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