diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/iexternaltest.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/public/iexternaltest.h')
| -rw-r--r-- | mp/src/public/iexternaltest.h | 558 |
1 files changed, 279 insertions, 279 deletions
diff --git a/mp/src/public/iexternaltest.h b/mp/src/public/iexternaltest.h index 50b4f5c9..74174056 100644 --- a/mp/src/public/iexternaltest.h +++ b/mp/src/public/iexternaltest.h @@ -1,279 +1,279 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: interface to external test DLLs
-//
-//=============================================================================
-
-#ifndef IEXTERNALTEST
-#define IEXTERNALTEST
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "steam/isteamfriends.h"
-#include "clientenums.h"
-
-// An equivalent to EConnectionPriority that can be used in
-// external tests without needing to depend on Steam's version of the enum
-enum EExternalTestConnectionPriority
-{
- k_EExternalTestConnectionPriorityLow = 0,
- k_EExternalTestConnectionPriorityMedium = 1,
- k_EExternalTestConnectionPriorityHigh = 2,
-};
-
-// used to pass arbitrary buffers full of data back to the external test
-typedef uint32 ExternalTestBuffer_t;
-static const ExternalTestBuffer_t k_unExternalTestBufferInvalid = 0;
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Represents a single test client (game client or game server) inside
-// of a test.
-//-----------------------------------------------------------------------------
-class IExternalTestClient
-{
-public:
- virtual ~IExternalTestClient() {}
- virtual void *GetISteamGenericInterface( const char *pchInterfaceVersion ) = 0;
- virtual ISteamUserStats *GetISteamUserStats( const char *pchVersion ) = 0;
- virtual ISteamGameServerStats *GetISteamGameServerStats( const char *pchVersion ) = 0;
- virtual CSteamID GetSteamID() = 0;
- virtual bool GetAccountName( char *pchBuf, int cchBuf ) = 0;
-
- virtual bool BLoggedOn() = 0;
- virtual void YieldingLogOff() = 0;
- virtual bool BYieldingLogOn() = 0;
- virtual void RequestAppInfoUpdate() = 0;
- virtual bool BGetAppInfoUpdateResult( EResult *peResult, uint32 *punAppsUpdated ) = 0;
- virtual void GetServerDetails( AppId_t *pnAppIdServed, uint32 *punIPGameServer, uint16 *pusPortGameServer, bool *pbSecure ) = 0;
- virtual bool BYieldingPrepareForApp( AppId_t unAppID ) = 0;
- virtual void SetConnectionPriority( EExternalTestConnectionPriority eConnectionPriority ) = 0;
-
- // methods to manipulate friend/social stuff that isn't in ISteamFriends
- virtual void SetPersonaState( EPersonaState ePersonaState ) = 0;
- virtual void AddFriend( const CSteamID & steamIDFriend ) = 0;
- virtual void RemoveFriend( const CSteamID & steamIDFriend ) = 0;
-
- // Removes every queued callback for this client
- virtual void ClearCallbacks() = 0;
-
- // Sets this user as an admin in this universe
- virtual void YieldingSetAsAdmin() = 0;
-
- // bans this user for the specified app ID
- virtual void YieldingBan( AppId_t unAppID, int nDeltaSeconds, bool bOneYearBan ) = 0;
-
- virtual bool BYieldingAwaitNewCallback( void *pCallback, uint32 unCallbackSize, int nCallbackType ) = 0;
- virtual bool BYieldingAwaitQueuedCallback( void * pCallback, uint32 unCallbackSize, int nCallbackType ) = 0;
- virtual bool BGetQueuedCallbackOfType( void * pCallback, uint32 unCallbackSize, int nCallbackType ) = 0;
-
- // Retrieves the current status of the API call. Returns false if the call is still in progress
- virtual bool BYieldingGetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, uint32 unCallbackSize, int nCallback, bool *pbAPICallFailed ) = 0;
-
- template< typename TCallback >
- inline bool BYieldingAwaitQueuedCallback( TCallback & callback ) { return BYieldingAwaitQueuedCallback( &callback, sizeof(TCallback), TCallback::k_iCallback ); }
- template< typename TCallback >
- inline bool BYieldingAwaitNewCallback( TCallback & callback ) { return BYieldingAwaitNewCallback( &callback, sizeof(TCallback), TCallback::k_iCallback ); }
- template< typename TCallback >
- inline bool BGetQueuedCallbackOfType( TCallback & callback ) { return BGetQueuedCallbackOfType( &callback, sizeof(TCallback), TCallback::k_iCallback ); }
-
- // more friends stuff that isnt in ISteamFriends
- virtual void SetIgnoreFriend( const CSteamID & steamIDFriend ) = 0;
-};
-
-//-----------------------------------------------------------------------------
-// Purpose: Helper functions for interacting with the steam client during tests
-//-----------------------------------------------------------------------------
-class IExternalTestUtils
-{
-public:
- virtual ~IExternalTestUtils() {}
-
- // creates a single user client that is logged into an optional gameserver
- virtual IExternalTestClient *YieldingCreateUserClient( IExternalTestClient *pGameserver ) = 0;
-
- // creates a single gameserver client at the specified (fake) IP addr and port
- virtual IExternalTestClient *YieldingCreateGameserverClient( uint32 unAddr, uint16 usPort ) = 0;
-
- // returns the ISteamClient object so the test can fetch other ISteam interfaces.
