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o3de/Gems/AWSGameLift/Code/AWSGameLiftServer/Tests/AWSGameLiftServerFixture.h

59 lines
2.1 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/Jobs/JobContext.h>
#include <AzCore/Jobs/JobManager.h>
#include <AzCore/Jobs/JobManagerBus.h>
#include <AzCore/Memory/PoolAllocator.h>
#include <AzCore/UnitTest/TestTypes.h>
class AWSGameLiftServerFixture
: public UnitTest::ScopedAllocatorSetupFixture
{
public:
AWSGameLiftServerFixture() {}
virtual ~AWSGameLiftServerFixture() = default;
void SetUp() override
{
AZ::AllocatorInstance<AZ::ThreadPoolAllocator>::Create();
AZ::AllocatorInstance<AZ::PoolAllocator>::Create();
AZ::JobManagerDesc jobManagerDesc;
AZ::JobManagerThreadDesc threadDesc;
m_jobManager.reset(aznew AZ::JobManager(jobManagerDesc));
m_jobCancelGroup.reset(aznew AZ::JobCancelGroup());
jobManagerDesc.m_workerThreads.push_back(threadDesc);
jobManagerDesc.m_workerThreads.push_back(threadDesc);
jobManagerDesc.m_workerThreads.push_back(threadDesc);
m_jobContext.reset(aznew AZ::JobContext(*m_jobManager, *m_jobCancelGroup));
AZ::JobContext::SetGlobalContext(m_jobContext.get());
}
void TearDown() override
{
AZ::JobContext::SetGlobalContext(nullptr);
m_jobContext.reset();
m_jobCancelGroup.reset();
m_jobManager.reset();
AZ::AllocatorInstance<AZ::PoolAllocator>::Destroy();
AZ::AllocatorInstance<AZ::ThreadPoolAllocator>::Destroy();
}
AZStd::unique_ptr<AZ::JobContext> m_jobContext;
AZStd::unique_ptr<AZ::JobCancelGroup> m_jobCancelGroup;
AZStd::unique_ptr<AZ::JobManager> m_jobManager;
};