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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;
};
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