- virtual ISteamClient *SteamClient() = 0;
-
- // deploys the gctest dll at the current AppID. This is probably not useful outside of the
- // gctest tests.
- virtual void YieldingDeployGC( ) = 0;
-
- // takes down the gctest dll at the current app DI
- virtual void YieldingDownGC( ) = 0;
-
- // returns the app ID this test is running as
- virtual AppId_t GetAppId() = 0;
-
- // draws a dot in the output
- virtual void DrawProgressDot() = 0;
-
- // spews some text in the output
- virtual void EmitTestOutput( const char *pchMessage ) = 0;
-
- // used by the external test framework to clean up some things between
- // test cases. Test cases should not call this.
- virtual void YieldingResetBetweenTests() = 0;
-
- // Checks a bool condition and spews if it fails. If this fails the test
- // will be recorded as having failed.
- virtual bool BCheck( bool bCondition ) = 0;
-
- // Yields until the stress test is finished. If this test is running as a
- // regression test, this will return immediately.
- virtual void YieldingWaitForTestToFinish() = 0;
-
- // used by the external test framework to record test success/failure in
- // a file that buildbot can use to build reports. Tests should not call this directly.
- virtual void UpdateProgressFile( const char *pchTestName, const char *pchStatus ) = 0;
-
- // Returns true if the test that ran most recently (and might still be running) passed.
- virtual bool BLastTestPassed() = 0;
-
- // Called by a test to report that the test has reached the "running" state. This is only
- // useful in stress tests.
- virtual void MarkTestRunning() = 0;
-
- // Logs on a bunch of clients all at once and returns when they are all logged on.
- virtual bool BYieldingCreateUserClientBatch( IExternalTestClient **prClients, int cClients, EExternalTestConnectionPriority eConnectionPriority ) = 0;
-
- // Logs on a bunch of gameservers all at once and returns when they are all logged on.
