1 /* Copyright (C) 2023 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 // Got to be consistent with what the rest of the source files do before
19 // including precompiled.h, so that the PCH works correctly
20 #ifndef CXXTEST_RUNNING
21 #define CXXTEST_RUNNING
23 #define _CXXTEST_HAVE_STD
25 #include "precompiled.h"
29 #include "lib/self_test.h"
30 #include <cxxtest/GlobalFixture.h>
32 #include "lib/timer.h"
33 #include "lib/sysdep/sysdep.h"
34 #include "ps/Profiler2.h"
35 #include "ps/TaskManager.h"
36 #include "scriptinterface/FunctionWrapper.h"
37 #include "scriptinterface/ScriptEngine.h"
38 #include "scriptinterface/ScriptContext.h"
39 #include "scriptinterface/ScriptInterface.h"
41 class LeakReporter
: public CxxTest::GlobalFixture
43 virtual bool tearDownWorld()
48 virtual bool setUpWorld()
51 // (Warning: the allocation numbers seem to differ by 3 when you
52 // run in the build process vs the debugger)
53 // _CrtSetBreakAlloc(1952);
60 class MiscSetup
: public CxxTest::GlobalFixture
62 virtual bool setUpWorld()
64 // Timer must be initialised, else things will break when tests do IO
67 #if OS_MACOSX || OS_BSD
68 // See comment in GameSetup.cpp FixLocales
69 setlocale(LC_CTYPE
, "UTF-8");
72 Threading::SetMainThread();
74 g_Profiler2
.Initialise();
75 m_ScriptEngine
= new ScriptEngine
;
76 g_ScriptContext
= ScriptContext::CreateContext();
78 Threading::TaskManager::Initialise();
83 virtual bool tearDownWorld()
85 Threading::TaskManager::Instance().ClearQueue();
86 g_ScriptContext
.reset();
87 SAFE_DELETE(m_ScriptEngine
);
88 g_Profiler2
.Shutdown();
95 // Clean up any JS leftover between tests.
96 g_ScriptContext
->ShrinkingGC();
103 // We're doing the initialization and shutdown of the ScriptEngine explicitly here
104 // to make sure it's only initialized when setUpWorld is called.
105 ScriptEngine
* m_ScriptEngine
;
108 static LeakReporter leakReporter
;
109 static MiscSetup miscSetup
;
111 // Definition of functions from lib/self_test.h
113 bool ts_str_contains(const std::string
& str1
, const std::string
& str2
)
115 return str1
.find(str2
) != str1
.npos
;
118 bool ts_str_contains(const std::wstring
& str1
, const std::wstring
& str2
)
120 return str1
.find(str2
) != str1
.npos
;
123 // we need the (version-controlled) binaries/data directory because it
124 // contains input files (it is assumed that developer's machines have
125 // write access to those directories). note that argv0 isn't
126 // available, so we use sys_ExecutablePathname.
129 return sys_ExecutablePathname().Parent()/".."/"data";
132 // Script-based testing setup:
136 void script_TS_FAIL(const std::wstring
& msg
)
138 TS_FAIL(utf8_from_wstring(msg
).c_str());
142 void ScriptTestSetup(const ScriptInterface
& scriptInterface
)
144 ScriptRequest
rq(scriptInterface
);
145 ScriptFunction::Register
<script_TS_FAIL
>(rq
, "TS_FAIL");
147 // Load the TS_* function definitions
148 // (We don't use VFS because tests might not have the normal VFS paths loaded)
149 OsPath path
= DataDir()/"tests"/"test_setup.js";
150 std::ifstream
ifs(OsString(path
).c_str());
152 std::string
content((std::istreambuf_iterator
<char>(ifs
)), std::istreambuf_iterator
<char>());
153 ENSURE(scriptInterface
.LoadScript(L
"test_setup.js", content
));