chore: fix test compilation

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Jan 2024-12-31 12:38:22 +01:00
parent 83d13aa166
commit 692c31b711
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8 changed files with 60 additions and 148 deletions

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@ -1,7 +1,6 @@
#include "Game/IW3/StringTable/AssetLoaderStringTableIW3.h" #include "Game/IW3/StringTable/AssetLoaderStringTableIW3.h"
#include "Game/IW3/GameIW3.h" #include "Game/IW3/GameIW3.h"
#include "Mock/MockAssetLoadingManager.h"
#include "Mock/MockSearchPath.h" #include "Mock/MockSearchPath.h"
#include "Pool/ZoneAssetPools.h" #include "Pool/ZoneAssetPools.h"
#include "Utils/MemoryManager.h" #include "Utils/MemoryManager.h"
@ -22,24 +21,19 @@ namespace
"lorem,ipsum"); "lorem,ipsum");
Zone zone("MockZone", 0, IGame::GetGameById(GameId::IW3)); Zone zone("MockZone", 0, IGame::GetGameById(GameId::IW3));
zone.m_pools = ZoneAssetPools::CreateForGame(GameId::IW3, &zone, 1);
const auto assetTypeCount = zone.m_pools->GetAssetTypeCount();
for (auto i = 0; i < assetTypeCount; i++)
zone.m_pools->InitPoolDynamic(i);
MemoryManager memory; MemoryManager memory;
AssetCreatorCollection creatorCollection(zone); AssetCreatorCollection creatorCollection(zone);
AssetLoaderStringTable assetLoader(memory, searchPath);
IgnoredAssetLookup ignoredAssetLookup; IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup); AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
const auto result = assetLoader.CreateAsset("mp/cooltable.csv", context); auto loader = CreateStringTableLoader(memory, searchPath);
auto result = loader->CreateAsset("mp/cooltable.csv", context);
REQUIRE(result.HasBeenSuccessful()); REQUIRE(result.HasBeenSuccessful());
const auto* assetInfo = reinterpret_cast<XAssetInfo<StringTable>*>(result.GetAssetInfo()); const auto* assetInfo = reinterpret_cast<XAssetInfo<StringTable>*>(result.GetAssetInfo());
const auto* stringTable = assetInfo->Asset(); const auto* stringTable = assetInfo->Asset();
REQUIRE(stringTable->name == "mp/cooltable.csv"s); REQUIRE(stringTable->name == "mp/cooltable.csv"s);
REQUIRE(stringTable->columnCount == 3); REQUIRE(stringTable->columnCount == 3);
REQUIRE(stringTable->rowCount == 2); REQUIRE(stringTable->rowCount == 2);

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@ -1,8 +1,7 @@
#include "Game/IW4/AssetLoaders/AssetLoaderStringTable.h" #include "Game/IW4/StringTable/LoaderStringTableIW4.h"
#include "Game/IW4/CommonIW4.h" #include "Game/IW4/CommonIW4.h"
#include "Game/IW4/GameIW4.h" #include "Game/IW4/GameIW4.h"
#include "Mock/MockAssetLoadingManager.h"
#include "Mock/MockSearchPath.h" #include "Mock/MockSearchPath.h"
#include "Utils/MemoryManager.h" #include "Utils/MemoryManager.h"
@ -22,17 +21,19 @@ namespace
"lorem,ipsum"); "lorem,ipsum");
Zone zone("MockZone", 0, IGame::GetGameById(GameId::IW4)); Zone zone("MockZone", 0, IGame::GetGameById(GameId::IW4));
MockAssetLoadingManager assetLoadingManager(zone, searchPath);
AssetLoaderStringTable assetLoader;
MemoryManager memory; MemoryManager memory;
AssetCreatorCollection creatorCollection(zone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
assetLoader.LoadFromRaw("mp/cooltable.csv", &searchPath, &memory, &assetLoadingManager, &zone); auto loader = CreateStringTableLoader(memory, searchPath);
auto result = loader->CreateAsset("mp/cooltable.csv", context);
auto* assetInfo = reinterpret_cast<XAssetInfo<StringTable>*>(assetLoadingManager.MockGetAddedAsset("mp/cooltable.csv")); REQUIRE(result.HasBeenSuccessful());
REQUIRE(assetInfo != nullptr);
const auto* assetInfo = reinterpret_cast<XAssetInfo<StringTable>*>(result.GetAssetInfo());
const auto* stringTable = assetInfo->Asset(); const auto* stringTable = assetInfo->Asset();
REQUIRE(stringTable->name == "mp/cooltable.csv"s); REQUIRE(stringTable->name == "mp/cooltable.csv"s);
REQUIRE(stringTable->columnCount == 3); REQUIRE(stringTable->columnCount == 3);
REQUIRE(stringTable->rowCount == 2); REQUIRE(stringTable->rowCount == 2);

