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400 lines
16 KiB
C++
400 lines
16 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include "RenderDll_precompiled.h"
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#include <AzTest/AzTest.h>
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#include <AzCore/UnitTest/TestTypes.h>
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#include <AzCore/Memory/AllocatorScope.h>
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#include <AzCore/Settings/SettingsRegistry.h>
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#include <AzCore/UnitTest/UnitTest.h>
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#include "Mocks/IConsoleMock.h"
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#include "Mocks/ICVarMock.h"
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#include "Mocks/ISystemMock.h"
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#include "RemoteCompiler.h"
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namespace AZ
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{
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class SettingsRegistrySimpleMock;
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using NiceSettingsRegistrySimpleMock = ::testing::NiceMock<SettingsRegistrySimpleMock>;
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class SettingsRegistrySimpleMock : public AZ::SettingsRegistryInterface
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{
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public:
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MOCK_CONST_METHOD1(GetType, Type(AZStd::string_view));
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MOCK_CONST_METHOD2(Visit, bool(Visitor&, AZStd::string_view));
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MOCK_CONST_METHOD2(Visit, bool(const VisitorCallback&, AZStd::string_view));
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MOCK_METHOD1(RegisterNotifier, NotifyEventHandler(const NotifyCallback&));
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MOCK_METHOD1(RegisterNotifier, NotifyEventHandler(NotifyCallback&&));
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MOCK_CONST_METHOD2(Get, bool(bool&, AZStd::string_view));
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MOCK_CONST_METHOD2(Get, bool(s64&, AZStd::string_view));
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MOCK_CONST_METHOD2(Get, bool(u64&, AZStd::string_view));
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MOCK_CONST_METHOD2(Get, bool(double&, AZStd::string_view));
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MOCK_CONST_METHOD2(Get, bool(AZStd::string&, AZStd::string_view));
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MOCK_CONST_METHOD2(Get, bool(FixedValueString&, AZStd::string_view));
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MOCK_CONST_METHOD3(GetObject, bool(void*, Uuid, AZStd::string_view));
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MOCK_METHOD2(Set, bool(AZStd::string_view, bool));
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MOCK_METHOD2(Set, bool(AZStd::string_view, s64));
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MOCK_METHOD2(Set, bool(AZStd::string_view, u64));
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MOCK_METHOD2(Set, bool(AZStd::string_view, double));
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MOCK_METHOD2(Set, bool(AZStd::string_view, AZStd::string_view));
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MOCK_METHOD2(Set, bool(AZStd::string_view, const char*));
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MOCK_METHOD3(SetObject, bool(AZStd::string_view, const void*, Uuid));
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MOCK_METHOD1(Remove, bool(AZStd::string_view));
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MOCK_METHOD3(MergeCommandLineArgument, bool(AZStd::string_view, AZStd::string_view, const CommandLineArgumentSettings&));
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MOCK_METHOD2(MergeSettings, bool(AZStd::string_view, Format));
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MOCK_METHOD4(MergeSettingsFile, bool(AZStd::string_view, Format, AZStd::string_view, AZStd::vector<char>*));
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MOCK_METHOD5(
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MergeSettingsFolder,
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bool(AZStd::string_view, const Specializations&, AZStd::string_view, AZStd::string_view, AZStd::vector<char>*));
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};
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} // namespace AZ
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namespace NRemoteCompiler
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{
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using ::testing::NiceMock;
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using ::testing::Return;
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using ::testing::DoAll;
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using SystemAllocatorScope = AZ::AllocatorScope<AZ::LegacyAllocator, CryStringAllocator>;
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// define a dummy compressor decompressor that simply does nothing.
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// the actual ISystem::Decompress / Compress should be tested in isolation in the unit it lives in.
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// this is expected to fit both of these functions:
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//virtual bool CompressDataBlock(const void* input, size_t inputSize, void* output, size_t& outputSize, int level = 3) = 0;
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//virtual bool DecompressDataBlock(const void* input, size_t inputSize, void* output, size_t& outputSize) = 0;
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// it operates by copying the input into the output and the input size into the output size and always returning true.
