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OpenAssetTools/test/SystemTests/Game/T6/ReuseGlobalAssetPoolsAssetsT6.cpp

138 lines
4.8 KiB
C++

/*
This makes sure that when reusing assets from an existing zone, asset dependencies that are references can be overwritten to be non-references.
In this case:
- The zone `ZoneWithTechsetT6` contains the techniqueset `trivial_floatz_2992w610`
- The zone `ZoneWithMaterialT6` contains the material `test` and with a reference to its techniqueset `,trivial_floatz_2992w610`
- The final zone `CombinedZoneT6` is built while loading both of the other fastfile and is expected to contain both the material `test` with a reference to a
(actual asset, not a reference) techniqueset `trivial_floatz_2992w610`
*/
#include "Game/T6/GameAssetPoolT6.h"
#include "Linker.h"
#include "OatTestPaths.h"
#include "SystemTestsPaths.h"
#include "Unlinker.h"
#include "ZoneLoading.h"
#include <catch2/catch_test_macros.hpp>
#include <filesystem>
#include <format>
#include <memory>
#include <string>
namespace fs = std::filesystem;
using namespace std::literals;
namespace
{
void BuildBaseZone(const fs::path& testDir, const fs::path& outputPath)
{
const auto testDirStr = testDir.string();
const auto assetDirStr = (testDir / "BaseZone").string();
const auto outputPathStr = outputPath.string();
const char* argStrings[]{
"SystemTests", // bin
"--verbose",
"--add-asset-search-path",
assetDirStr.c_str(),
"--source-search-path",
testDirStr.c_str(),
"--output-folder",
outputPathStr.c_str(),
"BaseZone",
};
LinkerArgs args;
bool shouldContinue = true;
const auto couldParseArgs = args.ParseArgs(std::extent_v<decltype(argStrings)>, argStrings, shouldContinue);
REQUIRE(couldParseArgs);
REQUIRE(shouldContinue);
const auto linker = Linker::Create(std::move(args));
const auto linkerResult = linker->Start();
REQUIRE(linkerResult);
}
void BuildTestZone(const fs::path& testDir, const fs::path& outputPath)
{
const auto testDirStr = testDir.string();
const auto assetDirStr = (testDir / "TestZone").string();
const auto outputPathStr = outputPath.string();
const auto baseZonePathStr = (outputPath / "BaseZone.ff").string();
const char* argStrings[]{
"SystemTests", // bin
"--verbose",
"--load",
baseZonePathStr.c_str(),
"--add-asset-search-path",
assetDirStr.c_str(),
"--source-search-path",
testDirStr.c_str(),
"--output-folder",
outputPathStr.c_str(),
"TestZone",
"TestZone", // build twice to ensure the second build uses a global asset that the first build already used
};
LinkerArgs args;
bool shouldContinue = true;
const auto couldParseArgs = args.ParseArgs(std::extent_v<decltype(argStrings)>, argStrings, shouldContinue);
REQUIRE(couldParseArgs);
REQUIRE(shouldContinue);
const auto linker = Linker::Create(std::move(args));
const auto linkerResult = linker->Start();
REQUIRE(linkerResult);
}
void CheckTestZoneContent(const fs::path& outputPath)
{
const auto expectedZonePathStr = (outputPath / "TestZone.ff").string();
auto maybeZone = ZoneLoading::LoadZone(expectedZonePathStr, std::nullopt);
REQUIRE(maybeZone);
auto zone = std::move(*maybeZone);
auto pools = dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get());
REQUIRE(zone->m_game_id == GameId::T6);
REQUIRE(zone->m_platform == GamePlatform::PC);
REQUIRE(zone->m_name == "TestZone");
REQUIRE(pools->GetTotalAssetCount() == 3);
REQUIRE(pools->m_material->GetAsset("Suzanne2"));
REQUIRE(pools->m_technique_set->GetAsset(",trivial_floatz_2992w610"));
const auto* xmodel = pools->m_xmodel->GetAsset("Suzanne2");
REQUIRE(xmodel);
REQUIRE(xmodel->Asset()->boneNames);
REQUIRE(xmodel->Asset()->numRootBones == 1);
REQUIRE(xmodel->Asset()->numBones == 3);
REQUIRE(zone->m_script_strings.Value(xmodel->Asset()->boneNames[0]) == "Root2");
REQUIRE(zone->m_script_strings.Value(xmodel->Asset()->boneNames[1]) == "EarLeft2");
REQUIRE(zone->m_script_strings.Value(xmodel->Asset()->boneNames[2]) == "EarRight2");
}
// x64 for now produces invalid zones, don't try to load them yet
#ifdef ARCH_x86
TEST_CASE("Reuse assets from global asset pool(T6)", "[t6][system][simple]")
{
const auto testDir = oat::paths::GetSystemTestsDirectory() / "Game/T6/ReuseGlobalAssetPoolsAssets";
const auto outputPath = oat::paths::GetTempDirectory("ReuseGlobalAssetPoolsAssetsT6");
BuildBaseZone(testDir, outputPath);
BuildTestZone(testDir, outputPath);
CheckTestZoneContent(outputPath);
}
#endif
} // namespace