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@ -1,6 +1,6 @@
#include "Game/IW4/AssetLoaders/AssetLoaderMenuList.h" #include "Game/IW4/Menu/LoaderMenuListIW4.h"
#include "Game/IW4/GameIW4.h" #include "Game/IW4/GameIW4.h"
#include "Mock/MockAssetLoadingManager.h"
#include "Mock/MockSearchPath.h" #include "Mock/MockSearchPath.h"
#include "Parsing/Menu/MenuFileReader.h" #include "Parsing/Menu/MenuFileReader.h"
#include "Utils/MemoryManager.h" #include "Utils/MemoryManager.h"
@ -8,6 +8,7 @@
#include <catch2/catch_test_macros.hpp> #include <catch2/catch_test_macros.hpp>
#include <catch2/generators/catch_generators.hpp> #include <catch2/generators/catch_generators.hpp>
#include <catch2/matchers/catch_matchers_floating_point.hpp> #include <catch2/matchers/catch_matchers_floating_point.hpp>
#include <iostream>
#include <string> #include <string>
using namespace menu; using namespace menu;
@ -23,14 +24,19 @@ namespace test::game::iw4::menu::parsing::it
Zone m_zone; Zone m_zone;
MockSearchPath m_search_path; MockSearchPath m_search_path;
MockAssetLoadingManager m_manager; std::unique_ptr<IAssetCreator> m_asset_creator;
AssetLoaderMenuList m_asset_loader; AssetCreatorCollection m_creator_collection;
IgnoredAssetLookup m_ignored_asset_lookup;
AssetCreationContext m_context;
public: public:
MenuParsingItHelper() MenuParsingItHelper()
: m_zone("MockZone", 0, IGame::GetGameById(GameId::IW4)), : m_zone("MockZone", 0, IGame::GetGameById(GameId::IW4)),
m_manager(m_zone, m_search_path) m_creator_collection(m_zone),
m_ignored_asset_lookup(),
m_context(&m_zone, &m_creator_collection, &m_ignored_asset_lookup)
{ {
m_asset_creator = CreateMenuListLoader(*m_zone.GetMemory(), m_search_path);
} }
void AddFile(std::string fileName, std::string data) void AddFile(std::string fileName, std::string data)
@ -48,28 +54,19 @@ namespace test::game::iw4::menu::parsing::it
auto* material = m_zone.GetMemory()->Create<Material>(); auto* material = m_zone.GetMemory()->Create<Material>();
material->info.name = m_zone.GetMemory()->Dup(name.c_str()); material->info.name = m_zone.GetMemory()->Dup(name.c_str());
m_manager.MockAddAvailableDependency(ASSET_TYPE_MATERIAL, name, material); m_context.AddAsset<AssetMaterial>(name, material);
return material; return material;
} }
bool RunIntegrationTest() AssetCreationResult RunIntegrationTest()
{ {
return m_asset_loader.LoadFromRaw(DEFAULT_ASSET_NAME, &m_search_path, m_zone.GetMemory(), &m_manager, &m_zone); return m_asset_creator->CreateAsset(DEFAULT_ASSET_NAME, m_context);
}
MenuList* GetMenuListAsset()
{
const auto addedAsset = m_manager.MockGetAddedAsset(DEFAULT_ASSET_NAME);
REQUIRE(addedAsset);
REQUIRE(addedAsset->m_type == ASSET_TYPE_MENULIST);
return static_cast<MenuList*>(addedAsset->m_ptr);
} }
menuDef_t* GetMenuAsset(const std::string& menuName) menuDef_t* GetMenuAsset(const std::string& menuName)
{ {
const auto addedAsset = m_manager.MockGetAddedAsset(menuName); const auto addedAsset = m_zone.m_pools->GetAsset(ASSET_TYPE_MENU, menuName);
REQUIRE(addedAsset); REQUIRE(addedAsset);
REQUIRE(addedAsset->m_type == ASSET_TYPE_MENU); REQUIRE(addedAsset->m_type == ASSET_TYPE_MENU);
@ -91,9 +88,9 @@ namespace test::game::iw4::menu::parsing::it
)testmenu"); )testmenu");
const auto result = helper.RunIntegrationTest(); const auto result = helper.RunIntegrationTest();
REQUIRE(result); REQUIRE(result.HasBeenSuccessful());
const auto* menuList = helper.GetMenuListAsset(); const auto* menuList = (MenuList*)result.GetAssetInfo()->m_ptr;
const auto* menu = helper.GetMenuAsset("Hello"); const auto* menu = helper.GetMenuAsset("Hello");
REQUIRE(menuList->menuCount == 1); REQUIRE(menuList->menuCount == 1);
@ -172,9 +169,9 @@ namespace test::game::iw4::menu::parsing::it
const auto* funnyDogMaterial = helper.AddMaterial("funny_dog.png"); const auto* funnyDogMaterial = helper.AddMaterial("funny_dog.png");
const auto result = helper.RunIntegrationTest(); const auto result = helper.RunIntegrationTest();
REQUIRE(result); REQUIRE(result.HasBeenSuccessful());
const auto* menuList = helper.GetMenuListAsset(); const auto* menuList = (MenuList*)result.GetAssetInfo()->m_ptr;
const auto* menu = helper.GetMenuAsset("Bla"); const auto* menu = helper.GetMenuAsset("Bla");
REQUIRE(menuList->menuCount == 1); REQUIRE(menuList->menuCount == 1);
@ -343,9 +340,9 @@ namespace test::game::iw4::menu::parsing::it
)testmenu"); )testmenu");
const auto result = helper.RunIntegrationTest(); const auto result = helper.RunIntegrationTest();
REQUIRE(result); REQUIRE(result.HasBeenSuccessful());
const auto* menuList = helper.GetMenuListAsset(); const auto* menuList = (MenuList*)result.GetAssetInfo()->m_ptr;
const auto* menu = helper.GetMenuAsset("Blab"); const auto* menu = helper.GetMenuAsset("Blab");
REQUIRE(menuList->menuCount == 1); REQUIRE(menuList->menuCount == 1);