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AZ_PUSH_DISABLE_WARNING(4100, "-Wunknown-warning-option")
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ACTION(MockCompressDecompress)
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{
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AZ_Assert(arg3 >= arg1, "MockCompressDecompress would overrun buffer (%i must be >= %i)", (int)arg3, (int)arg1);
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if (arg3 < arg1)
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{
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return false;
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}
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memcpy(arg2, arg0, arg1);
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arg3 = arg1;
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return true;
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};
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AZ_POP_DISABLE_WARNING
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using ::UnitTest::AllocatorsTestFixture;
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class RemoteCompilerTest
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: public AllocatorsTestFixture
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, public SystemAllocatorScope
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{
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public:
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const int m_fakePortNumber = 12345;
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void SetUp() override
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{
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using namespace ::testing;
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AllocatorsTestFixture::SetUp();
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SystemAllocatorScope::ActivateAllocators();
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m_priorEnv = gEnv;
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m_priorSettingsRegistry = AZ::SettingsRegistry::Get();
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m_data.reset(new DataMembers);
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AZ::SettingsRegistry::Register(&m_data->m_settings);
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ON_CALL(m_data->m_console, GetCVar(_))
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.WillByDefault(Return(&m_data->m_cvarMock));
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ON_CALL(m_data->m_system, CompressDataBlock(_, _, _, _, _))
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.WillByDefault(MockCompressDecompress());
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ON_CALL(m_data->m_system, DecompressDataBlock(_, _, _, _))
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.WillByDefault(MockCompressDecompress());
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ON_CALL(m_data->m_cvarMock, GetIVal())
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.WillByDefault(Return(m_fakePortNumber));
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memset(&m_data->m_stubEnv, 0, sizeof(SSystemGlobalEnvironment));
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m_data->m_stubEnv.pConsole = &m_data->m_console;
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m_data->m_stubEnv.pSystem = &m_data->m_system;
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gEnv = &m_data->m_stubEnv;
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}
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void TearDown() override
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{
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gEnv = m_priorEnv;
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AZ::SettingsRegistry::Unregister(&m_data->m_settings);
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if (m_priorSettingsRegistry)
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{
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AZ::SettingsRegistry::Register(m_priorSettingsRegistry);
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}
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m_data.reset();
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SystemAllocatorScope::DeactivateAllocators();
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AllocatorsTestFixture::TearDown();
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}
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struct DataMembers
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{
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NiceMock<SystemMock> m_system;
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NiceMock<ConsoleMock> m_console;
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NiceMock<CVarMock> m_cvarMock;
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AZ::NiceSettingsRegistrySimpleMock m_settings;
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SSystemGlobalEnvironment m_stubEnv;
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};
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AZStd::unique_ptr<DataMembers> m_data;
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SSystemGlobalEnvironment* m_priorEnv = nullptr;
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AZ::SettingsRegistryInterface* m_priorSettingsRegistry = nullptr;
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};
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// allow punch through to PRIVATE functions so that they do not need to be made PUBLIC.
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class ShaderSrvUnitTestAccessor
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: public CShaderSrv
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{
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public:
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ShaderSrvUnitTestAccessor()
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: CShaderSrv()
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{
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CShaderSrv::EnableUnitTestingMode(true);
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}
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EServerError SendRequestViaEngineConnection(std::vector<uint8>& rCompileData) const
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{
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return CShaderSrv::SendRequestViaEngineConnection(rCompileData);
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}
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bool EncapsulateRequestInEngineConnectionProtocol(std::vector<uint8>& rCompileData) const
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{
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return CShaderSrv::EncapsulateRequestInEngineConnectionProtocol(rCompileData);
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}
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};
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TEST_F(RemoteCompilerTest, CShaderSrv_Constructor_WithNoGameName_Fails)
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{
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using namespace ::testing;
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AZ::SettingsRegistryInterface::FixedValueString regResult;
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EXPECT_CALL(m_data->m_settings, Get(regResult, _));
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AZ_TEST_START_TRACE_SUPPRESSION;
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ShaderSrvUnitTestAccessor srv;
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AZ_TEST_STOP_TRACE_SUPPRESSION(1);
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}
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TEST_F(RemoteCompilerTest, CShaderSrv_Constructor_WithValidGameName_Succeeds)
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{
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// when we construct the server it calls get on the game name