- virtual bool BYieldingCreateGameserverClientBatch( IExternalTestClient **prClients, int cClients, EExternalTestConnectionPriority eConnectionPriority ) = 0;
-
- // returns true if the test is finished
- virtual bool BIsStressTestFinished() = 0;
-
- // waits a single frame before resuming the test
- virtual void YieldingWaitOneFrame() = 0;
-
- // reports a stress test action success/failure
- virtual void ReportStressActionResult( uint32 unActionIndex, bool bResult, const char *pchFailureLocation ) = 0;
-
- // waits for the specified number of seconds to pass
- virtual void YieldingWaitForRealTime( uint32 unSeconds ) = 0;
-
- // deploys the specified zip file as the GC for the specified app ID
- virtual bool BYieldingGCDeploy( AppId_t appID, const char *pchGCZipFile ) = 0;
-
- // Downs the specified GC
- virtual bool BYieldingGCDown( AppId_t appID ) = 0;
-
- // Revives the specified GC
- virtual bool BYieldingGCRevive( AppId_t appID ) = 0;
-
- // Bounces the specified GC
- virtual bool BYieldingGCBounce( AppId_t appID ) = 0;
-
- // returns the universe the tests are running in
- virtual EUniverse GetUniverse() = 0;
-
- // returns the memory for a buffer
- virtual void *GetPvBuffer( ExternalTestBuffer_t unBuffer ) = 0;
-
- // returns the memory for a buffer
- virtual uint32 GetCubBuffer( ExternalTestBuffer_t unBuffer ) = 0;
-
- // makes a simulated WG request and returns the result
- virtual ExternalTestBuffer_t YieldingSimulateWGRequest( const CSteamID & actorID, const void *pvRequestKV, uint32 cubRequestKV ) = 0;
-
- // Verifies that there is no support ticket for the specified steam ID
- virtual void YieldingVerifyNoSupportTicket( const CSteamID & steamID ) = 0;
-
- // Verifies that there is a support event for the specified steam ID
- virtual void YieldingVerifySupportEventRecord( const CSteamID & victimID, const CSteamID & actorID, ESupportEvent eAction, GID_t gidTxn, const char *pchNote ) = 0;
-
- // forces an appinfo update for the specified app. (Pass invalid to use the default app ID
- virtual void YieldingForceAppInfoUpdate( AppId_t appId ) = 0;
-
- // returns the stats KV section serialized as a buffer
- virtual ExternalTestBuffer_t YieldingGetAppInfoStats( AppId_t appId ) = 0;
-
- // makes a web request and returns the result
- virtual bool BYieldingHTTPRequest( int nWebMethod, bool bUseSSL, const char *pchURL, const KeyValues *pkvPostParams, const char *pchAPIKey, const CSteamID & steamID, ExternalTestBuffer_t *punBuffer, int *pnResultCode ) = 0;
-
- // returns the full path to the DLL that these tests are running from
- virtual const char *GetPchDllPath() = 0;
-
- // returns true if these tests are running in dev mode (i.e. the server was started with -etdev)
- virtual bool BIsDevMode() = 0;
-
- // Sets the persona name for this user via the wg call so we can actually tell when
- // it's been set.
- virtual bool BYieldingSetPersonaName( const CSteamID & steamID, const char *pchPersonaName ) = 0;
-
- // waits for the writeback queue to clear
- virtual bool BYieldingWaitForCacheWriteback() = 0;
-};
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Functions for sending and receiving messages from the Game Coordinator
-// for this application
-//-----------------------------------------------------------------------------
-class IExternalTest
-{
-public:
-
- // returns the number of tests present in this DLL
- virtual uint32 GetTestCount() = 0;
-
- // returns the name of the specified test
- virtual const char *GetTestName( uint32 unTest ) = 0;
-
- // returns the short name (no suite prefix) of the specified test
- virtual const char *GetTestShortName( uint32 unTest ) = 0;
-
- // returns the suite of the specified test
- virtual const char *GetTestSuite( uint32 unTest ) = 0;
-
- // returns the flags for the specified test
- virtual uint32 GetTestFlags( uint32 unTest ) = 0;
-
- // runs the specified tests. The tests should run to completion
- // (yielding on a regular basis) and call pETestUtils->BCheck(false)
- // on failure
- virtual void BRunTests( uint32 *punTests, uint32 unTestCount, IExternalTestUtils * pETestUtils ) = 0;
-
- // Returns the name of a stress test action
- virtual const char *GetStressActionName( uint32 unAction ) = 0;
-
-};
-#define EXTERNALTEST_INTERFACE_VERSION "IExternalTest001"
-
-// flags set by individual tests
-static const uint32 k_unETFlag_ValidForStress = 1<<0;
-static const uint32 k_unETFlag_ValidForRegression = 1<<1;
-
-
