merging latest origin
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@@ -42,6 +42,7 @@ namespace UnitTest
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MOCK_METHOD3(InstantiateDynamicSlice, AzFramework::SliceInstantiationTicket(const AZ::Data::Asset<AZ::Data::AssetData>&, const AZ::Transform&, const AZ::IdUtils::Remapper<AZ::EntityId>::IdMapper&));
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MOCK_METHOD0(GetGameEntityContextId, AzFramework::EntityContextId());
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MOCK_METHOD0(GetGameEntityContextInstance, AzFramework::EntityContext*());
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MOCK_METHOD1(CreateGameEntity, AZ::Entity*(const char*));
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MOCK_METHOD1(AddGameEntity, void (AZ::Entity*));
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MOCK_METHOD1(DestroyGameEntity, void (const AZ::EntityId&));
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+90
-118
@@ -130,6 +130,8 @@ namespace SceneUnitTest
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m_systemEntity->CreateComponent<AZ::JobManagerComponent>();
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m_systemEntity->CreateComponent<AZ::StreamerComponent>();
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m_systemEntity->Activate();
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m_sceneSystem = AzFramework::SceneSystemInterface::Get();
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}
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void TearDown() override
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@@ -146,167 +148,119 @@ namespace SceneUnitTest
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AZ::IO::FileIOBase* m_prevFileIO;
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AZ::ComponentApplication m_app;
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AZ::Entity* m_systemEntity = nullptr;
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AzFramework::ISceneSystem* m_sceneSystem = nullptr;
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};
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TEST_F(SceneTest, CreateScene)
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{
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Scene* scene = nullptr;
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AZ::Outcome<Scene*, AZStd::string> createSceneOutcome = AZ::Failure<AZStd::string>("");
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{
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// A scene should be able to be created with a given name.
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AzFramework::SceneSystemRequestBus::BroadcastResult(createSceneOutcome, &AzFramework::SceneSystemRequestBus::Events::CreateScene, "TestScene");
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AZ::Outcome<AZStd::shared_ptr<Scene>, AZStd::string> createSceneOutcome = m_sceneSystem->CreateScene("TestScene");
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EXPECT_TRUE(createSceneOutcome.IsSuccess()) << "Unable to create a scene.";
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// The scene pointer returned should be valid
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scene = createSceneOutcome.GetValue();
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EXPECT_TRUE(scene != nullptr) << "Scene creation reported success, but no scene actually was actually returned.";
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AZStd::shared_ptr<Scene> scene = createSceneOutcome.TakeValue();
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EXPECT_NE(scene, nullptr) << "Scene creation reported success, but no scene actually was actually returned.";
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// Attempting to create another scene with the same name should fail.
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createSceneOutcome = AZ::Failure<AZStd::string>("");
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AzFramework::SceneSystemRequestBus::BroadcastResult(createSceneOutcome, &AzFramework::SceneSystemRequestBus::Events::CreateScene, "TestScene");
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createSceneOutcome = m_sceneSystem->CreateScene("TestScene");
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EXPECT_TRUE(!createSceneOutcome.IsSuccess()) << "Should not be able to create two scenes with the same name.";
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}
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TEST_F(SceneTest, GetScene)
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{
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Scene* createdScene = nullptr;
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Scene* retrievedScene = nullptr;
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Scene* nullScene = nullptr;
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const static AZStd::string_view s_sceneName = "TestScene";
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constexpr AZStd::string_view sceneName = "TestScene";
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AZ::Outcome<Scene*, AZStd::string> createSceneOutcome = AZ::Failure<AZStd::string>("");
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AzFramework::SceneSystemRequestBus::BroadcastResult(createSceneOutcome, &AzFramework::SceneSystemRequestBus::Events::CreateScene, s_sceneName);
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createdScene = createSceneOutcome.GetValue();
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AZ::Outcome<AZStd::shared_ptr<Scene>, AZStd::string> createSceneOutcome = m_sceneSystem->CreateScene(sceneName);
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AZStd::shared_ptr<Scene> createdScene = createSceneOutcome.TakeValue();
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// Should be able to get a scene by name, and it should match the scene that was created.
