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