(normalizedSourcePath);
m_sourceInfoMap.emplace(normalizedSourcePath, sourceInfo);
}
bool AssetSystemStub::GetSourceInfoBySourcePath(const char* sourcePath, AZ::Data::AssetInfo& assetInfo, AZStd::string& watchFolder)
{
AZStd::string normalizedSourcePath = sourcePath;
AzFramework::StringFunc::Path::Normalize(normalizedSourcePath);
auto iter = m_sourceInfoMap.find(normalizedSourcePath);
if (iter != m_sourceInfoMap.end())
{
assetInfo = iter->second.m_assetInfo;
watchFolder = iter->second.m_watchFolder;
return true;
}
return false;
}
bool AssetSystemStub::GetRelativeProductPathFromFullSourceOrProductPath([[maybe_unused]] const AZStd::string& fullPath, [[maybe_unused]] AZStd::string& relativeProductPath)
{
return false;
}
bool AssetSystemStub::GenerateRelativeSourcePath(
[[maybe_unused]] const AZStd::string& sourcePath, [[maybe_unused]] AZStd::string& relativePath,
[[maybe_unused]] AZStd::string& watchFolder)
{
return false;
}
bool AssetSystemStub::GetFullSourcePathFromRelativeProductPath(
[[maybe_unused]] const AZStd::string& relPath, [[maybe_unused]] AZStd::string& fullSourcePath)
{
return false;
}
bool AssetSystemStub::GetAssetInfoById([[maybe_unused]] const AZ::Data::AssetId& assetId, [[maybe_unused]] const AZ::Data::AssetType& assetType, [[maybe_unused]] const AZStd::string& platformName, [[maybe_unused]] AZ::Data::AssetInfo& assetInfo, [[maybe_unused]] AZStd::string& rootFilePath)
{
return false;
}
bool AssetSystemStub::GetSourceInfoBySourceUUID([[maybe_unused]] const AZ::Uuid& sourceUuid, [[maybe_unused]] AZ::Data::AssetInfo& assetInfo, [[maybe_unused]] AZStd::string& watchFolder)
{
return false;
}
bool AssetSystemStub::GetScanFolders([[maybe_unused]] AZStd::vector<AZStd::string>& scanFolders)
{
return false;
}
bool AssetSystemStub::GetAssetSafeFolders([[maybe_unused]] AZStd::vector<AZStd::string>& assetSafeFolders)
{
return false;
}
bool AssetSystemStub::IsAssetPlatformEnabled(const char* /*platform*/)
{
return false;
}
int AssetSystemStub::GetPendingAssetsForPlatform(const char* /*platform*/)
{
return 0;
}
bool AssetSystemStub::GetAssetsProducedBySourceUUID(const AZ::Uuid& sourceUuid, AZStd::vector<AZ::Data::AssetInfo>& productsAssetInfo)
{
productsAssetInfo.clear();
for (AZStd::pair<AZStd::string, SourceInfo> element : m_sourceInfoMap)
{
if (element.second.m_assetInfo.m_assetId.m_guid == sourceUuid)
{
productsAssetInfo.push_back(element.second.m_assetInfo);
}
}
return true;
}
}
@@ -0,0 +1,12 @@
#
# Copyright (c) Contributors to the Open 3D Engine Project.
# For complete copyright and license terms please see the LICENSE at the root of this distribution.
#
# SPDX-License-Identifier: Apache-2.0 OR MIT
#
#
set(FILES
Include/Atom/Utils/AssetSystemStub.h
Source/AssetSystemStub.cpp
)