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o3de/Gems/LmbrCentral/Code/Tests/BundlingSystemComponentTest...

286 lines
16 KiB
C++

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