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o3de/Gems/EMotionFX/Code/Tests/MultiThreadSchedulerTests.cpp

46 lines
2.5 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 <EMotionFX/Source/Actor.h>
#include <EMotionFX/Source/ActorInstance.h>
#include <EMotionFX/Source/ActorUpdateScheduler.h>
#include <EMotionFX/Source/MultiThreadScheduler.h>
#include <Tests/SystemComponentFixture.h>
#include <Tests/TestAssetCode/JackActor.h>
#include <Tests/TestAssetCode/ActorFactory.h>
namespace EMotionFX
{
// This turned into an assert and is now being catched in the actual code. Skip this test, as we don't test and return at runtime anymore.
TEST_F(SystemComponentFixture, DISABLED_InsertActorInstanceTwice)
{
ActorUpdateScheduler* baseScheduler = GetEMotionFX().GetActorManager()->GetScheduler();
ASSERT_EQ(baseScheduler->GetType(), MultiThreadScheduler::TYPE_ID) << "Expected multi thread scheduler.";
MultiThreadScheduler* scheduler = static_cast<MultiThreadScheduler*>(baseScheduler);
// Create the actor (internally creates an actor instance for the static AABB calculation and removes it again).
AZStd::unique_ptr<JackNoMeshesActor> actor = ActorFactory::CreateAndInit<JackNoMeshesActor>();
EXPECT_EQ(scheduler->GetNumScheduleSteps(), 0)
<< "Expected an empty scheduler as the temporarily created actor instance got destroyed again.";
// Create an actor instance and make sure it is in the scheduler.
ActorInstance* actorInstance = ActorInstance::Create(actor.get());
EXPECT_EQ(scheduler->GetNumScheduleSteps(), 1) << "The actor instance should be part of the scheduler.";
EXPECT_EQ(scheduler->GetScheduleStep(0).m_actorInstances.size(), 1) << "The step should hold exactly one actor instance.";
EXPECT_EQ(scheduler->GetScheduleStep(0).m_actorInstances[0], actorInstance) << "The actor instance should be part of the step.";
// Insert the actor instance manually again and make sure there is no duplicate.
scheduler->RecursiveInsertActorInstance(actorInstance);
EXPECT_EQ(scheduler->GetNumScheduleSteps(), 1) << "The actor instance should be part of the scheduler.";
EXPECT_EQ(scheduler->GetScheduleStep(0).m_actorInstances.size(), 1) << "The step should hold exactly one actor instance.";
EXPECT_EQ(scheduler->GetScheduleStep(0).m_actorInstances[0], actorInstance) << "The actor instance should be part of the step.";
actorInstance->Destroy();
}
} // namespace EMotionFX