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o3de/Code/Framework/AzToolsFramework/Tests/Script/ScriptComponentTests.cpp

225 lines
9.0 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 <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 "EntityTestbed.h"
extern "C" {
# include <Lua/lualib.h>
# include <Lua/lauxlib.h>
}
namespace UnitTest
{
using namespace AZ;
using namespace AzFramework;
// Global Properties used for Testing
int mySubValue = 0;
int myReloadValue = 0;
class ScriptComponentTest
: public testing::Test
{
public:
AZ_TYPE_INFO(ScriptComponentTest, "{85CDBD49-70FF-416A-8154-B5525EDD30D4}");
void SetUp() override
{
ComponentApplication::Descriptor appDesc;
appDesc.m_memoryBlocksByteSize = 100 * 1024 * 1024;
//appDesc.m_recordsMode = AllocationRecords::RECORD_FULL;
//appDesc.m_stackRecordLevels = 20;
Entity* systemEntity = m_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();
EBUS_EVENT_RESULT(m_scriptContext, ScriptSystemRequestBus, GetContext, DefaultScriptContextId);
EBUS_EVENT_RESULT(m_behaviorContext, AZ::ComponentApplicationBus, GetBehaviorContext);
EBUS_EVENT_RESULT(m_serializeContext, AZ::ComponentApplicationBus, GetSerializeContext);
AzToolsFramework::Components::ScriptEditorComponent::CreateDescriptor(); // descriptor is deleted by app
AzToolsFramework::Components::ScriptEditorComponent::Reflect(m_serializeContext);
ScriptComponent::CreateDescriptor(); // descriptor is deleted by app
ScriptComponent::Reflect(m_serializeContext);
}
void TearDown() override
{
m_app.Destroy();
}
Data::Asset<ScriptAsset> CreateAndLoadScriptAsset(const AZStd::string& script)
{
Data::Asset<ScriptAsset> scriptAsset = Data::AssetManager::Instance().CreateAsset<ScriptAsset>(Uuid::CreateRandom());
scriptAsset.Get()->m_scriptBuffer.insert(scriptAsset.Get()->m_scriptBuffer.begin(), script.begin(), script.end());
EBUS_EVENT(Data::AssetManagerBus, OnAssetReady, scriptAsset);
m_app.Tick();
m_app.TickSystem(); // flush assets etc.
return scriptAsset;
}
static ScriptComponent* BuildGameEntity(const Data::Asset<ScriptAsset>& scriptAsset, Entity& gameEntity)
{
// We first setup the ScriptEditorComponent.
// After a script asset is loaded the ScriptEditorComponent builds the properties table.
// BuildGameEntity() hands off the properties table to the game runtime ScriptComponent.
Entity editorEntity;
auto* scriptEditorComponent = editorEntity.CreateComponent<AzToolsFramework::Components::ScriptEditorComponent>();
scriptEditorComponent->SetScript(scriptAsset);
editorEntity.Init();
editorEntity.Activate();
scriptEditorComponent->BuildGameEntity(&gameEntity);
auto* scriptComponent = gameEntity.FindComponent<ScriptComponent>();
return scriptComponent;
}
static void OverwriteScriptBuffer(Data::Asset<ScriptAsset> scriptAsset, AZStd::string newScript)
{
scriptAsset.Get()->m_scriptBuffer.insert(scriptAsset.Get()->m_scriptBuffer.begin(), newScript.begin(), newScript.end());
}
ComponentApplication m_app;
ScriptContext* m_scriptContext = nullptr;
BehaviorContext* m_behaviorContext = nullptr;
SerializeContext* m_serializeContext = nullptr;
};
TEST_F(ScriptComponentTest, ScriptInstancesCanReadButDontModifySourceTable)
{
// make sure script instances don't can read only share data, but don't modify the source table
const 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;";
Data::Asset<ScriptAsset> scriptAsset = CreateAndLoadScriptAsset(script);
auto* entity1 = aznew Entity();
entity1->CreateComponent<ScriptComponent>()->SetScript(scriptAsset);
entity1->Init();
entity1->Activate();
auto* entity2 = aznew Entity();
entity2->CreateComponent<ScriptComponent>()->SetScript(scriptAsset);
entity2->Init();
entity2->Activate();
m_behaviorContext->Property("globalMySubValue", BehaviorValueProperty(&mySubValue));
m_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;
}
TEST_F(ScriptComponentTest, ScriptReloads)
{
// Test script reload
m_behaviorContext->Property("myReloadValue", BehaviorValueProperty(&myReloadValue));
const AZStd::string script1 ="local testReload = {}\
function testReload:OnActivate()\
myReloadValue = 1\
end\
function testReload:OnDeactivate()\
myReloadValue = 0\
end\
return testReload;";
Data::Asset<ScriptAsset> scriptAsset1 = CreateAndLoadScriptAsset(script1);
auto* 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);
const 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);
OverwriteScriptBuffer(scriptAsset2, script2);
// 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.
m_app.Tick();
m_app.TickSystem();
// test value with the reloaded value
EXPECT_EQ(5, myReloadValue);
delete entity;
}
TEST_F(ScriptComponentTest, LuaPropertiesAreDiscovered)
{
const AZStd::string script = "local test = {\
Properties = {\
myNum = { default = 2 },\
},\
}\
function test:OnActivate()\
self.Properties.myNum = 5\
end\
return test";
const Data::Asset<ScriptAsset> scriptAsset = CreateAndLoadScriptAsset(script);
Entity editorEntity, gameEntity;
auto* scriptComponent = BuildGameEntity(scriptAsset, gameEntity);
EXPECT_NE(scriptComponent->GetScriptProperty("myNum"), nullptr);
}
} // namespace UnitTest