Making the member private (or at least protected) makes threat safety more tangible, and we don't need to expose locking in the API. Generally we need to make data more encapsulated, so we can make edits more controlled and threat safe. Asset libraries also always have a catalog-service, so it can accessed by reference, rather than pointer that would have to be null-checked.
81 lines
2.4 KiB
C++
81 lines
2.4 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "AS_asset_catalog.hh"
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#include "AS_asset_library.hh"
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#include "BKE_callbacks.hh"
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#include "asset_library_service.hh"
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#include "CLG_log.h"
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#include "testing/testing.h"
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namespace blender::asset_system::tests {
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class AssetLibraryTest : public testing::Test {
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public:
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static void SetUpTestSuite()
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{
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CLG_init();
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BKE_callback_global_init();
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}
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static void TearDownTestSuite()
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{
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CLG_exit();
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BKE_callback_global_finalize();
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}
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void TearDown() override
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{
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asset_system::AssetLibraryService::destroy();
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}
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};
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TEST_F(AssetLibraryTest, AS_asset_library_load)
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{
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const std::string test_files_dir = blender::tests::flags_test_asset_dir();
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if (test_files_dir.empty()) {
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FAIL();
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}
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/* Load the asset library. */
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const std::string library_dirpath = test_files_dir + "/" + "asset_library";
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AssetLibrary *library = AS_asset_library_load(__func__, library_dirpath.data());
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ASSERT_NE(nullptr, library);
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/* Check that it can be cast to the C++ type and has a Catalog Service. */
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const AssetCatalogService &service = library->catalog_service();
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/* Check that the catalogs defined in the library are actually loaded. This just tests one single
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* catalog, as that indicates the file has been loaded. Testing that loading went OK is for
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* the asset catalog service tests. */
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const bUUID uuid_poses_ellie("df60e1f6-2259-475b-93d9-69a1b4a8db78");
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AssetCatalog *poses_ellie = service.find_catalog(uuid_poses_ellie);
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ASSERT_NE(nullptr, poses_ellie) << "unable to find POSES_ELLIE catalog";
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EXPECT_EQ("character/Ellie/poselib", poses_ellie->path.str());
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}
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TEST_F(AssetLibraryTest, load_nonexistent_directory)
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{
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const std::string test_files_dir = blender::tests::flags_test_asset_dir();
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if (test_files_dir.empty()) {
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FAIL();
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}
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/* Load the asset library. */
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const std::string library_dirpath = test_files_dir + "/" +
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"asset_library/this/subdir/does/not/exist";
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AssetLibrary *library = AS_asset_library_load(__func__, library_dirpath.data());
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ASSERT_NE(nullptr, library);
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/* Check that it can be cast to the C++ type and has a Catalog Service. */
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AssetCatalogService &service = library->catalog_service();
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/* Check that the catalog service doesn't have any catalogs. */
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EXPECT_TRUE(service.is_empty());
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}
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} // namespace blender::asset_system::tests
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