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AzFramework::SceneSystemRequestBus::BroadcastResult(retrievedScene, &AzFramework::SceneSystemRequestBus::Events::GetScene, s_sceneName);
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EXPECT_TRUE(retrievedScene != nullptr) << "Attempting to get scene by name resulted in nullptr.";
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EXPECT_TRUE(retrievedScene == createdScene) << "Retrieved scene does not match created scene.";
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AZStd::shared_ptr<Scene> retrievedScene = m_sceneSystem->GetScene(sceneName);
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EXPECT_NE(retrievedScene, nullptr) << "Attempting to get scene by name resulted in nullptr.";
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EXPECT_EQ(retrievedScene, createdScene) << "Retrieved scene does not match created scene.";
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// An invalid name should return a null scene.
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AzFramework::SceneSystemRequestBus::BroadcastResult(nullScene, &AzFramework::SceneSystemRequestBus::Events::GetScene, "non-existant scene");
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EXPECT_TRUE(nullScene == nullptr) << "Should not be able to retrieve a scene that wasn't created.";
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AZStd::shared_ptr<Scene> nullScene = m_sceneSystem->GetScene("non-existant scene");
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EXPECT_EQ(nullScene, nullptr) << "Should not be able to retrieve a scene that wasn't created.";
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}
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TEST_F(SceneTest, RemoveScene)
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{
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Scene* createdScene = nullptr;
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const static AZStd::string_view s_sceneName = "TestScene";
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constexpr AZStd::string_view sceneName = "TestScene";
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AZ::Outcome<Scene*, AZStd::string> createSceneOutcome = AZ::Failure<AZStd::string>("");
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AzFramework::SceneSystemRequestBus::BroadcastResult(createSceneOutcome, &AzFramework::SceneSystemRequestBus::Events::CreateScene, s_sceneName);
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createdScene = createSceneOutcome.GetValue();
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bool success = false;
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AzFramework::SceneSystemRequestBus::BroadcastResult(success, &AzFramework::SceneSystemRequestBus::Events::RemoveScene, s_sceneName);
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AZ::Outcome<AZStd::shared_ptr<Scene>, AZStd::string> createSceneOutcome = m_sceneSystem->CreateScene(sceneName);
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bool success = m_sceneSystem->RemoveScene(sceneName);
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EXPECT_TRUE(success) << "Failed to remove the scene that was just created.";
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success = true;
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AzFramework::SceneSystemRequestBus::BroadcastResult(success, &AzFramework::SceneSystemRequestBus::Events::RemoveScene, "non-existant scene");
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success = m_sceneSystem->RemoveScene("non-existant scene");
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EXPECT_FALSE(success) << "Remove scene returned success for a non-existant scene.";
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}
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TEST_F(SceneTest, GetAllScenes)
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TEST_F(SceneTest, IterateActiveScenes)
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{
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constexpr size_t NumScenes = 5;
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Scene* scenes[NumScenes] = { nullptr };
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AZStd::shared_ptr<Scene> scenes[NumScenes] = {nullptr};
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for (size_t i = 0; i < NumScenes; ++i)
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{
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AZ::Outcome<Scene*, AZStd::string> createSceneOutcome = AZ::Failure<AZStd::string>("");
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AZStd::string sceneName = AZStd::string::format("scene %zu", i);
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AzFramework::SceneSystemRequestBus::BroadcastResult(createSceneOutcome, &AzFramework::SceneSystemRequestBus::Events::CreateScene, sceneName);
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scenes[i] = createSceneOutcome.GetValue();
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AZ::Outcome<AZStd::shared_ptr<Scene>, AZStd::string> createSceneOutcome = m_sceneSystem->CreateScene(sceneName);
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scenes[i] = createSceneOutcome.TakeValue();
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}
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AZStd::vector<Scene*> retrievedScenes;
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AzFramework::SceneSystemRequestBus::BroadcastResult(retrievedScenes, &AzFramework::SceneSystemRequestBus::Events::GetAllScenes);
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EXPECT_EQ(NumScenes, retrievedScenes.size()) << "GetAllScenes() returned a different number of scenes than those created.";
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for (size_t i = 0; i < NumScenes; ++i)
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{
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EXPECT_EQ(scenes[i], retrievedScenes.at(i)) << "GetAllScenes() returned scenes in a different order than they were created.";
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}
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size_t index = 0;
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m_sceneSystem->IterateActiveScenes([&index, &scenes](const AZStd::shared_ptr<Scene>& scene)
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{
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EXPECT_EQ(scenes[index++], scene);
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return true;
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});
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}
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TEST_F(SceneTest, EntityContextSceneMapping)
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TEST_F(SceneTest, IterateZombieScenes)
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{
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AZStd::unique_ptr<SliceEntityOwnershipService> m_entityOwnershipService =
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AZStd::make_unique<AzFramework::SliceEntityOwnershipService>(AZ::Uuid::CreateNull(), m_app.GetSerializeContext());
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// Create the entity context, entity, and component
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EntityContext* testEntityContext = new EntityContext(AZ::Uuid::CreateRandom(), AZStd::move(m_entityOwnershipService));
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testEntityContext->InitContext();
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EntityContextId testEntityContextId = testEntityContext->GetContextId();
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AZ::Entity* testEntity = testEntityContext->CreateEntity("TestEntity");
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TestComponent* testComponent = testEntity->CreateComponent<TestComponent>();
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constexpr size_t NumScenes = 5;
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// Try to activate an entity and get the scene before a scene has been set. This should fail.