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@ -1,7 +1,6 @@
#include "Game/IW5/AssetLoaders/AssetLoaderStringTable.h" #include "Game/IW5/StringTable/LoaderStringTableIW5.h"
#include "Game/IW5/GameIW5.h" #include "Game/IW5/GameIW5.h"
#include "Mock/MockAssetLoadingManager.h"
#include "Mock/MockSearchPath.h" #include "Mock/MockSearchPath.h"
#include "Utils/MemoryManager.h" #include "Utils/MemoryManager.h"
@ -21,17 +20,19 @@ namespace
"lorem,ipsum"); "lorem,ipsum");
Zone zone("MockZone", 0, IGame::GetGameById(GameId::IW5)); Zone zone("MockZone", 0, IGame::GetGameById(GameId::IW5));
MockAssetLoadingManager assetLoadingManager(zone, searchPath);
AssetLoaderStringTable assetLoader;
MemoryManager memory; MemoryManager memory;
AssetCreatorCollection creatorCollection(zone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
assetLoader.LoadFromRaw("mp/cooltable.csv", &searchPath, &memory, &assetLoadingManager, &zone); auto loader = CreateStringTableLoader(memory, searchPath);
auto result = loader->CreateAsset("mp/cooltable.csv", context);
auto* assetInfo = reinterpret_cast<XAssetInfo<StringTable>*>(assetLoadingManager.MockGetAddedAsset("mp/cooltable.csv")); REQUIRE(result.HasBeenSuccessful());
REQUIRE(assetInfo != nullptr);
const auto* assetInfo = reinterpret_cast<XAssetInfo<StringTable>*>(result.GetAssetInfo());
const auto* stringTable = assetInfo->Asset(); const auto* stringTable = assetInfo->Asset();
REQUIRE(stringTable->name == "mp/cooltable.csv"s); REQUIRE(stringTable->name == "mp/cooltable.csv"s);
REQUIRE(stringTable->columnCount == 3); REQUIRE(stringTable->columnCount == 3);
REQUIRE(stringTable->rowCount == 2); REQUIRE(stringTable->rowCount == 2);