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using namespace ::testing;
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AZ::SettingsRegistryInterface::FixedValueString projectName;
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EXPECT_CALL(m_data->m_settings, Get(projectName, _))
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.WillOnce(DoAll(testing::SetArgReferee<0>("StarterGame"), Return(true)));
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ShaderSrvUnitTestAccessor srv;
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}
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TEST_F(RemoteCompilerTest, CShaderSrv_EncapsulateRequestInEngineConnectionProtocol_EmptyData_Fails)
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{
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// when we construct the server it calls get on the game name
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using namespace ::testing;
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AZ::SettingsRegistryInterface::FixedValueString projectName;
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EXPECT_CALL(m_data->m_settings, Get(projectName, _))
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.WillOnce(DoAll(testing::SetArgReferee<0>("StarterGame"), Return(true)));
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ShaderSrvUnitTestAccessor srv;
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std::vector<uint8> testVector;
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AZ_TEST_START_TRACE_SUPPRESSION;
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EXPECT_FALSE(srv.EncapsulateRequestInEngineConnectionProtocol(testVector)); // empty vector error condition
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AZ_TEST_STOP_TRACE_SUPPRESSION(1); // expect the above to have thrown an AZ_ERROR
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}
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TEST_F(RemoteCompilerTest, CShaderSrv_EncapsulateRequestInEngineConnectionProtocol_ValidData_EmptyServerList_Fails)
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{
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// when we construct the server it calls get on the game name
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using namespace ::testing;
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AZ::SettingsRegistryInterface::FixedValueString projectName;
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EXPECT_CALL(m_data->m_settings, Get(projectName, _))
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.WillOnce(DoAll(testing::SetArgReferee<0>("StarterGame"), Return(true)));
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ShaderSrvUnitTestAccessor srv;
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EXPECT_CALL(m_data->m_cvarMock, GetString())
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.WillRepeatedly(Return("")); // empty server list
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std::vector<uint8> testVector;
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std::string testString("_-=!-");
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testVector.insert(testVector.begin(), testString.begin(), testString.end());
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AZ_TEST_START_TRACE_SUPPRESSION;
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EXPECT_FALSE(srv.EncapsulateRequestInEngineConnectionProtocol(testVector)); // empty vector error condition
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AZ_TEST_STOP_TRACE_SUPPRESSION(1); // expect the above to have thrown an AZ_ERROR
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}
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TEST_F(RemoteCompilerTest, CShaderSrv_EncapsulateRequestInEngineConnectionProtocol_ValidInputs_Succeeds)
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{
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// when we construct the server it calls get on the game name
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using namespace ::testing;
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AZ::SettingsRegistryInterface::FixedValueString projectName;
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EXPECT_CALL(m_data->m_settings, Get(projectName, _))
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.WillOnce(DoAll(testing::SetArgReferee<0>("StarterGame"), Return(true)));
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ShaderSrvUnitTestAccessor srv;
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// After this, it will repeatedly call get cvar to get the server address:
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const char* testList = "10.20.30.40";
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EXPECT_CALL(m_data->m_cvarMock, GetString())
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.WillRepeatedly(Return(testList));
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std::vector<uint8> testVector;
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std::string testString("_-=!-");
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testVector.insert(testVector.begin(), testString.begin(), testString.end());
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EXPECT_TRUE(srv.EncapsulateRequestInEngineConnectionProtocol(testVector));
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}
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TEST_F(RemoteCompilerTest, CShaderSrv_SendRequestViaEngineConnection_EmptyData_Fails)
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{
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// when we construct the server it calls get on the game name
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using namespace ::testing;
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AZ::SettingsRegistryInterface::FixedValueString projectName;
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EXPECT_CALL(m_data->m_settings, Get(projectName, _))
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.WillOnce(DoAll(testing::SetArgReferee<0>("StarterGame"), Return(true)));
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ShaderSrvUnitTestAccessor srv;
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// After this, it will repeatedly call get cvar to get the server address:
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const char* testList = "10.20.30.40";
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EXPECT_CALL(m_data->m_cvarMock, GetString())
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.WillRepeatedly(Return(testList));
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std::vector<uint8> testVector;
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std::string testString("empty");
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// test for empty data - RecvFailed expected (error emitted)
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AZ_TEST_START_TRACE_SUPPRESSION;
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testString = "empty";
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testVector.assign(testString.begin(), testString.end());
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EXPECT_EQ(srv.SendRequestViaEngineConnection(testVector), EServerError::ESRecvFailed);
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AZ_TEST_STOP_TRACE_SUPPRESSION(1);
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}
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TEST_F(RemoteCompilerTest, CShaderSrv_SendRequestViaEngineConnection_IncompleteData_Fails)
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{
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// when we construct the server it calls get on the game name
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using namespace ::testing;
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AZ::SettingsRegistryInterface::FixedValueString projectName;
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EXPECT_CALL(m_data->m_settings, Get(projectName, _))
