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o3de/Gems/Vegetation/Code/Tests/DynamicSliceInstanceSpawner...

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/*
* 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 "VegetationTest.h"
#include "VegetationMocks.h"
#include <AzCore/Component/Entity.h>
#include <AzTest/AzTest.h>
#include <AzCore/UnitTest/Mocks/MockFileIOBase.h>
#include <AzCore/UnitTest/TestTypes.h>
#include <AzCore/Asset/AssetManagerBus.h>
#include <AzCore/Asset/AssetManagerComponent.h>
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/Jobs/JobManager.h>
#include <AzCore/Jobs/JobContext.h>
#include <AzCore/Memory/PoolAllocator.h>
#include <AzFramework/Entity/GameEntityContextBus.h>
#include <AzFramework/Entity/SliceGameEntityOwnershipServiceBus.h>
#include <Tests/FileIOBaseTestTypes.h>
#include <Vegetation/DynamicSliceInstanceSpawner.h>
#include <Vegetation/EmptyInstanceSpawner.h>
#include <Vegetation/Ebuses/DescriptorNotificationBus.h>
namespace UnitTest
{
// Mock VegetationSystemComponent is needed to reflect only the DynamicSliceInstanceSpawner.
class MockDynamicSliceInstanceVegetationSystemComponent
: public AZ::Component
{
public:
AZ_COMPONENT(MockDynamicSliceInstanceVegetationSystemComponent, "{41BCCB16-1E27-4B8E-9053-762CC5034F18}", AZ::Component);
void Activate() override {}
void Deactivate() override {}
static void Reflect(AZ::ReflectContext* reflect)
{
Vegetation::InstanceSpawner::Reflect(reflect);
Vegetation::DynamicSliceInstanceSpawner::Reflect(reflect);
Vegetation::EmptyInstanceSpawner::Reflect(reflect);
}
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("VegetationSystemService", 0xa2322728));
}
};
class DynamicSliceAssetCatalogAndHandler
: public Vegetation::DescriptorNotificationBus::Handler
, public AZ::Data::AssetCatalogRequestBus::Handler
, public AZ::Data::AssetHandler
, public AZ::Data::AssetCatalog
, public AzFramework::SliceGameEntityOwnershipServiceRequestBus::Handler
{
public:
DynamicSliceAssetCatalogAndHandler()
{
// Intercept messages for finding assets by name and creating/destroying slices.
AZ::Data::AssetCatalogRequestBus::Handler::BusConnect();
AzFramework::SliceGameEntityOwnershipServiceRequestBus::Handler::BusConnect();
}
~DynamicSliceAssetCatalogAndHandler()
{
AzFramework::SliceGameEntityOwnershipServiceRequestBus::Handler::BusDisconnect();
AZ::Data::AssetCatalogRequestBus::Handler::BusDisconnect();
}
// Helper methods:
// Set up a mock asset with the given name and id and direct the instance spawner to use it.
void CreateAndSetMockAsset(Vegetation::DynamicSliceInstanceSpawner& instanceSpawner, AZ::Data::AssetId assetId, AZStd::string assetPath)
{
// Save these off for use from our mock AssetCatalogRequestBus
m_assetId = assetId;
m_assetPath = assetPath;
Vegetation::DescriptorNotificationBus::Handler::BusConnect(&instanceSpawner);
// Tell the spawner to use this asset. Note that this also triggers a LoadAssets() call
// internally.
instanceSpawner.SetSliceAssetPath(m_assetPath);
// Our instance spawner should now have a valid asset reference.
// It may or may not be loaded already by the time we get here,
// depending on how quickly the Asset Processor job thread picks it up.
EXPECT_FALSE(instanceSpawner.HasEmptyAssetReferences());
// Since the asset load is going through the real AssetManager, there's a delay while a separate
// job thread executes and actually loads our mock dynamic slice asset.
// If our asset hasn't loaded successfully after 5 seconds, it's unlikely to succeed.
