Files
dusk/test/scene/test_scene.c
T
YourWishes e61914bad4 Finish JerryScript Entity/Scene wiring; remove JSON serialize/deserialize
Register Entity, the generic Component wrapper, and Scene as JerryScript
classes (modulelist.c ties them together, plus their .d.ts stubs), so
scenes/entities can be built from script going forward instead of the
JSON scene format.

With scripting now the intended authoring path, drop the JSON
serialize/deserialize machinery entirely: componentdefinition_t's
serialize/deserialize callbacks, every component's *Serialize/
*Deserialize function, entitySerialize/entityDeserialize,
sceneSerialize/sceneDeserialize, and the "prefabs/<name>.json"/
"scenes/<name>.json" asset fallback in entityPrefabResolveAndApply/
scenePrefabResolveAndApply (C-coded prefabs only now). physicsshape.c
and its test are removed outright since they only existed for this.
game.c's test scene now comes from the existing overworldSceneCreate()
C builder instead of loading the now-deleted assets/scenes/test.json.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-30 11:19:08 -05:00

166 lines
4.3 KiB
C

/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "dusktest.h"
#include "util/memory.h"
#include "time/time.h"
#include "scene/scene.h"
#include "entity/entitymanager.h"
#include "entity/component/display/entityposition.h"
static void countingUpdateCallback(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId,
void *user
) {
uint32_t *counter = (uint32_t *)user;
(*counter)++;
}
static void test_sceneCreateDestroy(void **state) {
sceneInit();
sceneid_t id = sceneCreate();
assert_true(id != SCENE_ID_INVALID);
assert_non_null(sceneGetEntities(id));
sceneDestroy(id);
assert_int_equal(sceneGetActive(), SCENE_ID_INVALID);
sceneDispose();
assert_int_equal(memoryGetAllocatedCount(), 0);
}
static void test_sceneEntitiesAreIsolatedPerScene(void **state) {
sceneInit();
sceneid_t sceneA = sceneCreate();
sceneid_t sceneB = sceneCreate();
assert_true(sceneA != sceneB);
entitymanager_t *entitiesA = sceneGetEntities(sceneA);
entitymanager_t *entitiesB = sceneGetEntities(sceneB);
assert_true(entitiesA != entitiesB);
// Fill scene A completely; scene B must be entirely unaffected.
for(entityid_t i = 0; i < ENTITY_COUNT_MAX; i++) {
assert_true(entityManagerAdd(entitiesA) != ENTITY_ID_INVALID);
}
expect_assert_failure(entityManagerAdd(entitiesA));
entityid_t entityB = entityManagerAdd(entitiesB);
assert_true(entityB != ENTITY_ID_INVALID);
sceneDispose();
assert_int_equal(memoryGetAllocatedCount(), 0);
}
static void test_sceneFixedUpdateOnlyTicksActiveScene(void **state) {
sceneInit();
timeInit();
sceneid_t sceneA = sceneCreate();
sceneid_t sceneB = sceneCreate();
uint32_t counterA = 0;
uint32_t counterB = 0;
entitymanager_t *entitiesA = sceneGetEntities(sceneA);
entityid_t entityA = entityManagerAdd(entitiesA);
entityUpdateAdd(
entitiesA, entityA, countingUpdateCallback, COMPONENT_ID_INVALID,
&counterA
);
entitymanager_t *entitiesB = sceneGetEntities(sceneB);
entityid_t entityB = entityManagerAdd(entitiesB);
entityUpdateAdd(
entitiesB, entityB, countingUpdateCallback, COMPONENT_ID_INVALID,
&counterB
);
sceneSetActive(sceneA);
sceneFixedUpdate();
assert_int_equal(counterA, 1);
assert_int_equal(counterB, 0);
sceneSetActive(sceneB);
sceneFixedUpdate();
assert_int_equal(counterA, 1);
assert_int_equal(counterB, 1);
sceneDispose();
assert_int_equal(memoryGetAllocatedCount(), 0);
}
static void test_sceneUpdateOnlyRunsFixedUpdateOnNonDynamicFrames(void **state) {
sceneInit();
timeInit();
sceneid_t scene = sceneCreate();
sceneSetActive(scene);
uint32_t counter = 0;
entitymanager_t *entities = sceneGetEntities(scene);
entityid_t entity = entityManagerAdd(entities);
entityUpdateAdd(
entities, entity, countingUpdateCallback, COMPONENT_ID_INVALID, &counter
);
#if DUSK_TIME_DYNAMIC
// Still accumulating toward the next fixed timestep: sceneUpdate must
// not run sceneFixedUpdate yet.
TIME.dynamicUpdate = true;
sceneUpdate();
assert_int_equal(counter, 0);
// A fixed timestep boundary was just crossed: sceneUpdate must run
// sceneFixedUpdate exactly once.
TIME.dynamicUpdate = false;
sceneUpdate();
assert_int_equal(counter, 1);
#else
// Non-dynamic-time platforms: every frame is a fixed timestep.
sceneUpdate();
assert_int_equal(counter, 1);
sceneUpdate();
assert_int_equal(counter, 2);
#endif
sceneDispose();
assert_int_equal(memoryGetAllocatedCount(), 0);
}
static void test_sceneDestroyClearsActive(void **state) {
sceneInit();
sceneid_t id = sceneCreate();
sceneSetActive(id);
assert_int_equal(sceneGetActive(), id);
sceneDestroy(id);
assert_int_equal(sceneGetActive(), SCENE_ID_INVALID);
sceneDispose();
assert_int_equal(memoryGetAllocatedCount(), 0);
}
int main(int argc, char **argv) {
const struct CMUnitTest tests[] = {
cmocka_unit_test(test_sceneCreateDestroy),
cmocka_unit_test(test_sceneEntitiesAreIsolatedPerScene),
cmocka_unit_test(test_sceneFixedUpdateOnlyTicksActiveScene),
cmocka_unit_test(test_sceneUpdateOnlyRunsFixedUpdateOnNonDynamicFrames),
cmocka_unit_test(test_sceneDestroyClearsActive),
};
return cmocka_run_group_tests(tests, NULL, NULL);
}