-//-----------------------------------------------------------------------------
-// Purpose: For one time init of an externaltests dll
-//-----------------------------------------------------------------------------
-class IExternalTestInitialize
-{
-public:
- virtual bool BDoBundleInit() = 0; // called once *PER ATS* at DLL Load time
- virtual bool BDoOneTimeInit( IExternalTestUtils *pExternalTestUtils ) = 0; // called once PER TEST RUN by ATS0
- virtual bool BDoPerATSInit( IExternalTestUtils *pExternalTestUtils ) = 0; // called once PER TEST RUN PER ATS
- virtual void Cleanup() = 0;
-};
-#define EXTERNALTEST_INITIALIZE_INTERFACE_VERSION "IExternalTestInitialize001"
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Allows an external test DLL to export its ability to validate its
-// own allocations
-//-----------------------------------------------------------------------------
-class IExternalTestValidation
-{
-public:
-
- virtual void Validate( CValidator &validator, const char *pchName ) = 0;
-};
-#define EXTERNALTEST_VALIDATION_INTERFACE_VERSION "IExternalTestValidation001"
-
-
-#endif // IEXTERNALTEST
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: interface to external test DLLs +// +//============================================================================= + +#ifndef IEXTERNALTEST +#define IEXTERNALTEST +#ifdef _WIN32 +#pragma once +#endif + +#include "steam/isteamfriends.h" +#include "clientenums.h" + +// An equivalent to EConnectionPriority that can be used in +// external tests without needing to depend on Steam's version of the enum +enum EExternalTestConnectionPriority +{ + k_EExternalTestConnectionPriorityLow = 0, + k_EExternalTestConnectionPriorityMedium = 1, + k_EExternalTestConnectionPriorityHigh = 2, +}; + +// used to pass arbitrary buffers full of data back to the external test +typedef uint32 ExternalTestBuffer_t; +static const ExternalTestBuffer_t k_unExternalTestBufferInvalid = 0; + + +//----------------------------------------------------------------------------- +// Purpose: Represents a single test client (game client or game server) inside +// of a test. +//----------------------------------------------------------------------------- +class IExternalTestClient +{ +public: + virtual ~IExternalTestClient() {} + virtual void *GetISteamGenericInterface( const char *pchInterfaceVersion ) = 0; + virtual ISteamUserStats *GetISteamUserStats( const char *pchVersion ) = 0; + virtual ISteamGameServerStats *GetISteamGameServerStats( const char *pchVersion ) = 0; + virtual CSteamID GetSteamID() = 0; + virtual bool GetAccountName( char *pchBuf, int cchBuf ) = 0; + + virtual bool BLoggedOn() = 0; + virtual void YieldingLogOff() = 0; + virtual bool BYieldingLogOn() = 0; + virtual void RequestAppInfoUpdate() = 0; + virtual bool BGetAppInfoUpdateResult( EResult *peResult, uint32 *punAppsUpdated ) = 0; + virtual void GetServerDetails( AppId_t *pnAppIdServed, uint32 *punIPGameServer, uint16 *pusPortGameServer, bool *pbSecure ) = 0; + virtual bool BYieldingPrepareForApp( AppId_t unAppID ) = 0; + virtual void SetConnectionPriority( EExternalTestConnectionPriority eConnectionPriority ) = 0; + + // methods to manipulate friend/social stuff that isn't in ISteamFriends + virtual void SetPersonaState( EPersonaState ePersonaState ) = 0; + virtual void AddFriend( const CSteamID & steamIDFriend ) = 0; + virtual void RemoveFriend( const CSteamID & steamIDFriend ) = 0; + + // Removes every queued callback for this client + virtual void ClearCallbacks() = 0; + + // Sets this user as an admin in this universe + virtual void YieldingSetAsAdmin() = 0; + + // bans this user for the specified app ID + virtual void YieldingBan( AppId_t unAppID, int nDeltaSeconds, bool bOneYearBan ) = 0; + + virtual bool BYieldingAwaitNewCallback( void *pCallback, uint32 unCallbackSize, int nCallbackType ) = 0; + virtual bool BYieldingAwaitQueuedCallback( void * pCallback, uint32 unCallbackSize, int nCallbackType ) = 0; + virtual bool BGetQueuedCallbackOfType( void * pCallback, uint32 unCallbackSize, int nCallbackType ) = 0; + + // Retrieves the current status of the API call. Returns false if the call is still in progress + virtual bool BYieldingGetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, uint32 unCallbackSize, int nCallback, bool *pbAPICallFailed ) = 0; + + template< typename TCallback > + inline bool BYieldingAwaitQueuedCallback( TCallback & callback ) { return