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o3de/Gems/EMotionFX/Code/Tests/Editor/MotionSetLoadEscalation.cpp

150 lines
6.6 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 <AzCore/Asset/AssetDataStream.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <Tests/SystemComponentFixture.h>
#include <Source/Integration/Assets/MotionSetAsset.h>
#include <AzFramework/Asset/AssetSystemBus.h>
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<AzToolsFramework::PropertyHandlerBase*> 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<float>));
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<float>));
MOCK_METHOD1(WaitUntilAssetProcessorConnected, bool(AZStd::chrono::duration<float>));
MOCK_METHOD1(WaitUntilAssetProcessorDisconnected, bool(AZStd::chrono::duration<float>));
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<AZ::Uuid>&, uint32_t));
MOCK_METHOD2(RemoveAssetFromPrioritySet, bool (const AZStd::string&, const AZ::Uuid&));
MOCK_METHOD2(RemoveAssetsFromPrioritySet, bool (const AZStd::string&, const AZStd::vector<AZ::Uuid>&));
};
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<Integration::MotionSetAssetHandler*>(AZ::Data::AssetManager::Instance().GetHandler(azrtti_typeid<Integration::MotionSetAsset>()));
AZ::Data::AssetPtr assetPointer = handler->CreateAsset(AZ::Data::AssetId(AZ::Uuid::CreateRandom(), 0), AZ::Data::AssetType::CreateRandom());
AZ::Data::Asset<AZ::Data::AssetData> asset(assetPointer, AZ::Data::AssetLoadBehavior::NoLoad);
AZ::u64 fileLength = 0;
AZ::IO::FileIOBase::GetInstance()->Size(fileName.c_str(), fileLength);
AZStd::shared_ptr<AZ::Data::AssetDataStream> stream = AZStd::make_shared<AZ::Data::AssetDataStream>();
stream->Open(fileName, 0, fileLength);
stream->BlockUntilLoadComplete();
handler->LoadAssetData(asset, stream, &AZ::Data::AssetFilterNoAssetLoading);
handler->OnInitAsset(asset);
}
} // end namespace EMotionFX