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@ -1,7 +1,6 @@
#include "Game/T5/AssetLoaders/AssetLoaderStringTable.h" #include "Game/T5/StringTable/LoaderStringTableT5.h"
#include "Game/T5/GameT5.h" #include "Game/T5/GameT5.h"
#include "Mock/MockAssetLoadingManager.h"
#include "Mock/MockSearchPath.h" #include "Mock/MockSearchPath.h"
#include "Utils/MemoryManager.h" #include "Utils/MemoryManager.h"
@ -21,17 +20,19 @@ namespace
"lorem,ipsum"); "lorem,ipsum");
Zone zone("MockZone", 0, IGame::GetGameById(GameId::T5)); Zone zone("MockZone", 0, IGame::GetGameById(GameId::T5));
MockAssetLoadingManager assetLoadingManager(zone, searchPath);
AssetLoaderStringTable assetLoader;
MemoryManager memory; MemoryManager memory;
AssetCreatorCollection creatorCollection(zone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
assetLoader.LoadFromRaw("mp/cooltable.csv", &searchPath, &memory, &assetLoadingManager, &zone); auto loader = CreateStringTableLoader(memory, searchPath);
auto result = loader->CreateAsset("mp/cooltable.csv", context);
auto* assetInfo = reinterpret_cast<XAssetInfo<StringTable>*>(assetLoadingManager.MockGetAddedAsset("mp/cooltable.csv")); REQUIRE(result.HasBeenSuccessful());
REQUIRE(assetInfo != nullptr);
const auto* assetInfo = reinterpret_cast<XAssetInfo<StringTable>*>(result.GetAssetInfo());
const auto* stringTable = assetInfo->Asset(); const auto* stringTable = assetInfo->Asset();
REQUIRE(stringTable->name == "mp/cooltable.csv"s); REQUIRE(stringTable->name == "mp/cooltable.csv"s);
REQUIRE(stringTable->columnCount == 3); REQUIRE(stringTable->columnCount == 3);
REQUIRE(stringTable->rowCount == 2); REQUIRE(stringTable->rowCount == 2);

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@ -1,7 +1,6 @@
#include "Game/T6/AssetLoaders/AssetLoaderStringTable.h" #include "Game/T6/StringTable/LoaderStringTableT6.h"
#include "Game/T6/GameT6.h" #include "Game/T6/GameT6.h"
#include "Mock/MockAssetLoadingManager.h"
#include "Mock/MockSearchPath.h" #include "Mock/MockSearchPath.h"
#include "Utils/MemoryManager.h" #include "Utils/MemoryManager.h"
@ -21,17 +20,19 @@ namespace
"lorem,ipsum"); "lorem,ipsum");
Zone zone("MockZone", 0, IGame::GetGameById(GameId::T6)); Zone zone("MockZone", 0, IGame::GetGameById(GameId::T6));
MockAssetLoadingManager assetLoadingManager(zone, searchPath);
AssetLoaderStringTable assetLoader;
MemoryManager memory; MemoryManager memory;
AssetCreatorCollection creatorCollection(zone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
assetLoader.LoadFromRaw("mp/cooltable.csv", &searchPath, &memory, &assetLoadingManager, &zone); auto loader = CreateStringTableLoader(memory, searchPath);
auto result = loader->CreateAsset("mp/cooltable.csv", context);
auto* assetInfo = reinterpret_cast<XAssetInfo<StringTable>*>(assetLoadingManager.MockGetAddedAsset("mp/cooltable.csv")); REQUIRE(result.HasBeenSuccessful());
REQUIRE(assetInfo != nullptr);
const auto* assetInfo = reinterpret_cast<XAssetInfo<StringTable>*>(result.GetAssetInfo());
const auto* stringTable = assetInfo->Asset(); const auto* stringTable = assetInfo->Asset();
REQUIRE(stringTable->name == "mp/cooltable.csv"s); REQUIRE(stringTable->name == "mp/cooltable.csv"s);
REQUIRE(stringTable->columnCount == 3); REQUIRE(stringTable->columnCount == 3);
REQUIRE(stringTable->rowCount == 2); REQUIRE(stringTable->rowCount == 2);

