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// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once

#include <zencore/thread.h>

#include <spdlog/spdlog.h>

#include <filesystem>

class ZenServerEnvironment
{
public:
	ZenServerEnvironment();
	~ZenServerEnvironment();

	void Initialize(std::filesystem::path ProgramBaseDir);
	void InitializeForTest(std::filesystem::path ProgramBaseDir, std::filesystem::path TestBaseDir);

	std::filesystem::path CreateNewTestDir();
	std::filesystem::path ProgramBaseDir() const { return m_ProgramBaseDir; }
	std::filesystem::path GetTestRootDir(std::string_view Path);
	inline bool			  IsInitialized() const { return m_IsInitialized; }
	inline bool			  IsTestEnvironment() const { return m_IsTestInstance; }

private:
	std::filesystem::path m_ProgramBaseDir;
	std::filesystem::path m_TestBaseDir;
	bool				  m_IsInitialized  = false;
	bool				  m_IsTestInstance = false;
};

struct ZenServerInstance
{
	ZenServerInstance(ZenServerEnvironment& TestEnvironment);
	~ZenServerInstance();

	void			   SignalShutdown() { m_ShutdownEvent.Set(); }
	void			   WaitUntilReady();
	[[nodiscard]] bool WaitUntilReady(int Timeout);
	void			   EnableTermination() { m_Terminate = true; }
	void			   EnableMesh() { m_MeshEnabled = true; }

	void SetTestDir(std::filesystem::path TestDir)
	{
		ZEN_ASSERT(!m_Process.IsValid());
		m_TestDir = TestDir;
	}

	void SpawnServer(int BasePort = 0);

private:
	ZenServerEnvironment& m_Env;
	zen::ProcessHandle	  m_Process;
	zen::Event			  m_ReadyEvent;
	zen::Event			  m_ShutdownEvent;
	bool				  m_Terminate = false;
	std::filesystem::path m_TestDir;
	bool				  m_MeshEnabled = false;
};