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286 lines
16 KiB
C++
286 lines
16 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <AzTest/AzTest.h>
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#include <AzCore/Component/ComponentApplication.h>
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#include <AzCore/Asset/AssetManager.h>
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#include <AzCore/Asset/AssetManagerComponent.h>
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#include <AzCore/Memory/PoolAllocator.h>
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#include <AzFramework/IO/LocalFileIO.h>
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#include <AzFramework/Archive/IArchive.h>
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#include <Bundling/BundlingSystemComponent.h>
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#include <LmbrCentral/Bundling/BundlingSystemComponentBus.h>
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#include <LmbrCentral.h>
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#include <ISystem.h>
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#include <AzCore/UnitTest/TestTypes.h>
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namespace UnitTest
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{
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class BundlingSystemComponentFixture :
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public ::testing::Test
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{
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public:
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BundlingSystemComponentFixture() = default;
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bool TestAsset(const char* assetPath)
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{
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AZ::IO::HandleType readHandle;
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AZ::IO::FileIOBase::GetInstance()->Open(assetPath, AZ::IO::OpenMode::ModeRead | AZ::IO::OpenMode::ModeBinary, readHandle);
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bool testResult = (readHandle != AZ::IO::InvalidHandle);
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AZ::IO::FileIOBase::GetInstance()->Close(readHandle);
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return testResult;
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}
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bool TestAssetId(const char* assetPath)
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{
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AZ::Data::AssetId testAssetId;
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(testAssetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, assetPath, AZ::Data::s_invalidAssetType, false);
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if (!testAssetId.IsValid())
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{
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return false;
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}
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AZ::Data::AssetInfo assetInfo;
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(assetInfo, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetInfoById, testAssetId);
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return assetInfo.m_relativePath == assetPath;
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}
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};
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TEST_F(BundlingSystemComponentFixture, DISABLED_HasBundle_LoadBundles_Success)
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{
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// This asset lives only within LmbrCentral/Assets/Test/Bundle/staticdata.pak which is copied to our
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// cache as test/bundle/staticdata.pak and should be loaded below
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const char testAssetPath[] = "staticdata/csv/bundlingsystemtestgameproperties.csv";
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EXPECT_FALSE(TestAsset(testAssetPath));
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LmbrCentral::BundlingSystemRequestBus::Broadcast(&LmbrCentral::BundlingSystemRequestBus::Events::LoadBundles, "test/bundle", ".pak");
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EXPECT_TRUE(TestAsset(testAssetPath));
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LmbrCentral::BundlingSystemRequestBus::Broadcast(&LmbrCentral::BundlingSystemRequestBus::Events::UnloadBundles);
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EXPECT_FALSE(TestAsset(testAssetPath));
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}
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TEST_F(BundlingSystemComponentFixture, DISABLED_HasBundle_LoadBundlesCatalogChecks_Success)
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{
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// This asset lives only within LmbrCentral/Assets/Test/Bundle/staticdata.pak which is copied to our
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// cache as test/bundle/staticdata.pak and should be loaded below
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// The Pak has a catalog describing the contents which should automatically update our central asset catalog
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const char testAssetPath[] = "staticdata/csv/bundlingsystemtestgameproperties.csv";
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const char noCatalogAsset[] = "staticdata/csv/gameproperties.csv";
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EXPECT_FALSE(TestAssetId(testAssetPath));
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EXPECT_FALSE(TestAssetId(noCatalogAsset));
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LmbrCentral::BundlingSystemRequestBus::Broadcast(&LmbrCentral::BundlingSystemRequestBus::Events::LoadBundles, "test/bundle", ".pak");
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EXPECT_TRUE(TestAssetId(testAssetPath));
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EXPECT_FALSE(TestAssetId(noCatalogAsset));
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EXPECT_TRUE(TestAsset(noCatalogAsset));
