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XCEngine/tests/editor/test_editor_script_assembly_builder.cpp

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#include <gtest/gtest.h>
#include "Scripting/EditorScriptAssemblyBuilder.h"
#ifdef XCENGINE_ENABLE_MONO_SCRIPTING
#include <XCEngine/Scripting/Mono/MonoScriptRuntime.h>
#endif
#include <chrono>
#include <filesystem>
#include <fstream>
#include <memory>
#include <string>
namespace XCEngine::Editor::Scripting {
namespace {
class EditorScriptAssemblyBuilderTest : public ::testing::Test {
protected:
static void WriteTextFile(const std::filesystem::path& path, const std::string& content) {
std::ofstream output(path, std::ios::out | std::ios::trunc);
ASSERT_TRUE(output.is_open());
output << content;
output.close();
ASSERT_TRUE(output.good());
}
void SetUp() override {
const auto stamp = std::chrono::steady_clock::now().time_since_epoch().count();
m_projectRoot = std::filesystem::temp_directory_path() / ("xc_script_builder_" + std::to_string(stamp));
std::filesystem::create_directories(m_projectRoot / "Assets" / "Scripts");
}
void TearDown() override {
std::error_code ec;
std::filesystem::remove_all(m_projectRoot, ec);
}
std::filesystem::path m_projectRoot;
};
TEST_F(EditorScriptAssemblyBuilderTest, RebuildsProjectScriptAssembliesIntoLibraryDirectory) {
const std::filesystem::path scriptPath = m_projectRoot / "Assets" / "Scripts" / "BuilderProbe.cs";
WriteTextFile(
scriptPath,
"using XCEngine;\n"
"namespace BuilderTests {\n"
" public sealed class BuilderProbe : MonoBehaviour {\n"
" public float Speed = 4.0f;\n"
" }\n"
"}\n");
const EditorScriptAssemblyBuildResult result =
EditorScriptAssemblyBuilder::RebuildProjectAssemblies(m_projectRoot.string());
ASSERT_TRUE(result.succeeded) << result.message;
EXPECT_TRUE(std::filesystem::exists(m_projectRoot / "Library" / "ScriptAssemblies" / "XCEngine.ScriptCore.dll"));
EXPECT_TRUE(std::filesystem::exists(m_projectRoot / "Library" / "ScriptAssemblies" / "GameScripts.dll"));
EXPECT_TRUE(std::filesystem::exists(m_projectRoot / "Library" / "ScriptAssemblies" / "mscorlib.dll"));
}
#ifdef XCENGINE_ENABLE_MONO_SCRIPTING
TEST_F(EditorScriptAssemblyBuilderTest, RebuildFailsWhileLoadedAssemblyIsStillHeldByMonoRuntime) {
const std::filesystem::path initialScriptPath = m_projectRoot / "Assets" / "Scripts" / "BuilderProbe.cs";
WriteTextFile(
initialScriptPath,
"using XCEngine;\n"
"namespace BuilderTests {\n"
" public sealed class BuilderProbe : MonoBehaviour {\n"
" public float Speed = 4.0f;\n"
" }\n"
"}\n");
EditorScriptAssemblyBuildResult result =
EditorScriptAssemblyBuilder::RebuildProjectAssemblies(m_projectRoot.string());
ASSERT_TRUE(result.succeeded) << result.message;
XCEngine::Scripting::MonoScriptRuntime::Settings settings;
settings.assemblyDirectory = m_projectRoot / "Library" / "ScriptAssemblies";
settings.corlibDirectory = settings.assemblyDirectory;
settings.coreAssemblyPath = settings.assemblyDirectory / "XCEngine.ScriptCore.dll";
settings.appAssemblyPath = settings.assemblyDirectory / "GameScripts.dll";
auto runtime = std::make_unique<XCEngine::Scripting::MonoScriptRuntime>(settings);
ASSERT_TRUE(runtime->Initialize()) << runtime->GetLastError();
const std::filesystem::path addedScriptPath = m_projectRoot / "Assets" / "Scripts" / "TickLogProbe.cs";
WriteTextFile(
addedScriptPath,
"using XCEngine;\n"
"namespace BuilderTests {\n"
" public sealed class TickLogProbe : MonoBehaviour {\n"
" public int TickCount;\n"
" }\n"
"}\n");
result = EditorScriptAssemblyBuilder::RebuildProjectAssemblies(m_projectRoot.string());
EXPECT_FALSE(result.succeeded);
runtime.reset();
result = EditorScriptAssemblyBuilder::RebuildProjectAssemblies(m_projectRoot.string());
ASSERT_TRUE(result.succeeded) << result.message;
runtime = std::make_unique<XCEngine::Scripting::MonoScriptRuntime>(settings);
ASSERT_TRUE(runtime->Initialize()) << runtime->GetLastError();
EXPECT_TRUE(runtime->IsClassAvailable("GameScripts", "BuilderTests", "BuilderProbe"));
EXPECT_TRUE(runtime->IsClassAvailable("GameScripts", "BuilderTests", "TickLogProbe"));
}
#endif
} // namespace
} // namespace XCEngine::Editor::Scripting