/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "lib/self_test.h"
#include "lib/file/file_system.h"
#include "lib/file/vfs/vfs.h"
#include "lib/file/io/io.h"
#include "lib/allocators/shared_ptr.h"
#include "graphics/ColladaManager.h"
#include "graphics/MeshManager.h"
#include "graphics/ModelDef.h"
#include "ps/CLogger.h"
#include "ps/XML/RelaxNG.h"
static OsPath MOD_PATH(DataDir()/"mods"/"_test.mesh");
static OsPath CACHE_PATH(DataDir()/"_testcache");
const OsPath srcDAE(L"collada/sphere.dae");
const OsPath srcPMD(L"collada/sphere.pmd");
const OsPath testDAE(L"art/skeletons/test.dae");
const OsPath testPMD(L"art/skeletons/test.pmd");
const OsPath testBase(L"art/skeletons/test");
const OsPath srcSkeletonDefs(L"collada/skeletons.xml");
const OsPath testSkeletonDefs(L"art/skeletons/skeletons.xml");
extern PIVFS g_VFS;
class TestMeshManager : public CxxTest::TestSuite
{
void initVfs()
{
// Initialise VFS:
// Set up a mod directory to work in:
// Make sure the required directories doesn't exist when we start,
// in case the previous test aborted and left them full of junk
if(DirectoryExists(MOD_PATH))
DeleteDirectory(MOD_PATH);
if(DirectoryExists(CACHE_PATH))
DeleteDirectory(CACHE_PATH);
g_VFS = CreateVfs(20*MiB);
TS_ASSERT_OK(g_VFS->Mount(L"", MOD_PATH));
TS_ASSERT_OK(g_VFS->Mount(L"collada/", DataDir()/"tests"/"collada", VFS_MOUNT_MUST_EXIST));
// Mount _testcache onto virtual /cache - don't use the normal cache
// directory because that's full of loads of cached files from the
// proper game and takes a long time to load.
TS_ASSERT_OK(g_VFS->Mount(L"cache/", CACHE_PATH));
}
void deinitVfs()
{
g_VFS.reset();
DeleteDirectory(MOD_PATH);
DeleteDirectory(CACHE_PATH);
}
void copyFile(const VfsPath& src, const VfsPath& dst)
{
// Copy a file into the mod directory, so we can work on it:
shared_ptr data; size_t size = 0;
TS_ASSERT_OK(g_VFS->LoadFile(src, data, size));
TS_ASSERT_OK(g_VFS->CreateFile(dst, data, size));
}
void buildArchive()
{
// Create a junk trace file first, because vfs_opt_auto_build requires one
// std::string trace = "000.000000: L \"-\" 0 0000\n";
// vfs_store("trace.txt", (const u8*)trace.c_str(), trace.size(), FILE_NO_AIO);
// then make the archive
// TS_ASSERT_OK(vfs_opt_rebuild_main_archive(MOD_PATH"/trace.txt", MOD_PATH"/test%02d.zip"));
}
CColladaManager* colladaManager;
CMeshManager* meshManager;
public:
void setUp()
{
initVfs();
colladaManager = new CColladaManager(g_VFS);
meshManager = new CMeshManager(*colladaManager);
}
void tearDown()
{
delete meshManager;
delete colladaManager;
deinitVfs();
}
void IRRELEVANT_test_archived()
{
copyFile(srcDAE, testDAE);
//buildArchive();
shared_ptr buf;
AllocateAligned(buf, 100, maxSectorSize);
strcpy_s((char*)buf.get(), 5, "Test");
g_VFS->CreateFile(testDAE, buf, 4);
}
void test_load_pmd_with_extension()
{
copyFile(srcPMD, testPMD);
copyFile(srcSkeletonDefs, testSkeletonDefs);
CModelDefPtr modeldef = meshManager->GetMesh(testPMD);
TS_ASSERT(modeldef);
if (modeldef) TS_ASSERT_PATH_EQUALS(modeldef->GetName(), testBase);
}
void test_load_pmd_without_extension()
{
copyFile(srcPMD, testPMD);
copyFile(srcSkeletonDefs, testSkeletonDefs);
