Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngineTest/Private/EngineTestAutomatedNodeTests.cpp
phil popp 1d78b81b52 Metasound automated node tests and fixes
#jira UE-175097
#rb Charlie.Huguenard
#preflight 63d1895f033e457ba8f10cb4

[CL 23863384 by phil popp in ue5-main branch]
2023-01-25 20:41:44 -05:00

606 lines
21 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AudioDevice.h"
#include "AudioDeviceManager.h"
#include "AudioMixerDevice.h"
#include "Containers/Array.h"
#include "Containers/UnrealString.h"
#include "Interfaces/MetasoundFrontendSourceInterface.h"
#include "Math/NumericLimits.h"
#include "Misc/AutomationTest.h"
#include "MetasoundAudioBuffer.h"
#include "MetasoundFrontendDataTypeRegistry.h"
#include "MetasoundFrontendRegistries.h"
#include "MetasoundFrontendSearchEngine.h"
#include "MetasoundLog.h"
#include "MetasoundPrimitives.h"
#include "MetasoundVertex.h"
#include "MetasoundVertexData.h"
#include "Templates/UniquePtr.h"
#include "Tests/AutomationCommon.h"
#if WITH_DEV_AUTOMATION_TESTS
#if WITH_EDITORONLY_DATA
namespace Metasound::MetasoundEngineTestPrivate {
// Return audio mixer device if one is available
Audio::FMixerDevice* GetAudioMixerDevice()
{
if (FAudioDeviceManager* DeviceManager = FAudioDeviceManager::Get())
{
if (FAudioDevice* AudioDevice = DeviceManager->GetMainAudioDeviceRaw())
{
if (AudioDevice->IsAudioMixerEnabled())
{
return static_cast<Audio::FMixerDevice*>(AudioDevice);
}
}
}
return nullptr;
}
// Create an example environment that generally exists for a UMetaSoundSoruce
FMetasoundEnvironment GetSourceEnvironment()
{
using namespace Frontend;
FMetasoundEnvironment Environment;
Environment.SetValue<uint32>(SourceInterface::Environment::SoundUniqueID, 0);
Environment.SetValue<bool>(SourceInterface::Environment::IsPreview, false);
Environment.SetValue<uint64>(SourceInterface::Environment::TransmitterID, 0);
Environment.SetValue<FString>(SourceInterface::Environment::GraphName, TEXT("ENGINE_TEST_REGISTERED_NODES"));
if (Audio::FMixerDevice* MixerDevice = GetAudioMixerDevice())
{
Environment.SetValue<Audio::FDeviceId>(SourceInterface::Environment::DeviceID, MixerDevice->DeviceID);
Environment.SetValue<int32>(SourceInterface::Environment::AudioMixerNumOutputFrames, MixerDevice->GetNumOutputFrames());
}
return Environment;
}
// TTestTypeInfo converts test types to strings
template<typename DataType>
struct TTestTypeInfo
{
static FString ToString(const DataType& InData)
{
return ::LexToString(InData);
}
};
template<typename ElementType>
struct TTestTypeInfo<TArray<ElementType>>
{
static FString ToString(const TArray<ElementType>& InData)
{
return FString::Printf(TEXT("[%s]"), *FString::JoinBy(InData, TEXT(","), &TTestTypeInfo<ElementType>::ToString));
}
};
template<>
struct TTestTypeInfo<FTime>
{
static FString ToString(const FTime& InData)
{
return ::LexToString(InData.GetSeconds());
}
};
// TTestTypeValues should return basic bounds for tested input data types.