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TestComponentConfig failConfig;
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failConfig.m_activateFunction = [](TestComponent* component)
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AZStd::shared_ptr<Scene> scenes[NumScenes] = {nullptr};
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// Create zombies.
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for (size_t i = 0; i < NumScenes; ++i)
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{
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(void)component;
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Scene* scene = nullptr;
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EntityContextId entityContextId = EntityContextId::CreateNull();
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AZStd::string sceneName = AZStd::string::format("scene %zu", i);
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AZ::Outcome<AZStd::shared_ptr<Scene>, AZStd::string> createSceneOutcome = m_sceneSystem->CreateScene(sceneName);
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scenes[i] = createSceneOutcome.TakeValue();
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m_sceneSystem->RemoveScene(sceneName);
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}
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AzFramework::EntityIdContextQueryBus::BroadcastResult(entityContextId, &AzFramework::EntityIdContextQueryBus::Events::GetOwningContextId);
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// Check to make sure there are no more active scenes.
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size_t index = 0;
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m_sceneSystem->IterateActiveScenes([&index, &scenes](const AZStd::shared_ptr<Scene>&)
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{
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index++;
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return true;
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});
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EXPECT_EQ(0, index);
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// A null scene should be returned since a scene has not been set for this entity context.
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AzFramework::SceneSystemRequestBus::BroadcastResult(scene, &AzFramework::SceneSystemRequestBus::Events::GetSceneFromEntityContextId, entityContextId);
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EXPECT_TRUE(scene == nullptr) << "Found a scene when one shouldn't exist.";
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};
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testComponent->SetConfiguration(failConfig);
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testComponent->Activate();
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testComponent->Deactivate();
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// Check that the scenes are still returned as zombies.
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index = 0;
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m_sceneSystem->IterateZombieScenes([&index, &scenes](Scene& scene)
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{
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EXPECT_EQ(scenes[index++].get(), &scene);
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return true;
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});
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// Create the scene
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AZ::Outcome<Scene*, AZStd::string> createSceneOutcome = AZ::Failure<AZStd::string>("");
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AzFramework::SceneSystemRequestBus::BroadcastResult(createSceneOutcome, &AzFramework::SceneSystemRequestBus::Events::CreateScene, "TestScene");
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Scene* scene = createSceneOutcome.GetValue();
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// Map the Entity context to the scene
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bool success = false;
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AzFramework::SceneSystemRequestBus::BroadcastResult(success, &AzFramework::SceneSystemRequestBus::Events::SetSceneForEntityContextId, testEntityContextId, scene);
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EXPECT_TRUE(success) << "Unable to associate an entity context with a scene.";
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AzFramework::SceneSystemRequestBus::BroadcastResult(success, &AzFramework::SceneSystemRequestBus::Events::SetSceneForEntityContextId, testEntityContextId, scene);
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EXPECT_FALSE(success) << "Attempting to map an entity context to a scene that's already mapped, this should not work.";
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// Now it should be possible to get the scene from the entity context within an Entity's Activate()
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TestComponentConfig successConfig;
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successConfig.m_activateFunction = [](TestComponent* component)
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// Check that all scenes are removed when there are no more handles.
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for (size_t i = 0; i < NumScenes; ++i)
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{
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(void)component;
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Scene* scene = nullptr;
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EntityContextId entityContextId = EntityContextId::CreateNull();
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AzFramework::EntityIdContextQueryBus::BroadcastResult(entityContextId, &AzFramework::EntityIdContextQueryBus::Events::GetOwningContextId);
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// A scene should be returned since a scene has been set for this entity context.