CModelDefPtr modeldef = meshManager->GetMesh(testBase);
TS_ASSERT(modeldef);
if (modeldef) TS_ASSERT_PATH_EQUALS(modeldef->GetName(), testBase);
}
void test_caching()
{
copyFile(srcPMD, testPMD);
copyFile(srcSkeletonDefs, testSkeletonDefs);
CModelDefPtr modeldef1 = meshManager->GetMesh(testPMD);
CModelDefPtr modeldef2 = meshManager->GetMesh(testPMD);
TS_ASSERT(modeldef1 && modeldef2);
if (modeldef1 && modeldef2) TS_ASSERT_EQUALS(modeldef1.get(), modeldef2.get());
}
void test_load_dae()
{
copyFile(srcDAE, testDAE);
copyFile(srcSkeletonDefs, testSkeletonDefs);
CModelDefPtr modeldef = meshManager->GetMesh(testDAE);
TS_ASSERT(modeldef);
if (modeldef) TS_ASSERT_PATH_EQUALS(modeldef->GetName(), testBase);
}
void test_load_dae_caching()
{
copyFile(srcDAE, testDAE);
copyFile(srcSkeletonDefs, testSkeletonDefs);
VfsPath daeName1 = colladaManager->GetLoadablePath(testBase, CColladaManager::PMD);
VfsPath daeName2 = colladaManager->GetLoadablePath(testBase, CColladaManager::PMD);
TS_ASSERT(!daeName1.empty());
TS_ASSERT_PATH_EQUALS(daeName1, daeName2);
// TODO: it'd be nice to test that it really isn't doing the DAE->PMD
// conversion a second time, but there doesn't seem to be an easy way
// to check that
}
void test_invalid_skeletons()
{
TestLogger logger;
copyFile(srcDAE, testDAE);
shared_ptr buf;
AllocateAligned(buf, 100, maxSectorSize);
strcpy_s((char*)buf.get(), 100, "Not valid XML");
g_VFS->CreateFile(testSkeletonDefs, buf, 13);
CModelDefPtr modeldef = meshManager->GetMesh(testDAE);
TS_ASSERT(! modeldef);
TS_ASSERT_STR_CONTAINS(logger.GetOutput(), "parser error");
}
void test_invalid_dae()
{
TestLogger logger;
copyFile(srcSkeletonDefs, testSkeletonDefs);
shared_ptr buf;
AllocateAligned(buf, 100, maxSectorSize);
strcpy_s((char*)buf.get(), 100, "Not valid XML");
g_VFS->CreateFile(testDAE, buf, 13);
CModelDefPtr modeldef = meshManager->GetMesh(testDAE);
TS_ASSERT(! modeldef);
TS_ASSERT_STR_CONTAINS(logger.GetOutput(), "parser error");
}
void test_load_nonexistent_pmd()
{
TestLogger logger;
copyFile(srcSkeletonDefs, testSkeletonDefs);
CModelDefPtr modeldef = meshManager->GetMesh(testPMD);
TS_ASSERT(! modeldef);
}
void test_load_nonexistent_dae()
{
TestLogger logger;
copyFile(srcSkeletonDefs, testSkeletonDefs);
CModelDefPtr modeldef = meshManager->GetMesh(testDAE);
TS_ASSERT(! modeldef);
}
void test_load_across_relaxng()
{
// Verify that loading meshes doesn't invalidate other users of libxml2 by calling xmlCleanupParser
// (Run this in Valgrind and check for use-of-freed-memory errors)
RelaxNGValidator v;
TS_ASSERT(v.LoadGrammar(""));
TS_ASSERT(v.Validate(L"doc", L"2.0"));
copyFile(srcDAE, testDAE);
copyFile(srcSkeletonDefs, testSkeletonDefs);
CModelDefPtr modeldef = meshManager->GetMesh(testDAE);
TS_ASSERT(modeldef);
if (modeldef) TS_ASSERT_PATH_EQUALS(modeldef->GetName(), testBase);
TS_ASSERT(v.Validate(L"doc", L"2.0"));
}
//////////////////////////////////////////////////////////////////////////
// Tests based on real DAE files:
void test_load_dae_bogus_material_target()
{
copyFile(L"collada/bogus_material_target.dae", testDAE);
copyFile(srcSkeletonDefs, testSkeletonDefs);
CModelDefPtr modeldef = meshManager->GetMesh(testDAE);
TS_ASSERT(modeldef);
}
};