//========= 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