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.WillOnce(DoAll(testing::SetArgReferee<0>("StarterGame"), Return(true)));
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ShaderSrvUnitTestAccessor srv;
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// After this, it will repeatedly call get cvar to get the server address:
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const char* testList = "10.20.30.40";
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EXPECT_CALL(m_data->m_cvarMock, GetString())
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.WillRepeatedly(Return(testList));
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std::vector<uint8> testVector;
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std::string testString("incomplete");
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testVector.assign(testString.begin(), testString.end());
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// test for incomplete data - RecvFailed expected
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AZ_TEST_START_TRACE_SUPPRESSION;
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EXPECT_EQ(srv.SendRequestViaEngineConnection(testVector), EServerError::ESRecvFailed);
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AZ_TEST_STOP_TRACE_SUPPRESSION(1);
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}
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TEST_F(RemoteCompilerTest, CShaderSrv_SendRequestViaEngineConnection_CorruptData_Fails)
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{
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// when we construct the server it calls get on the game name
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using namespace ::testing;
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AZ::SettingsRegistryInterface::FixedValueString projectName;
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EXPECT_CALL(m_data->m_settings, Get(projectName, _))
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.WillOnce(DoAll(testing::SetArgReferee<0>("StarterGame"), Return(true)));
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ShaderSrvUnitTestAccessor srv;
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// After this, it will repeatedly call get cvar to get the server address:
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const char* testList = "10.20.30.40";
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EXPECT_CALL(m_data->m_cvarMock, GetString())
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.WillRepeatedly(Return(testList));
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std::vector<uint8> testVector;
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std::string testString("corrupt");
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testVector.assign(testString.begin(), testString.end());
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// test for incomplete data - RecvFailed expected
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AZ_TEST_START_TRACE_SUPPRESSION;
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EXPECT_EQ(srv.SendRequestViaEngineConnection(testVector), EServerError::ESRecvFailed);
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AZ_TEST_STOP_TRACE_SUPPRESSION(1);
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}
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TEST_F(RemoteCompilerTest, CShaderSrv_SendRequestViaEngineConnection_CompileError_Fails_ReturnsText)
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{
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// when we construct the server it calls get on the game name
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using namespace ::testing;
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AZ::SettingsRegistryInterface::FixedValueString projectName;
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EXPECT_CALL(m_data->m_settings, Get(projectName, _))
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.WillOnce(DoAll(testing::SetArgReferee<0>("StarterGame"), Return(true)));
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ShaderSrvUnitTestAccessor srv;
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// After this, it will repeatedly call get cvar to get the server address:
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const char* testList = "10.20.30.40";
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EXPECT_CALL(m_data->m_cvarMock, GetString())
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.WillRepeatedly(Return(testList));
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std::vector<uint8> testVector;
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std::string testString("corrupt");
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testVector.assign(testString.begin(), testString.end());
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// test for an actual compile error - decompressed compile error expected to be attached.
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testString = "compile_failure";
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testVector.assign(testString.begin(), testString.end());
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EXPECT_EQ(srv.SendRequestViaEngineConnection(testVector), EServerError::ESCompileError);
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// validate the compile error decompressed successfully
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const char* expected_decode = "decompressed_plaintext";
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EXPECT_EQ(testVector.size(), strlen(expected_decode));
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EXPECT_EQ(memcmp(testVector.data(), expected_decode, strlen(expected_decode)), 0);
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}
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TEST_F(RemoteCompilerTest, CShaderSrv_SendRequestViaEngineConnection_ValidInput_Succeeds_ReturnsText)
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{
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// when we construct the server it calls get on the game name
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using namespace ::testing;
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AZ::SettingsRegistryInterface::FixedValueString projectName;
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EXPECT_CALL(m_data->m_settings, Get(projectName, _))
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.WillOnce(DoAll(testing::SetArgReferee<0>("StarterGame"), Return(true)));
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ShaderSrvUnitTestAccessor srv;
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// After this, it will repeatedly call get cvar to get the server address:
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const char* testList = "10.20.30.40";
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EXPECT_CALL(m_data->m_cvarMock, GetString())
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.WillRepeatedly(Return(testList));
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AZStd::string testString = "success";
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std::vector<uint8> testVector;
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testVector.assign(testString.begin(), testString.end());
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EXPECT_EQ(srv.SendRequestViaEngineConnection(testVector), EServerError::ESOK);
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// validate that the result decompressed successfully - its expected to contain "decompressed_plaintext"
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const char* expected_decode = "decompressed_plaintext";
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EXPECT_EQ(testVector.size(), strlen(expected_decode));
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EXPECT_EQ(memcmp(testVector.data(), expected_decode, strlen(expected_decode)), 0);
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}
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}
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