You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
244 lines
10 KiB
C++
244 lines
10 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.
|
|
*
|
|
*/
|
|
|
|
#include <AzCore/Asset/AssetManagerComponent.h>
|
|
#include <AzCore/RTTI/BehaviorContext.h>
|
|
#include <AzCore/Script/ScriptAsset.h>
|
|
#include <AzCore/Script/ScriptSystemComponent.h>
|
|
#include <AzCore/Script/ScriptContext.h>
|
|
#include <AzCore/UnitTest/TestTypes.h>
|
|
#include <AzToolsFramework/ToolsComponents/ScriptEditorComponent.h>
|
|
#include <AzCore/UserSettings/UserSettingsComponent.h>
|
|
|
|
#include "EntityTestbed.h"
|
|
|
|
namespace UnitTest
|
|
{
|
|
using namespace AZ;
|
|
using namespace AzFramework;
|
|
|
|
class EntityScriptTest
|
|
: public EntityTestbed
|
|
{
|
|
public:
|
|
|
|
ScriptContext* m_scriptContext;
|
|
|
|
~EntityScriptTest()
|
|
{
|
|
}
|
|
|
|
void OnDestroy() override
|
|
{
|
|
delete m_scriptContext;
|
|
m_scriptContext = nullptr;
|
|
}
|
|
|
|
void run()
|
|
{
|
|
int argc = 0;
|
|
char* argv = nullptr;
|
|
Run(argc, &argv);
|
|
}
|
|
|
|
void OnReflect(AZ::SerializeContext& context, AZ::Entity& systemEntity) override
|
|
{
|
|
(void)context;
|
|
(void)systemEntity;
|
|
}
|
|
|
|
void OnSetup() override
|
|
{
|
|
m_scriptContext = aznew AZ::ScriptContext();
|
|
|
|
auto* catalogBus = AZ::Data::AssetCatalogRequestBus::FindFirstHandler();
|
|
if (catalogBus)
|
|
{
|
|
// Register asset types the asset DB should query our catalog for.
|
|
catalogBus->AddAssetType(AZ::AzTypeInfo<AZ::ScriptAsset>::Uuid());
|
|
|
|
// Build the catalog (scan).
|
|
catalogBus->AddExtension(".lua");
|
|
}
|
|
}
|
|
|
|
void OnEntityAdded(AZ::Entity& entity) override
|
|
{
|
|
// Add your components.
|
|
entity.CreateComponent<AzToolsFramework::Components::ScriptEditorComponent>();
|
|
entity.Activate();
|
|
}
|
|
};
|
|
|
|
TEST_F(EntityScriptTest, DISABLED_Test)
|
|
{
|
|
run();
|
|
}
|
|
|
|
class ScriptComponentTest
|
|
: public ::testing::Test
|
|
{
|
|
static int mySubValue;
|
|
static int myReloadValue;
|
|
|
|
public:
|
|
void run()
|
|
{
|
|
{
|
|
ComponentApplication app;
|
|
ComponentApplication::Descriptor appDesc;
|
|
appDesc.m_memoryBlocksByteSize = 100 * 1024 * 1024;
|
|
//appDesc.m_recordsMode = AllocationRecords::RECORD_FULL;
|
|
//appDesc.m_stackRecordLevels = 20;
|
|
Entity* systemEntity = app.Create(appDesc);
|
|
|
|
systemEntity->CreateComponent<MemoryComponent>();
|
|
systemEntity->CreateComponent("{CAE3A025-FAC9-4537-B39E-0A800A2326DF}"); // JobManager component
|
|
systemEntity->CreateComponent<StreamerComponent>();
|
|
systemEntity->CreateComponent<AssetManagerComponent>();
|
|
systemEntity->CreateComponent("{A316662A-6C3E-43E6-BC61-4B375D0D83B4}"); // Usersettings component
|
|
systemEntity->CreateComponent<ScriptSystemComponent>();
|
|
|
|
systemEntity->Init();
|
|
systemEntity->Activate();
|
|
|
|
// Without this, the user settings component would attempt to save on finalize/shutdown. Since the file is
|
|
// shared across the whole engine, if multiple tests are run in parallel, the saving could cause a crash
|
|
// in the unit tests.