// Similar to TNumericLimits<>
template<typename DataType>
struct TTestTypeValues
{};
// TArray specialization to defer to a single element array with array element's values
template<typename ElementType>
struct TTestTypeValues<TArray<ElementType>>
{
static TArray<ElementType> Min(const FOperatorSettings& InSettings)
{
return TArray<ElementType>({TTestTypeValues<ElementType>::Min(InSettings)});
}
static TArray<ElementType> Max(const FOperatorSettings& InSettings)
{
return TArray<ElementType>({TTestTypeValues<ElementType>::Max(InSettings)});
}
static TArray<ElementType> Default(const FOperatorSettings& InSettings)
{
return TArray<ElementType>({TTestTypeValues<ElementType>::Default(InSettings)});
}
static TArray<ElementType> Random(const FOperatorSettings& InSettings)
{
return TArray<ElementType>({TTestTypeValues<ElementType>::Random(InSettings)});
}
};
template<>
struct TTestTypeValues<bool>
{
static bool Min(const FOperatorSettings& InSettings) { return false; }
static bool Max(const FOperatorSettings& InSettings) { return true; }
static bool Default(const FOperatorSettings& InSettings) { return true; }
static bool Random(const FOperatorSettings& InSettings) { return FMath::RandRange(0.f, 1.f) > 0.5; }
};
template<>
struct TTestTypeValues<int32>
{
static int32 Min(const FOperatorSettings& InSettings) { return TNumericLimits<int32>::Min(); }
static int32 Max(const FOperatorSettings& InSettings) { return TNumericLimits<int32>::Max(); }
static int32 Default(const FOperatorSettings& InSettings) { return 0; }
static int32 Random(const FOperatorSettings& InSettings) { return FMath::RandRange(TNumericLimits<int32>::Min(), TNumericLimits<int32>::Max()); }
};
template<>
struct TTestTypeValues<float>
{
static float Min(const FOperatorSettings& InSettings) { return TNumericLimits<float>::Min(); }
static float Max(const FOperatorSettings& InSettings) { return TNumericLimits<float>::Max(); }
static float Default(const FOperatorSettings& InSettings) { return 0.f; }
static float Random(const FOperatorSettings& InSettings) { return FMath::RandRange(TNumericLimits<float>::Min(), TNumericLimits<float>::Max()); }
};
template<>
struct TTestTypeValues<FTime>
{
static FTime Min(const FOperatorSettings& InSettings) { return FTime{TNumericLimits<float>::Min()}; }
static FTime Max(const FOperatorSettings& InSettings) { return FTime{TNumericLimits<float>::Max()}; }
static FTime Default(const FOperatorSettings& InSettings) { return FTime{0.f}; }
static FTime Random(const FOperatorSettings& InSettings) { return FTime{FMath::RandRange(TNumericLimits<float>::Min(), TNumericLimits<float>::Max())}; }
};
template<>
struct TTestTypeValues<FTrigger>
{
static FTrigger Min(const FOperatorSettings& InSettings) { return FTrigger{InSettings, false}; }
static FTrigger Max(const FOperatorSettings& InSettings)
{
FTrigger Trigger{InSettings, false};
for (int32 i = 0; i < InSettings.GetNumFramesPerBlock(); i++)
{
Trigger.TriggerFrame(i);
}
return Trigger;
}
static FTrigger Default(const FOperatorSettings& InSettings) { return FTrigger{InSettings, true}; }
static FTrigger Random(const FOperatorSettings& InSettings)
{
FTrigger Trigger{InSettings, false};
int32 NumTriggers = FMath::RandRange(0, InSettings.GetNumFramesPerBlock());
while (NumTriggers > 0)
{
Trigger.TriggerFrame(FMath::RandRange(0, InSettings.GetNumFramesPerBlock()));
NumTriggers--;
}
return Trigger;
}
};
template<>
struct TTestTypeValues<FString>
{
static FString Min(const FOperatorSettings& InSettings) { return TEXT(""); }
static FString Max(const FOperatorSettings& InSettings) { return TEXT("THIS IS SUPPOSED TO REPRESENT A MAXIMUM STRING BUT THERE IS NO SUCH THING SO?"); }
static FString Default(const FOperatorSettings& InSettings) { return TEXT("TestString"); }
static FString Random(const FOperatorSettings& InSettings) { return TEXT("We should probably implement a random string."); }
};
// Interface for mutating data references
struct IDataReferenceMutator
{
virtual ~IDataReferenceMutator() = default;
virtual void SetDefault(const FOperatorSettings& InSettings, const FAnyDataReference& InDataRef) const = 0;
virtual void SetMax(const FOperatorSettings& InSettings, const FAnyDataReference& InDataRef) const = 0;
virtual void SetMin(const FOperatorSettings& InSettings, const FAnyDataReference& InDataRef) const = 0;
virtual void SetRandom(const FOperatorSettings& InSettings, const FAnyDataReference& InDataRef) const = 0;
virtual FString ToString(const FAnyDataReference& InDataRef) const = 0;
};
template<typename DataType>
struct TDataReferenceMutator : IDataReferenceMutator
{
virtual void SetDefault(const FOperatorSettings& InSettings, const FAnyDataReference& InDataRef) const override
{