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LmbrCentral::BundlingSystemRequestBus::Broadcast(&LmbrCentral::BundlingSystemRequestBus::Events::UnloadBundles);
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EXPECT_FALSE(TestAssetId(testAssetPath));
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EXPECT_FALSE(TestAssetId(noCatalogAsset));
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EXPECT_FALSE(TestAsset(noCatalogAsset));
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}
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TEST_F(BundlingSystemComponentFixture, DISABLED_BundleSystemComponent_SingleUnloadCheckCatalog_Success)
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{
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// This asset lives only within LmbrCentral/Assets/Test/Bundle/staticdata.pak which is copied to our
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// cache as test/bundle/staticdata.pak and should be loaded below
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// The Pak has a catalog describing the contents which should automatically update our central asset catalog
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const char testCSVAsset[] = "staticdata/csv/bundlingsystemtestgameproperties.csv";
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const char testCSVAssetPak[] = "test/bundle/staticdata.pak";
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// This asset lives only within LmbrCentral/Assets/Test/Bundle/ping.pak
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const char testDDSAsset[] = "textures/test/ping.dds";
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const char testDDSAssetPak[] = "test/bundle/ping.pak";
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EXPECT_FALSE(TestAssetId(testCSVAsset));
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EXPECT_FALSE(TestAssetId(testDDSAsset));
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testDDSAssetPak));
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EXPECT_FALSE(TestAssetId(testCSVAsset));
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EXPECT_TRUE(TestAssetId(testDDSAsset));
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EXPECT_TRUE(gEnv->pCryPak->ClosePack(testDDSAssetPak));
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EXPECT_FALSE(TestAssetId(testCSVAsset));
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EXPECT_FALSE(TestAssetId(testDDSAsset));
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testCSVAssetPak));
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EXPECT_TRUE(TestAssetId(testCSVAsset));
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EXPECT_FALSE(TestAssetId(testDDSAsset));
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testDDSAssetPak));
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EXPECT_TRUE(TestAssetId(testCSVAsset));
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EXPECT_TRUE(TestAssetId(testDDSAsset));
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EXPECT_TRUE(gEnv->pCryPak->ClosePack(testDDSAssetPak));
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EXPECT_TRUE(TestAssetId(testCSVAsset));
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EXPECT_FALSE(TestAssetId(testDDSAsset));
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testDDSAssetPak));
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EXPECT_TRUE(TestAssetId(testCSVAsset));
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EXPECT_TRUE(TestAssetId(testDDSAsset));
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EXPECT_TRUE(gEnv->pCryPak->ClosePack(testCSVAssetPak));
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EXPECT_FALSE(TestAssetId(testCSVAsset));
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EXPECT_TRUE(TestAssetId(testDDSAsset));
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EXPECT_TRUE(gEnv->pCryPak->ClosePack(testDDSAssetPak));
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EXPECT_FALSE(TestAssetId(testCSVAsset));
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EXPECT_FALSE(TestAssetId(testDDSAsset));
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}
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TEST_F(BundlingSystemComponentFixture, DISABLED_BundleSystemComponent_SingleLoadAndBundleMode_Success)
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{
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// This asset lives only within LmbrCentral/Assets/Test/Bundle/staticdata.pak which is copied to our
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// cache as test/bundle/staticdata.pak and should be loaded below
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// The Pak has a catalog describing the contents which should automatically update our central asset catalog
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const char testCSVAsset[] = "staticdata/csv/bundlingsystemtestgameproperties.csv";
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const char testMTLAsset[] = "materials/water_test.mtl";
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const char testMTLAssetPak[] = "test/TestMaterials.pak";
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EXPECT_FALSE(TestAssetId(testCSVAsset));
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EXPECT_FALSE(TestAssetId(testMTLAsset));
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testMTLAssetPak));
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EXPECT_FALSE(TestAssetId(testCSVAsset));
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EXPECT_TRUE(TestAssetId(testMTLAsset));
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LmbrCentral::BundlingSystemRequestBus::Broadcast(&LmbrCentral::BundlingSystemRequestBus::Events::LoadBundles, "test/bundle", ".pak");
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EXPECT_TRUE(TestAssetId(testCSVAsset));
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EXPECT_TRUE(TestAssetId(testMTLAsset));
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LmbrCentral::BundlingSystemRequestBus::Broadcast(&LmbrCentral::BundlingSystemRequestBus::Events::UnloadBundles);
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EXPECT_FALSE(TestAssetId(testCSVAsset));
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EXPECT_TRUE(TestAssetId(testMTLAsset));
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EXPECT_TRUE(gEnv->pCryPak->ClosePack(testMTLAssetPak));