// This choice of delay should be *reasonably* safe because it's all CPU-based processing,
// no actual I/O occurs as a part of the test.
constexpr int sleepMs = 10;
constexpr int totalWaitTimeMs = 5000;
int numRetries = totalWaitTimeMs / sleepMs;
while ((m_numOnLoadedCalls < 1) && (numRetries >= 0))
{
AZ::Data::AssetManager::Instance().DispatchEvents();
AZ::SystemTickBus::Broadcast(&AZ::SystemTickBus::Events::OnSystemTick);
AZStd::this_thread::sleep_for(AZStd::chrono::milliseconds(sleepMs));
numRetries--;
}
ASSERT_TRUE(m_numOnLoadedCalls == 1);
EXPECT_TRUE(instanceSpawner.IsLoaded());
EXPECT_TRUE(instanceSpawner.IsSpawnable());
Vegetation::DescriptorNotificationBus::Handler::BusDisconnect();
}
// AssetHandler
// Minimalist mocks to look like a Dynamic Slice has been created/loaded/destroyed successfully
AZ::Data::AssetPtr CreateAsset(const AZ::Data::AssetId& id, [[maybe_unused]] const AZ::Data::AssetType& type) override
{
AZ::DynamicSliceAsset* sliceAsset = new AZ::DynamicSliceAsset(id);
AZ::Entity* mockEntity = new AZ::Entity();
mockEntity->Init();
auto mockComponent = mockEntity->CreateComponent<AZ::SliceComponent>();
mockEntity->Activate();
sliceAsset->SetData(mockEntity, mockComponent);
MockAssetData* temp = reinterpret_cast<MockAssetData*>(sliceAsset);
temp->SetStatus(AZ::Data::AssetData::AssetStatus::NotLoaded);
return sliceAsset;
}
void DestroyAsset(AZ::Data::AssetPtr ptr) override { delete ptr; }
void GetHandledAssetTypes(AZStd::vector<AZ::Data::AssetType>& assetTypes) override { assetTypes.push_back(AZ::AzTypeInfo<AZ::DynamicSliceAsset>::Uuid()); }
AZ::Data::AssetHandler::LoadResult LoadAssetData(
const AZ::Data::Asset<AZ::Data::AssetData>& asset,
AZStd::shared_ptr<AZ::Data::AssetDataStream> stream,
[[maybe_unused]] const AZ::Data::AssetFilterCB& assetLoadFilterCB) override
{
MockAssetData* temp = reinterpret_cast<MockAssetData*>(asset.GetData());
temp->SetStatus(AZ::Data::AssetData::AssetStatus::Ready);
return AZ::Data::AssetHandler::LoadResult::LoadComplete;
}
// DescriptorNotificationBus
// Keep track of whether or not the Spawner successfully loaded the asset and notified listeners
void OnDescriptorAssetsLoaded() override { m_numOnLoadedCalls++; }
// AssetCatalogRequestBus
// Minimalist mocks to provide our desired asset path or asset id
AZStd::string GetAssetPathById(const AZ::Data::AssetId& /*id*/) override { return m_assetPath; }
AZ::Data::AssetId GetAssetIdByPath(const char* /*path*/, const AZ::Data::AssetType& /*typeToRegister*/, bool /*autoRegisterIfNotFound*/) override { return m_assetId; }
AZ::Data::AssetInfo GetAssetInfoById(const AZ::Data::AssetId& /*id*/) override
{
AZ::Data::AssetInfo assetInfo;
assetInfo.m_assetId = m_assetId;
assetInfo.m_assetType = AZ::AzTypeInfo<AZ::DynamicSliceAsset>::Uuid();
assetInfo.m_relativePath = m_assetPath;
return assetInfo;
}
// SliceGameEntityOwnershipServiceBus
// Minimalist mocks to mock out InstantiateDynamicSlice
void CancelDynamicSliceInstantiation(const AzFramework::SliceInstantiationTicket& /*ticket*/) override {}
bool DestroyDynamicSliceByEntity(const AZ::EntityId& /*id*/) override { return true; }
AzFramework::SliceInstantiationTicket InstantiateDynamicSlice(
const AZ::Data::Asset<AZ::Data::AssetData>& /*sliceAsset*/,
const AZ::Transform& /*worldTransform*/,
const AZ::IdUtils::Remapper<AZ::EntityId>::IdMapper& /*customIdMapper*/) override
{
return AzFramework::SliceInstantiationTicket(AzFramework::EntityContextId::Create(), 1);
}
// AssetCatalog
// Minimalist mock to pretend like we've loaded a Dynamic Slice asset
AZ::Data::AssetStreamInfo GetStreamInfoForLoad([[maybe_unused]] const AZ::Data::AssetId& id, const AZ::Data::AssetType& type) override
{
EXPECT_TRUE(type == AZ::AzTypeInfo<AZ::DynamicSliceAsset>::Uuid());
AZ::Data::AssetStreamInfo info;
info.m_dataOffset = 0;
info.m_streamName = m_assetPath;
info.m_dataLen = 0;
info.m_streamFlags = AZ::IO::OpenMode::ModeRead;
return info;
}
AZStd::string m_assetPath;
AZ::Data::AssetId m_assetId;
int m_numOnLoadedCalls = 0;
};
// To test Dynamic Slice spawning, we need to mock up enough of the asset management system and the dynamic slice
// asset handling to pretend like we're loading/unloading dynamic slices successfully.
