/* * 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 #include #include #include #include namespace EMotionFX { struct RegisterHandler : AzToolsFramework::PropertyTypeRegistrationMessages::Bus::Handler { RegisterHandler() { BusConnect(); } ~RegisterHandler() { BusDisconnect(); for(auto* handler : m_handlers) { delete handler; } } void RegisterPropertyType(AzToolsFramework::PropertyHandlerBase* pHandler) override { m_handlers.insert(pHandler); } void UnregisterPropertyType(AzToolsFramework::PropertyHandlerBase* pHandler) override { m_handlers.erase(pHandler); } AzToolsFramework::PropertyHandlerBase* ResolvePropertyHandler([[maybe_unused]] AZ::u32 handlerName, [[maybe_unused]] const AZ::Uuid& handlerType) override { return {}; } AZStd::unordered_set m_handlers{}; }; struct MotionSetFixture : SystemComponentFixtureWithCatalog { RegisterHandler m_registerHandler; void TearDown() override { SystemComponentFixtureWithCatalog::TearDown(); m_app.Stop(); } }; struct MockAssetSystemRequests : AzFramework::AssetSystemRequestBus::Handler { MockAssetSystemRequests() { BusConnect(); } ~MockAssetSystemRequests() override { BusDisconnect(); } MOCK_METHOD1(CompileAssetSync, AzFramework::AssetSystem::AssetStatus(const AZStd::string& assetPath)); MOCK_METHOD1(EscalateAssetBySearchTerm, bool(AZStd::string_view searchTerm)); MOCK_METHOD1(EscalateAssetByUuid, bool (const AZ::Uuid&)); MOCK_METHOD1(CompileAssetSync_FlushIO, AzFramework::AssetSystem::AssetStatus (const AZStd::string&)); MOCK_METHOD1(CompileAssetSyncById, AzFramework::AssetSystem::AssetStatus (const AZ::Data::AssetId&)); MOCK_METHOD1(CompileAssetSyncById_FlushIO, AzFramework::AssetSystem::AssetStatus (const AZ::Data::AssetId&)); MOCK_METHOD4(ConfigureSocketConnection, bool (const AZStd::string&, const AZStd::string&, const AZStd::string&, const AZStd::string&)); MOCK_METHOD1(Connect, bool (const char*)); MOCK_METHOD2(ConnectWithTimeout, bool (const char*, AZStd::chrono::duration)); MOCK_METHOD0(Disconnect, bool ()); MOCK_METHOD0(GetAssetProcessorPingTimeMilliseconds, float ()); MOCK_METHOD1(GetAssetStatus, AzFramework::AssetSystem::AssetStatus (const AZStd::string&)); MOCK_METHOD1(GetAssetStatus_FlushIO, AzFramework::AssetSystem::AssetStatus (const AZStd::string&)); MOCK_METHOD2(GetAssetStatusSearchType, AzFramework::AssetSystem::AssetStatus(const AZStd::string&, int)); MOCK_METHOD2(GetAssetStatusSearchType_FlushIO, AzFramework::AssetSystem::AssetStatus(const AZStd::string&, int)); MOCK_METHOD1(GetAssetStatusById, AzFramework::AssetSystem::AssetStatus (const AZ::Data::AssetId&)); MOCK_METHOD1(GetAssetStatusById_FlushIO, AzFramework::AssetSystem::AssetStatus (const AZ::Data::AssetId&)); MOCK_METHOD3(GetUnresolvedProductReferences, void (AZ::Data::AssetId, AZ::u32&, AZ::u32&)); MOCK_METHOD0(SaveCatalog, bool ()); MOCK_METHOD1(SetAssetProcessorIP, void (const AZStd::string&)); MOCK_METHOD1(SetAssetProcessorPort, void (AZ::u16)); MOCK_METHOD1(SetBranchToken, void (const AZStd::string&)); MOCK_METHOD1(SetProjectName, void (const AZStd::string&)); MOCK_METHOD0(ShowAssetProcessor, void()); MOCK_METHOD1(ShowInAssetProcessor, void(const AZStd::string&)); MOCK_METHOD1(WaitUntilAssetProcessorReady, bool(AZStd::chrono::duration)); MOCK_METHOD1(WaitUntilAssetProcessorConnected, bool(AZStd::chrono::duration)); MOCK_METHOD1(WaitUntilAssetProcessorDisconnected, bool(AZStd::chrono::duration)); MOCK_METHOD0(AssetProcessorIsReady, bool()); MOCK_METHOD0(ConnectedWithAssetProcessor, bool()); MOCK_METHOD0(DisconnectedWithAssetProcessor, bool()); MOCK_METHOD0(NegotiationWithAssetProcessorFailed, bool()); MOCK_METHOD0(StartDisconnectingAssetProcessor, void()); MOCK_METHOD1(EstablishAssetProcessorConnection, bool(const AzFramework::AssetSystem::ConnectionSettings&)); MOCK_METHOD3(AppendAssetToPrioritySet, bool (const AZStd::string&, const AZ::Uuid&, uint32_t)); MOCK_METHOD3(AppendAssetsToPrioritySet, bool (const AZStd::string&, const AZStd::vector&, uint32_t)); MOCK_METHOD2(RemoveAssetFromPrioritySet, bool (const AZStd::string&, const AZ::Uuid&)); MOCK_METHOD2(RemoveAssetsFromPrioritySet, bool (const AZStd::string&, const AZStd::vector&)); }; TEST_F(MotionSetFixture, MeshLoadTest) { using testing::_; const AZStd::string fileName = "@devroot@/Gems/EMotionFX/Code/Tests/TestAssets/EMotionFXBuilderTestAssets/MotionSetExample.motionset"; MockAssetSystemRequests assetSystem; EXPECT_CALL(assetSystem, CompileAssetSync(_)) .Times(2) .WillRepeatedly(testing::Return(AzFramework::AssetSystem::AssetStatus_Queued)); EXPECT_CALL(assetSystem, EscalateAssetBySearchTerm(_)) .Times(2) .WillRepeatedly(testing::Return(false)); auto* handler = static_cast(AZ::Data::AssetManager::Instance().GetHandler(azrtti_typeid())); AZ::Data::AssetPtr assetPointer = handler->CreateAsset(AZ::Data::AssetId(AZ::Uuid::CreateRandom(), 0), AZ::Data::AssetType::CreateRandom()); AZ::Data::Asset asset(assetPointer, AZ::Data::AssetLoadBehavior::NoLoad); AZ::u64 fileLength = 0; AZ::IO::FileIOBase::GetInstance()->Size(fileName.c_str(), fileLength); AZStd::shared_ptr stream = AZStd::make_shared(); stream->Open(fileName, 0, fileLength); stream->BlockUntilLoadComplete(); handler->LoadAssetData(asset, stream, &AZ::Data::AssetFilterNoAssetLoading); handler->OnInitAsset(asset); } } // end namespace EMotionFX