BYieldingAwaitQueuedCallback( &callback, sizeof(TCallback), TCallback::k_iCallback ); } + template< typename TCallback > + inline bool BYieldingAwaitNewCallback( TCallback & callback ) { return BYieldingAwaitNewCallback( &callback, sizeof(TCallback), TCallback::k_iCallback ); } + template< typename TCallback > + inline bool BGetQueuedCallbackOfType( TCallback & callback ) { return BGetQueuedCallbackOfType( &callback, sizeof(TCallback), TCallback::k_iCallback ); } + + // more friends stuff that isnt in ISteamFriends + virtual void SetIgnoreFriend( const CSteamID & steamIDFriend ) = 0; +}; + +//----------------------------------------------------------------------------- +// Purpose: Helper functions for interacting with the steam client during tests +//----------------------------------------------------------------------------- +class IExternalTestUtils +{ +public: + virtual ~IExternalTestUtils() {} + + // creates a single user client that is logged into an optional gameserver + virtual IExternalTestClient *YieldingCreateUserClient( IExternalTestClient *pGameserver ) = 0; + + // creates a single gameserver client at the specified (fake) IP addr and port + virtual IExternalTestClient *YieldingCreateGameserverClient( uint32 unAddr, uint16 usPort ) = 0; + + // returns the ISteamClient object so the test can fetch other ISteam interfaces. + virtual ISteamClient *SteamClient() = 0; + + // deploys the gctest dll at the current AppID. This is probably not useful outside of the + // gctest tests. + virtual void YieldingDeployGC( ) = 0; + + // takes down the gctest dll at the current app DI + virtual void YieldingDownGC( ) = 0; + + // returns the app ID this test is running as + virtual AppId_t GetAppId() = 0; + + // draws a dot in the output + virtual void DrawProgressDot() = 0; + + // spews some text in the output + virtual void EmitTestOutput( const char *pchMessage ) = 0; + + // used by the external test framework to clean up some things between + // test cases. Test cases should not call this. + virtual void YieldingResetBetweenTests() = 0; + + // Checks a bool condition and spews if it fails. If this fails the test + // will be recorded as having failed. + virtual bool BCheck( bool bCondition ) = 0; + + // Yields until the stress test is finished. If this test is running as a + // regression test, this will return immediately. + virtual void YieldingWaitForTestToFinish() = 0; + + // used by the external test framework to record test success/failure in + // a file that buildbot can use to build reports. Tests should not call this directly. + virtual void UpdateProgressFile( const char *pchTestName, const char *pchStatus ) = 0; + + // Returns true if the test that ran most recently (and might still be running) passed. + virtual bool BLastTestPassed() = 0; + + // Called by a test to report that the test has reached the "running" state. This is only + // useful in stress tests. + virtual void MarkTestRunning() = 0; + + // Logs on a bunch of clients all at once and returns when they are all logged on. + virtual bool BYieldingCreateUserClientBatch( IExternalTestClient **prClients, int cClients, EExternalTestConnectionPriority eConnectionPriority ) = 0; + + // Logs on a bunch of gameservers all at once and returns when they are all logged on. + virtual bool BYieldingCreateGameserverClientBatch( IExternalTestClient **prClients, int cClients, EExternalTestConnectionPriority eConnectionPriority ) = 0; + + // returns true if the test is finished + virtual bool BIsStressTestFinished() = 0; + + // waits a single frame before resuming the test + virtual void YieldingWaitOneFrame() = 0; + + // reports a stress test action success/failure + virtual void ReportStressActionResult( uint32 unActionIndex, bool bResult, const char *pchFailureLocation ) = 0; + + // waits for the specified number of seconds to pass + virtual void YieldingWaitForRealTime( uint32 unSeconds ) = 0; + + // deploys the specified zip file as the GC for the specified app ID + virtual bool BYieldingGCDeploy( AppId_t appID, const char *pchGCZipFile ) = 0; + + // Downs the specified GC + virtual bool BYieldingGCDown( AppId_t appID ) = 0; + + // Revives the specified GC + virtual bool BYieldingGCRevive( AppId_t appID ) = 0; + + // Bounces the specified GC + virtual bool BYieldingGCBounce( AppId_t appID ) = 0; + + // returns the universe the tests are running in + virtual EUniverse GetUniverse() = 0; + + // returns the memory for a buffer + virtual void *GetPvBuffer( ExternalTestBuffer_t