class DynamicSliceInstanceSpawnerTests
: public VegetationComponentTests
{
public:
DynamicSliceInstanceSpawnerTests()
: m_restoreFileIO(m_fileIOMock)
{
AZ::IO::MockFileIOBase::InstallDefaultReturns(m_fileIOMock);
}
void SetUp() override
{
VegetationComponentTests::SetUp();
// Create a real Asset Mananger, and point to ourselves as the handler for DynamicSliceAsset.
AZ::AllocatorInstance<AZ::PoolAllocator>::Create();
AZ::AllocatorInstance<AZ::ThreadPoolAllocator>::Create();
// Initialize the job manager with 1 thread for the AssetManager to use.
AZ::JobManagerDesc jobDesc;
AZ::JobManagerThreadDesc threadDesc;
jobDesc.m_workerThreads.push_back(threadDesc);
m_jobManager = aznew AZ::JobManager(jobDesc);
m_jobContext = aznew AZ::JobContext(*m_jobManager);
AZ::JobContext::SetGlobalContext(m_jobContext);
AZ::Data::AssetManager::Descriptor descriptor;
AZ::Data::AssetManager::Create(descriptor);
m_testHandler = AZStd::make_unique<DynamicSliceAssetCatalogAndHandler>();
AZ::Data::AssetManager::Instance().RegisterHandler(m_testHandler.get(), AZ::AzTypeInfo<AZ::DynamicSliceAsset>::Uuid());
AZ::Data::AssetManager::Instance().RegisterCatalog(m_testHandler.get(), AZ::AzTypeInfo<AZ::DynamicSliceAsset>::Uuid());
m_app.RegisterComponentDescriptor(AZ::SliceComponent::CreateDescriptor());
}
void TearDown() override
{
// Clear out the list of queued AssetBus Events before unregistering the AssetHandler
// to make sure pending references to Asset<AssetData> instances are cleared
AZ::Data::AssetManager::Instance().DispatchEvents();
AZ::Data::AssetManager::Instance().UnregisterHandler(m_testHandler.get());
AZ::Data::AssetManager::Instance().UnregisterCatalog(m_testHandler.get());
AZ::Data::AssetManager::Destroy();
m_testHandler.reset();
AZ::JobContext::SetGlobalContext(nullptr);
delete m_jobContext;
delete m_jobManager;
AZ::AllocatorInstance<AZ::ThreadPoolAllocator>::Destroy();
AZ::AllocatorInstance<AZ::PoolAllocator>::Destroy();
VegetationComponentTests::TearDown();
}
void RegisterComponentDescriptors() override
{
m_app.RegisterComponentDescriptor(MockDynamicSliceInstanceVegetationSystemComponent::CreateDescriptor());
}
protected:
AZStd::unique_ptr<DynamicSliceAssetCatalogAndHandler> m_testHandler;
private:
AZ::JobManager* m_jobManager{ nullptr };
AZ::JobContext* m_jobContext{ nullptr };
SetRestoreFileIOBaseRAII m_restoreFileIO;
::testing::NiceMock<AZ::IO::MockFileIOBase> m_fileIOMock;
};
TEST_F(DynamicSliceInstanceSpawnerTests, BasicInitializationTest)
{
// Basic test to make sure we can construct / destroy without errors.
Vegetation::DynamicSliceInstanceSpawner instanceSpawner;
}
TEST_F(DynamicSliceInstanceSpawnerTests, DefaultSpawnersAreEqual)
{
// Two different instances of the default DynamicSliceInstanceSpawner should
// be considered data-equivalent.