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@ -1,57 +0,0 @@
#include "MockAssetLoadingManager.h"
MockAssetLoadingManager::MockAssetLoadingManager(Zone& zone, ISearchPath& searchPath)
: m_zone(zone),
m_mock_gdt(std::make_unique<Gdt>()),
m_context(std::make_unique<AssetLoadingContext>(zone, searchPath, std::vector({m_mock_gdt.get()})))
{
}
AssetLoadingContext* MockAssetLoadingManager::GetAssetLoadingContext() const
{
return m_context.get();
}
XAssetInfoGeneric* MockAssetLoadingManager::AddAsset(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
{
const auto assetInfoPtr = xAssetInfo.get();
m_added_assets.emplace(std::make_pair(xAssetInfo->m_name, std::move(xAssetInfo)));
return assetInfoPtr;
}
XAssetInfoGeneric* MockAssetLoadingManager::LoadDependency(const asset_type_t assetType, const std::string& assetName)
{
auto foundDependencies = m_available_dependencies.find(assetName);
while (foundDependencies != m_available_dependencies.end())
{
if (foundDependencies->second->m_type == assetType)
return foundDependencies->second.get();
++foundDependencies;
}
return nullptr;
}
IndirectAssetReference MockAssetLoadingManager::LoadIndirectAssetReference(const asset_type_t assetType, const std::string& assetName)
{
return IndirectAssetReference(assetType, assetName);
}
void MockAssetLoadingManager::MockAddAvailableDependency(const asset_type_t assetType, std::string assetName, void* asset)
{
auto assetInfo = std::make_unique<XAssetInfoGeneric>(assetType, std::move(assetName), asset);
m_available_dependencies.emplace(assetInfo->m_name, std::move(assetInfo));
}
XAssetInfoGeneric* MockAssetLoadingManager::MockGetAddedAsset(const std::string& assetName)
{
const auto foundAsset = m_added_assets.find(assetName);
if (foundAsset != m_added_assets.end())
return foundAsset->second.get();
return nullptr;
}

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@ -1,26 +0,0 @@
#pragma once
#include "AssetLoading/IAssetLoadingManager.h"
#include <map>
#include <memory>
class MockAssetLoadingManager final : public IAssetLoadingManager
{
Zone& m_zone;
std::unique_ptr<Gdt> m_mock_gdt;
std::unique_ptr<AssetLoadingContext> m_context;
std::map<std::string, std::unique_ptr<XAssetInfoGeneric>> m_added_assets;
std::multimap<std::string, std::unique_ptr<XAssetInfoGeneric>> m_available_dependencies;
public:
MockAssetLoadingManager(Zone& zone, ISearchPath& searchPath);
_NODISCARD AssetLoadingContext* GetAssetLoadingContext() const override;
XAssetInfoGeneric* AddAsset(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
XAssetInfoGeneric* LoadDependency(asset_type_t assetType, const std::string& assetName) override;
IndirectAssetReference LoadIndirectAssetReference(asset_type_t assetType, const std::string& assetName) override;
void MockAddAvailableDependency(asset_type_t assetType, std::string assetName, void* asset);
XAssetInfoGeneric* MockGetAddedAsset(const std::string& assetName);
};