unBuffer ) = 0; + + // returns the memory for a buffer + virtual uint32 GetCubBuffer( ExternalTestBuffer_t unBuffer ) = 0; + + // makes a simulated WG request and returns the result + virtual ExternalTestBuffer_t YieldingSimulateWGRequest( const CSteamID & actorID, const void *pvRequestKV, uint32 cubRequestKV ) = 0; + + // Verifies that there is no support ticket for the specified steam ID + virtual void YieldingVerifyNoSupportTicket( const CSteamID & steamID ) = 0; + + // Verifies that there is a support event for the specified steam ID + virtual void YieldingVerifySupportEventRecord( const CSteamID & victimID, const CSteamID & actorID, ESupportEvent eAction, GID_t gidTxn, const char *pchNote ) = 0; + + // forces an appinfo update for the specified app. (Pass invalid to use the default app ID + virtual void YieldingForceAppInfoUpdate( AppId_t appId ) = 0; + + // returns the stats KV section serialized as a buffer + virtual ExternalTestBuffer_t YieldingGetAppInfoStats( AppId_t appId ) = 0; + + // makes a web request and returns the result + virtual bool BYieldingHTTPRequest( int nWebMethod, bool bUseSSL, const char *pchURL, const KeyValues *pkvPostParams, const char *pchAPIKey, const CSteamID & steamID, ExternalTestBuffer_t *punBuffer, int *pnResultCode ) = 0; + + // returns the full path to the DLL that these tests are running from + virtual const char *GetPchDllPath() = 0; + + // returns true if these tests are running in dev mode (i.e. the server was started with -etdev) + virtual bool BIsDevMode() = 0; + + // Sets the persona name for this user via the wg call so we can actually tell when + // it's been set. + virtual bool BYieldingSetPersonaName( const CSteamID & steamID, const char *pchPersonaName ) = 0; + + // waits for the writeback queue to clear + virtual bool BYieldingWaitForCacheWriteback() = 0; +}; + + +//----------------------------------------------------------------------------- +// Purpose: Functions for sending and receiving messages from the Game Coordinator +// for this application +//----------------------------------------------------------------------------- +class IExternalTest +{ +public: + + // returns the number of tests present in this DLL + virtual uint32 GetTestCount() = 0; + + // returns the name of the specified test + virtual const char *GetTestName( uint32 unTest ) = 0; + + // returns the short name (no suite prefix) of the specified test + virtual const char *GetTestShortName( uint32 unTest ) = 0; + + // returns the suite of the specified test + virtual const char *GetTestSuite( uint32 unTest ) = 0; + + // returns the flags for the specified test + virtual uint32 GetTestFlags( uint32 unTest ) = 0; + + // runs the specified tests. The tests should run to completion + // (yielding on a regular basis) and call pETestUtils->BCheck(false) + // on failure + virtual void BRunTests( uint32 *punTests, uint32 unTestCount, IExternalTestUtils * pETestUtils ) = 0; + + // Returns the name of a stress test action + virtual const char *GetStressActionName( uint32 unAction ) = 0; + +}; +#define EXTERNALTEST_INTERFACE_VERSION "IExternalTest001" + +// flags set by individual tests +static const uint32 k_unETFlag_ValidForStress = 1<<0; +static const uint32 k_unETFlag_ValidForRegression = 1<<1; + + +//----------------------------------------------------------------------------- +// Purpose: For one time init of an externaltests dll +//----------------------------------------------------------------------------- +class IExternalTestInitialize +{ +public: + virtual bool BDoBundleInit() = 0; // called once *PER ATS* at DLL Load time + virtual bool BDoOneTimeInit( IExternalTestUtils *pExternalTestUtils ) = 0; // called once PER TEST RUN by ATS0 + virtual bool BDoPerATSInit( IExternalTestUtils *pExternalTestUtils ) = 0; // called once PER TEST RUN PER ATS + virtual void Cleanup() = 0; +}; +#define EXTERNALTEST_INITIALIZE_INTERFACE_VERSION "IExternalTestInitialize001" + + +//----------------------------------------------------------------------------- +// Purpose: Allows an external test DLL to export its ability to validate its +// own allocations +//----------------------------------------------------------------------------- +class IExternalTestValidation +{ +public: + + virtual void Validate( CValidator &validator, const char *pchName ) = 0; +}; +#define EXTERNALTEST_VALIDATION_INTERFACE_VERSION "IExternalTestValidation001" + + +#endif // IEXTERNALTEST |