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EXPECT_FALSE(TestAssetId(testCSVAsset));
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EXPECT_FALSE(TestAssetId(testMTLAsset));
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}
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TEST_F(BundlingSystemComponentFixture, DISABLED_BundleSystemComponent_OpenClosePackCount_Match)
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{
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// This asset lives only within LmbrCentral/Assets/Test/Bundle/staticdata.pak which is copied to our
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// cache as test/bundle/staticdata.pak and should be loaded below
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// The Pak has a catalog describing the contents which should automatically update our central asset catalog
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const char testCSVAsset[] = "staticdata/csv/bundlingsystemtestgameproperties.csv";
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const char testCSVAssetPak[] = "test/bundle/staticdata.pak";
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// This asset lives only within LmbrCentral/Assets/Test/Bundle/ping.pak
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const char testDDSAssetPak[] = "test/bundle/ping.pak";
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size_t bundleCount{ 0 };
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LmbrCentral::BundlingSystemRequestBus::BroadcastResult(bundleCount,&LmbrCentral::BundlingSystemRequestBus::Events::GetOpenedBundleCount);
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EXPECT_EQ(bundleCount, 0);
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EXPECT_FALSE(TestAssetId(testCSVAsset));
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testDDSAssetPak));
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LmbrCentral::BundlingSystemRequestBus::BroadcastResult(bundleCount, &LmbrCentral::BundlingSystemRequestBus::Events::GetOpenedBundleCount);
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EXPECT_EQ(bundleCount, 1);
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EXPECT_TRUE(gEnv->pCryPak->ClosePack(testDDSAssetPak));
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LmbrCentral::BundlingSystemRequestBus::BroadcastResult(bundleCount, &LmbrCentral::BundlingSystemRequestBus::Events::GetOpenedBundleCount);
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EXPECT_EQ(bundleCount, 0);
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testCSVAssetPak));
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LmbrCentral::BundlingSystemRequestBus::BroadcastResult(bundleCount, &LmbrCentral::BundlingSystemRequestBus::Events::GetOpenedBundleCount);
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EXPECT_EQ(bundleCount, 1);
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testDDSAssetPak));
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LmbrCentral::BundlingSystemRequestBus::BroadcastResult(bundleCount, &LmbrCentral::BundlingSystemRequestBus::Events::GetOpenedBundleCount);
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EXPECT_EQ(bundleCount, 2);
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EXPECT_TRUE(gEnv->pCryPak->ClosePack(testDDSAssetPak));
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LmbrCentral::BundlingSystemRequestBus::BroadcastResult(bundleCount, &LmbrCentral::BundlingSystemRequestBus::Events::GetOpenedBundleCount);
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EXPECT_EQ(bundleCount, 1);
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testDDSAssetPak));
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LmbrCentral::BundlingSystemRequestBus::BroadcastResult(bundleCount, &LmbrCentral::BundlingSystemRequestBus::Events::GetOpenedBundleCount);
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EXPECT_EQ(bundleCount, 2);
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EXPECT_TRUE(gEnv->pCryPak->ClosePack(testCSVAssetPak));
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LmbrCentral::BundlingSystemRequestBus::BroadcastResult(bundleCount, &LmbrCentral::BundlingSystemRequestBus::Events::GetOpenedBundleCount);
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EXPECT_EQ(bundleCount, 1);
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EXPECT_TRUE(gEnv->pCryPak->ClosePack(testDDSAssetPak));
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LmbrCentral::BundlingSystemRequestBus::BroadcastResult(bundleCount, &LmbrCentral::BundlingSystemRequestBus::Events::GetOpenedBundleCount);
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EXPECT_EQ(bundleCount, 0);
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}
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TEST_F(BundlingSystemComponentFixture, DISABLED_BundleSystemComponent_SplitPakTestWithAsset_Success)
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{
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// This asset lives only within LmbrCentral/Assets/Test/SplitBundleTest/splitbundle__1.pak which is a dependent bundle of splitbundle.pak
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const char testDDSAsset_split[] = "textures/milestone2/am_floor_tile_ddna_test.dds.7";
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const char testDDSAssetPak[] = "test/splitbundletest/splitbundle.pak";
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size_t bundleCount{ 0 };
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LmbrCentral::BundlingSystemRequestBus::BroadcastResult(bundleCount, &LmbrCentral::BundlingSystemRequestBus::Events::GetOpenedBundleCount);
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EXPECT_EQ(bundleCount, 0);
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EXPECT_FALSE(TestAssetId(testDDSAsset_split));
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testDDSAssetPak));
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LmbrCentral::BundlingSystemRequestBus::BroadcastResult(bundleCount, &LmbrCentral::BundlingSystemRequestBus::Events::GetOpenedBundleCount);
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EXPECT_EQ(bundleCount, 2);
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EXPECT_TRUE(TestAssetId(testDDSAsset_split));
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EXPECT_TRUE(gEnv->pCryPak->ClosePack(testDDSAssetPak));
