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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "glk/adrift/scare.h"
#include "glk/adrift/sxprotos.h"
#include "common/textconsole.h"
namespace Glk {
namespace Adrift {
/*
* Module notes:
*
* o In order to validate all its arguments, this module creates and retains
* a copy of every valid game encountered, only freeing them all at the end.
* This could make it very memory-hungry when running a large number of
* games and scripts. The alternative is to only create games as needed,
* and free them once used, but it's nice to fully validate all command line
* arguments first, and work afterwards, so for now that's what's done.
*
* o ...Alternatively, we could validate by creating the game, destroy it,
* and then re-parse it later when running the test script. Unfortunately,
* parsing an Adrift game can be lengthy (~seconds), so paying this price
* twice isn't too attractive either.
*
* o For now, then, if running lots of test, run in batches of ten or so.
*/
/*
* main()
*
* Validate the command line, and each argument as a game to be run.
* Execute scripts for each, and return with an error code if any test fails.
*/
int glk_main(int argc, const char *argv[]) {
const sc_char *const program = argv[0];
sc_bool is_verbose = FALSE, is_tracing = FALSE;
const sc_char *trace_flags;
sx_test_descriptor_t *tests;
sc_int count, index_, errors;
assert(argc > 0 && argv);
/* Get options and validate the command line. */
if (argc > 1
&& (strcmp(argv[1], "-v") == 0 || strcmp(argv[1], "-vv") == 0)) {
is_verbose = TRUE;
is_tracing = (strcmp(argv[1], "-vv") == 0);
argc--;
argv++;
}
if (is_verbose) {
sx_trace("--- %s Test Suite [Adrift %ld compatible]\n",
sc_scare_version(), sc_scare_emulation());
if (argc < 2)
return EXIT_SUCCESS;
} else if (argc < 2) {
error("Usage: %s [-v | -vv] test [test...]\n", program);
return EXIT_FAILURE;
}
/* Ensure that the interpreter is in the Latin1 locale, and stays there. */
if (!sc_set_locale("Latin1")) {
error("%s: failed to set locale\n", program);
return EXIT_FAILURE;
}
/*
* Force test reproducibility. Because game construction may use random
* numbers, we also need to remember to reseed this before constructing
* each game, and then again before running each.
*/
sc_set_portable_random(TRUE);
/* Set verbosity and tracing for other modules. */
scr_set_verbose(is_verbose);
stub_debug_trace(is_tracing);
trace_flags = 0; // getenv("SC_TRACE_FLAGS");
if (trace_flags)
sc_set_trace_flags(strtoul(trace_flags, NULL, 0));
/* Create an array of test descriptors large enough for all tests. */
tests = (sx_test_descriptor_t *)sx_malloc((argc - 1) * sizeof(*tests));
/* Validate each test argument by opening a game and script for it. */
count = 0;
for (index_ = 1; index_ < argc; index_++) {
const sc_char *name;
Common::SeekableReadStream *stream;
sx_script script;
sc_game game;
name = argv[index_];
script = sx_fopen(name, "scr", "r");
if (!script) {
error("%s: %s.scr: %s\n", program, name, strerror(errno));
continue;
}
stream = sx_fopen(name, "taf", "rb");
if (!stream) {
error("%s: %s.taf: %s\n", program, name, strerror(errno));
delete script;
continue;
}
sc_reseed_random_sequence(1);
game = sc_game_from_stream(stream);
delete stream;
if (!game) {
error("%s: %s.taf: Unable to decode Adrift game\n", program, name);
delete script;
continue;
}
tests[count].name = name;
tests[count].script = script;
tests[count].game = game;
count++;
}
/* Run the available tests and report results. */
if (count > 0)
errors = test_run_game_tests(tests, count, is_verbose);
else
errors = 1;
/* Clean up allocations and opened files. */
for (index_ = 0; index_ < count; index_++) {
delete tests[index_].script;
sc_free_game(tests[index_].game);
}
sx_free(tests);
/* Report results overall. */
warning("%s [%ld test%s, %ld error%s]\n",
errors > 0 ? "FAIL" : "PASS",
count, count == 1 ? "" : "s", errors, errors == 1 ? "" : "s");
return errors > 0 ? EXIT_FAILURE : EXIT_SUCCESS;
}
} // End of namespace Adrift
} // End of namespace Glk
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