|
|
AZ::UserSettingsComponentRequestBus::Broadcast(&AZ::UserSettingsComponentRequests::DisableSaveOnFinalize);
|
|
|
|
ScriptComponent::CreateDescriptor(); // descriptor is deleted by app
|
|
|
|
ScriptContext* scriptContext = nullptr;
|
|
EBUS_EVENT_RESULT(scriptContext, ScriptSystemRequestBus, GetContext, DefaultScriptContextId);
|
|
|
|
BehaviorContext* behaviorContext = nullptr;
|
|
EBUS_EVENT_RESULT(behaviorContext, AZ::ComponentApplicationBus, GetBehaviorContext);
|
|
|
|
// make sure script instances don't can read only share data, but don't modify the source table
|
|
{
|
|
Data::Asset<ScriptAsset> scriptAsset = Data::AssetManager::Instance().CreateAsset<ScriptAsset>(Uuid::CreateRandom());
|
|
AZStd::string script = "test = {\
|
|
--[[test with no properties table as this should work too!]]\
|
|
state = {\
|
|
mysubstate = {\
|
|
mysubvalue = 2,\
|
|
},\
|
|
myvalue = 0,\
|
|
},\
|
|
}\
|
|
function test:OnActivate()\
|
|
self.state.mysubstate.mysubvalue = 5\
|
|
end\
|
|
return test;";
|
|
scriptAsset.Get()->m_scriptBuffer.insert(scriptAsset.Get()->m_scriptBuffer.begin(), script.begin(), script.end());
|
|
EBUS_EVENT(Data::AssetManagerBus, OnAssetReady, scriptAsset);
|
|
app.Tick();
|
|
app.TickSystem();
|
|
|
|
Entity* entity1 = aznew Entity();
|
|
entity1->CreateComponent<ScriptComponent>()->SetScript(scriptAsset);
|
|
|
|
entity1->Init();
|
|
entity1->Activate();
|
|
|
|
Entity* entity2 = aznew Entity();
|
|
entity2->CreateComponent<ScriptComponent>()->SetScript(scriptAsset);
|
|
|
|
entity2->Init();
|
|
entity2->Activate();
|
|
|
|
behaviorContext->Property("globalMySubValue", BehaviorValueProperty(&mySubValue));
|
|
scriptContext->Execute("globalMySubValue = test.state.mysubstate.mysubvalue", "Read my subvalue");
|
|
AZ_TEST_ASSERT(mySubValue == 2); // we should not have changed test. table but the instance table of each component.
|
|
|
|
delete entity1;
|
|
delete entity2;
|
|
|
|
scriptAsset.Reset();
|
|
}
|
|
|
|
// Test script reload
|
|
{
|
|
behaviorContext->Property("myReloadValue", BehaviorValueProperty(&myReloadValue));
|
|
Data::Asset<ScriptAsset> scriptAsset1 = Data::AssetManager::Instance().CreateAsset<ScriptAsset>(Uuid::CreateRandom());
|
|
AZStd::string script1 ="local testReload = {}\
|
|
function testReload:OnActivate()\
|
|
myReloadValue = 1\
|
|
end\
|
|
function testReload:OnDeactivate()\
|
|
myReloadValue = 0\
|
|
end\
|
|
return testReload;";
|
|
|
|
scriptAsset1.Get()->m_scriptBuffer.insert(scriptAsset1.Get()->m_scriptBuffer.begin(), script1.begin(), script1.end());
|
|
EBUS_EVENT(Data::AssetManagerBus, OnAssetReady, scriptAsset1);
|
|
|
|
app.Tick();
|
|
app.TickSystem(); // flush assets etc.
|
|
|
|
Entity* entity = aznew Entity();
|
|
entity->CreateComponent<ScriptComponent>()->SetScript(scriptAsset1);
|
|
|
|
entity->Init();
|
|
entity->Activate();
|
|
|
|
// test value, it should set during activation of the first script
|
|
AZ_TEST_ASSERT(myReloadValue == 1);
|
|
|
|
AZStd::string script2 ="local testReload = {}\
|
|
function testReload:OnActivate()\
|
|
myReloadValue = 5\
|
|
end\
|
|
return testReload";
|
|
|
|
// modify the asset
|
|
Data::Asset<ScriptAsset> scriptAsset2(aznew ScriptAsset(scriptAsset1.GetId()), AZ::Data::AssetLoadBehavior::Default);
|
|
scriptAsset2.Get()->m_scriptBuffer.insert(scriptAsset2.Get()->m_scriptBuffer.begin(), script2.begin(), script2.end());
|
|
|
|
// When reloading script assets from files, ScriptSystemComponent would clear old script caches automatically in the
|
|
// function `ScriptSystemComponent::LoadAssetData()`. But here we are changing script directly in memory, therefore we
|
|
// need to clear old cache manually.
|
|
AZ::ScriptSystemRequestBus::Broadcast(&AZ::ScriptSystemRequestBus::Events::ClearAssetReferences, scriptAsset1.GetId());
|
|
|
|
// trigger reload
|
|
Data::AssetManager::Instance().ReloadAssetFromData(scriptAsset2);
|
|
|
|
// ReloadAssetFromData is (now) a queued event
|
|
// Need to tick subsystems here to receive reload event.
|
|
app.Tick();
|
|
app.TickSystem();
|
|
|
|
// test value with the reloaded value
|
|
EXPECT_EQ(5, myReloadValue);
|
|
|
|
delete entity;
|
|
|
|
scriptAsset1.Reset();
|
|
scriptAsset2.Reset();
|
|
}
|
|
|
|
app.Destroy();
|
|
//////////////////////////////////////////////////////////////////////////
|
|
}
|
|
}
|
|
};
|
|
|
|
TEST_F(ScriptComponentTest, ScriptComponentTestExecution)
|
|
{
|
|
run();
|
|
}
|
|
|
|
int ScriptComponentTest::mySubValue = 0;
|
|
int ScriptComponentTest::myReloadValue = 0;
|
|
} // namespace UnitTest
|