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LmbrCentral::BundlingSystemRequestBus::BroadcastResult(bundleCount, &LmbrCentral::BundlingSystemRequestBus::Events::GetOpenedBundleCount);
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EXPECT_EQ(bundleCount, 0);
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EXPECT_FALSE(TestAssetId(testDDSAsset_split));
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testDDSAssetPak));
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LmbrCentral::BundlingSystemRequestBus::BroadcastResult(bundleCount, &LmbrCentral::BundlingSystemRequestBus::Events::GetOpenedBundleCount);
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EXPECT_EQ(bundleCount, 2);
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EXPECT_TRUE(TestAssetId(testDDSAsset_split));
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EXPECT_TRUE(gEnv->pCryPak->ClosePack(testDDSAssetPak));
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LmbrCentral::BundlingSystemRequestBus::BroadcastResult(bundleCount, &LmbrCentral::BundlingSystemRequestBus::Events::GetOpenedBundleCount);
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EXPECT_EQ(bundleCount, 0);
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EXPECT_FALSE(TestAssetId(testDDSAsset_split));
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}
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// Verify that our bundles using catalogs of the same name work properly
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TEST_F(BundlingSystemComponentFixture, DISABLED_BundleSystemComponent_SharedCatalogName_Success)
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{
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// This bundle was built for PC but is generic and the test should work fine on other platforms
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// gamepropertioessmall_pc.pak has a smaller version of the gameproperties csv
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// gamepropertiesuserrequest_pc.pak has a bigger version of gameproperties and adds userrequest.csv
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const char testGamePropertiesAsset[] = "staticdata/test/gameproperties.csv";
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const char testUserRequestAsset[] = "staticdata/test/userrequest.csv";
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const char testGamePropertiesAssetPak[] = "test/bundle/gamepropertiessmall_pc.pak";
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const char testUserRequestAssetPak[] = "test/bundle/gamepropertiesuserrequest_pc.pak";
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EXPECT_FALSE(TestAssetId(testGamePropertiesAsset));
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EXPECT_FALSE(TestAssetId(testUserRequestAsset));
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testGamePropertiesAssetPak));
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EXPECT_TRUE(TestAssetId(testGamePropertiesAsset));
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EXPECT_FALSE(TestAssetId(testUserRequestAsset));
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AZ::Data::AssetId testAssetId;
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(testAssetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, testGamePropertiesAsset, AZ::Data::s_invalidAssetType, false);
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EXPECT_TRUE(testAssetId.IsValid());
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AZ::Data::AssetInfo assetInfo;
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(assetInfo, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetInfoById, testAssetId);
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EXPECT_NE(assetInfo.m_sizeBytes, 0);
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AZ::u64 assetSize1 = assetInfo.m_sizeBytes;
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testUserRequestAssetPak));
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EXPECT_TRUE(TestAssetId(testGamePropertiesAsset));
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EXPECT_TRUE(TestAssetId(testUserRequestAsset));
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(assetInfo, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetInfoById, testAssetId);
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AZ::u64 assetSize2 = assetInfo.m_sizeBytes;
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EXPECT_NE(assetSize1, assetSize2);
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EXPECT_TRUE(gEnv->pCryPak->ClosePack(testUserRequestAssetPak));
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EXPECT_TRUE(TestAssetId(testGamePropertiesAsset));
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EXPECT_FALSE(TestAssetId(testUserRequestAsset));
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(assetInfo, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetInfoById, testAssetId);
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EXPECT_EQ(assetSize1, assetInfo.m_sizeBytes);
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EXPECT_TRUE(gEnv->pCryPak->ClosePack(testGamePropertiesAssetPak));
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EXPECT_FALSE(TestAssetId(testGamePropertiesAsset));
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EXPECT_FALSE(TestAssetId(testUserRequestAsset));
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testUserRequestAssetPak));
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(assetInfo, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetInfoById, testAssetId);
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AZ::u64 assetSize3 = assetInfo.m_sizeBytes;
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EXPECT_EQ(assetSize3, assetSize2);
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EXPECT_TRUE(gEnv->pCryPak->OpenPack("@products@", testGamePropertiesAssetPak));
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(assetInfo, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetInfoById, testAssetId);
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AZ::u64 assetSize4 = assetInfo.m_sizeBytes;
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EXPECT_EQ(assetSize4, assetSize1);
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}
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}
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