Vegetation::DynamicSliceInstanceSpawner instanceSpawner1;
Vegetation::DynamicSliceInstanceSpawner instanceSpawner2;
EXPECT_TRUE(instanceSpawner1 == instanceSpawner2);
}
TEST_F(DynamicSliceInstanceSpawnerTests, DifferentSpawnersAreNotEqual)
{
// Two spawners with different data should *not* be data-equivalent.
Vegetation::DynamicSliceInstanceSpawner instanceSpawner1;
Vegetation::DynamicSliceInstanceSpawner instanceSpawner2;
// Give the second instance spawner a non-default asset reference.
m_testHandler->CreateAndSetMockAsset(instanceSpawner2, AZ::Uuid::CreateRandom(), "test");
// The test is written this way because only the == operator is overloaded.
EXPECT_TRUE(!(instanceSpawner1 == instanceSpawner2));
}
TEST_F(DynamicSliceInstanceSpawnerTests, LoadAndUnloadAssets)
{
// The spawner should successfully load/unload assets without errors.
Vegetation::DynamicSliceInstanceSpawner instanceSpawner;
// Our instance spawner should be empty before we set the assets.
EXPECT_TRUE(instanceSpawner.HasEmptyAssetReferences());
// This will test the asset load.
m_testHandler->CreateAndSetMockAsset(instanceSpawner, AZ::Uuid::CreateRandom(), "test");
// Test the asset unload works too.
m_testHandler->Vegetation::DescriptorNotificationBus::Handler::BusConnect(&instanceSpawner);
instanceSpawner.UnloadAssets();
EXPECT_FALSE(instanceSpawner.IsLoaded());
EXPECT_FALSE(instanceSpawner.IsSpawnable());
m_testHandler->Vegetation::DescriptorNotificationBus::Handler::BusDisconnect();
}
TEST_F(DynamicSliceInstanceSpawnerTests, CreateAndDestroyInstance)
{
// The spawner should successfully create and destroy an instance without errors.
Vegetation::DynamicSliceInstanceSpawner instanceSpawner;
m_testHandler->CreateAndSetMockAsset(instanceSpawner, AZ::Uuid::CreateRandom(), "test");
instanceSpawner.OnRegisterUniqueDescriptor();
Vegetation::InstanceData instanceData;
Vegetation::InstancePtr instance = instanceSpawner.CreateInstance(instanceData);
EXPECT_TRUE(instance);
instanceSpawner.DestroyInstance(0, instance);
instanceSpawner.OnReleaseUniqueDescriptor();
}
TEST_F(DynamicSliceInstanceSpawnerTests, SpawnerRegisteredWithDescriptor)
{
// Validate that the Descriptor successfully gets DynamicSliceInstanceSpawner registered with it,
// as long as InstanceSpawner and DynamicSliceInstanceSpawner have been reflected.
MockDynamicSliceInstanceVegetationSystemComponent* component = nullptr;
auto entity = CreateEntity(&component);
Vegetation::Descriptor descriptor;
descriptor.RefreshSpawnerTypeList();
auto spawnerTypes = descriptor.GetSpawnerTypeList();
EXPECT_TRUE(spawnerTypes.size() > 0);
EXPECT_TRUE(spawnerTypes[0].first == Vegetation::DynamicSliceInstanceSpawner::RTTI_Type());
}
TEST_F(DynamicSliceInstanceSpawnerTests, DescriptorCreatesCorrectSpawner)
{
// Validate that the Descriptor successfully creates a new DynamicSliceInstanceSpawner if we change
// the spawner type on the Descriptor.
MockDynamicSliceInstanceVegetationSystemComponent* component = nullptr;
auto entity = CreateEntity(&component);
// We expect the Descriptor to start off with a Legacy Vegetation spawner, but then should correctly get an
// DynamicSliceInstanceSpawner after we change spawnerType.
Vegetation::Descriptor descriptor;
EXPECT_TRUE(azrtti_typeid(*(descriptor.GetInstanceSpawner())) == Vegetation::DynamicSliceInstanceSpawner::RTTI_Type());
descriptor.m_spawnerType = Vegetation::EmptyInstanceSpawner::RTTI_Type();
descriptor.RefreshSpawnerTypeList();
descriptor.SpawnerTypeChanged();
EXPECT_TRUE(azrtti_typeid(*(descriptor.GetInstanceSpawner())) != Vegetation::DynamicSliceInstanceSpawner::RTTI_Type());
}
}