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AzFramework::SceneSystemRequestBus::BroadcastResult(scene, &AzFramework::SceneSystemRequestBus::Events::GetSceneFromEntityContextId, entityContextId);
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EXPECT_TRUE(scene != nullptr) << "Could not find a scene for the entity context.";
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};
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testComponent->SetConfiguration(successConfig);
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testComponent->Activate();
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testComponent->Deactivate();
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// Now remove the entity context / scene association and make sure things fail again.
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success = false;
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AzFramework::SceneSystemRequestBus::BroadcastResult(success, &AzFramework::SceneSystemRequestBus::Events::RemoveSceneForEntityContextId, testEntityContextId, nullptr);
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EXPECT_FALSE(success) << "Should not be able to remove an entity context from a scene it's not associated with.";
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AzFramework::SceneSystemRequestBus::BroadcastResult(success, &AzFramework::SceneSystemRequestBus::Events::RemoveSceneForEntityContextId, testEntityContextId, scene);
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EXPECT_TRUE(success) << "Was not able to remove an entity context from a scene it's associated with.";
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testComponent->SetConfiguration(failConfig);
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testComponent->Activate();
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testComponent->Deactivate();
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delete testEntityContext; // This should also clean up owned entities / components.
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scenes[i].reset();
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}
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index = 0;
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m_sceneSystem->IterateZombieScenes([&index, &scenes](Scene&) {
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index++;
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return true;
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});
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EXPECT_EQ(0, index);
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}
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// Test classes for use in the SceneSystem test. These can't be defined in the test itself due to some functions created by AZ_RTTI not having a body which breaks VS2015.
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@@ -324,30 +278,48 @@ namespace SceneUnitTest
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TEST_F(SceneTest, SceneSystem)
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{
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// Create the scene
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AZ::Outcome<Scene*, AZStd::string> createSceneOutcome = AZ::Failure<AZStd::string>("");
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AzFramework::SceneSystemRequestBus::BroadcastResult(createSceneOutcome, &AzFramework::SceneSystemRequestBus::Events::CreateScene, "TestScene");
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AzFramework::Scene* scene = createSceneOutcome.GetValue();
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AZ::Outcome<AZStd::shared_ptr<Scene>, AZStd::string> createSceneOutcome = m_sceneSystem->CreateScene("TestScene");
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EXPECT_TRUE(createSceneOutcome.IsSuccess());
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AZStd::shared_ptr<Scene> scene = createSceneOutcome.TakeValue();
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// Set a class on the Scene
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Foo1* foo1a = new Foo1();
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EXPECT_TRUE(scene->SetSubsystem(foo1a));
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// Get that class back from the Scene
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EXPECT_EQ(foo1a, scene->GetSubsystem<Foo1>());
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EXPECT_EQ(foo1a, *scene->FindSubsystem<Foo1*>());
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// Try to set the same class type twice, this should fail.
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Foo1* foo1b = new Foo1();
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EXPECT_FALSE(scene->SetSubsystem(foo1b));
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delete foo1b;
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// Add a child scene
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createSceneOutcome = m_sceneSystem->CreateSceneWithParent("ChildScene", scene);
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EXPECT_TRUE(createSceneOutcome.IsSuccess());
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AZStd::shared_ptr<Scene> childScene = createSceneOutcome.TakeValue();
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// Get class back from parent scene.
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EXPECT_EQ(foo1a, *childScene->FindSubsystem<Foo1*>());
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// Find overloaded version of class on child scene.
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Foo1* foo1c = new Foo1();
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EXPECT_TRUE(childScene->SetSubsystem(foo1c));
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EXPECT_EQ(foo1c, *childScene->FindSubsystem<Foo1*>());
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// Unset system on child scene, using alternative unset function.
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EXPECT_TRUE(childScene->UnsetSubsystem(foo1c));
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delete foo1c;
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// Try to un-set a class that was never set, this should fail.
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EXPECT_FALSE(scene->UnsetSubsystem<Foo2>());
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// Unset the class that was previously set
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EXPECT_TRUE(scene->UnsetSubsystem<Foo1>());
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delete foo1a;
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// Make sure that the previsouly set class was really removed.
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EXPECT_EQ(nullptr, scene->GetSubsystem<Foo1>());
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// Make sure that the previously set class was really removed.
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EXPECT_EQ(nullptr, scene->FindSubsystem<Foo1*>());
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}
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} // UnitTest
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