Team Fortress 2 Source Code as on 22/4/2020
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//========= 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