*InDataRef.GetDataWriteReference<DataType>() = TTestTypeValues<DataType>::Default(InSettings);
}
virtual void SetMax(const FOperatorSettings& InSettings, const FAnyDataReference& InDataRef) const override
{
*InDataRef.GetDataWriteReference<DataType>() = TTestTypeValues<DataType>::Max(InSettings);
}
virtual void SetMin(const FOperatorSettings& InSettings, const FAnyDataReference& InDataRef) const override
{
*InDataRef.GetDataWriteReference<DataType>() = TTestTypeValues<DataType>::Min(InSettings);
}
virtual void SetRandom(const FOperatorSettings& InSettings, const FAnyDataReference& InDataRef) const override
{
*InDataRef.GetDataWriteReference<DataType>() = TTestTypeValues<DataType>::Random(InSettings);
}
virtual FString ToString(const FAnyDataReference& InDataRef) const override
{
if (const DataType* Data = InDataRef.GetValue<DataType>())
{
return FString::Printf(TEXT("%s:%s"), *GetMetasoundDataTypeString<DataType>(), *TTestTypeInfo<DataType>::ToString(*Data));
}
else
{
// Data references should never be null
UE_LOG(LogMetaSound, Error, TEXT("Failed to get data type value of type %s"), *GetMetasoundDataTypeString<DataType>());
return TEXT("");
}
}
};
template<typename DataType>
void AddDataReferenceMutatorEntryToMap(TMap<FName, TSharedPtr<const IDataReferenceMutator>>& InMap)
{
InMap.Add(GetMetasoundDataTypeName<DataType>(), MakeShared<TDataReferenceMutator<DataType>>());
}
// Returns map of mutable input types
const TMap<FName, TSharedPtr<const IDataReferenceMutator>>& GetDataTypeGeneratorMap()
{
static TMap<FName, TSharedPtr<const IDataReferenceMutator>> Map;
AddDataReferenceMutatorEntryToMap<bool>(Map);
AddDataReferenceMutatorEntryToMap<int32>(Map);
AddDataReferenceMutatorEntryToMap<float>(Map);
AddDataReferenceMutatorEntryToMap<FString>(Map);
AddDataReferenceMutatorEntryToMap<FTime>(Map);
AddDataReferenceMutatorEntryToMap<FTrigger>(Map);
AddDataReferenceMutatorEntryToMap<TArray<bool>>(Map);
AddDataReferenceMutatorEntryToMap<TArray<int32>>(Map);
AddDataReferenceMutatorEntryToMap<TArray<float>>(Map);
AddDataReferenceMutatorEntryToMap<TArray<FString>>(Map);
AddDataReferenceMutatorEntryToMap<TArray<FTime>>(Map);
AddDataReferenceMutatorEntryToMap<TArray<FTrigger>>(Map);
return Map;
}
// Convenience class for setting node input data reference values to default, min, max or random values.
struct FInputVertexDataTestController
{
struct FMutableInput
{
FAnyDataReference DataReference;
FVertexName VertexName;
TSharedPtr<const IDataReferenceMutator> DataReferenceMutator;
};
FInputVertexDataTestController(const FOperatorSettings& InSettings, const FInputVertexInterface& InInputInterface, const FInputVertexInterfaceData& InInputData)
: Settings(InSettings)
{
const TMap<FName, TSharedPtr<const IDataReferenceMutator>>& GeneratorMap = GetDataTypeGeneratorMap();
for (const FInputDataVertex& Vertex : InInputInterface)
{
if (GeneratorMap.Contains(Vertex.DataTypeName))
{
if (const FAnyDataReference* Ref = InInputData.FindDataReference(Vertex.VertexName))
{
if (EDataReferenceAccessType::Write == Ref->GetAccessType())
{
MutableInputs.Add(FMutableInput{*Ref, Vertex.VertexName, GeneratorMap[Vertex.DataTypeName]});
}
}
}
}
}
int32 GetNumMutableInputs() const
{
return MutableInputs.Num();
}
void SetMutableInputsToMin()
{
for (const FMutableInput& MutableInput : MutableInputs)
{
MutableInput.DataReferenceMutator->SetMin(Settings, MutableInput.DataReference);
}
UE_LOG(LogMetaSound, Verbose, TEXT("Setting operator input values:%s%s"), LINE_TERMINATOR, *FString::Join(GetInputValueStrings(), LINE_TERMINATOR));
}
void SetMutableInputsToMax()
{
for (const FMutableInput& MutableInput : MutableInputs)
{
MutableInput.DataReferenceMutator->SetMax(Settings, MutableInput.DataReference);
}
UE_LOG(LogMetaSound, Verbose, TEXT("Setting operator input values:%s%s"), LINE_TERMINATOR, *FString::Join(GetInputValueStrings(), LINE_TERMINATOR));
}
void SetMutableInputsToDefault()
{
for (const FMutableInput& MutableInput : MutableInputs)
{
MutableInput.DataReferenceMutator->SetDefault(Settings, MutableInput.DataReference);
}
UE_LOG(LogMetaSound, Verbose, TEXT("Setting operator input values:%s%s"), LINE_TERMINATOR, *FString::Join(GetInputValueStrings(), LINE_TERMINATOR));
}
void SetMutableInputsToRandom()
{
for (const FMutableInput& MutableInput : MutableInputs)
{
MutableInput.DataReferenceMutator->SetRandom(Settings, MutableInput.DataReference);
}
UE_LOG(LogMetaSound, Verbose, TEXT("Setting operator input values:%s%s"), LINE_TERMINATOR, *FString::Join(GetInputValueStrings(), LINE_TERMINATOR));
}
TArray<FString> GetInputValueStrings() const
{
TArray<FString> ValueStrings;
for (const FMutableInput& MutableInput : MutableInputs)
{
ValueStrings.Add(FString::Printf(TEXT("%s %s"), *MutableInput.VertexName.ToString(), *MutableInput.DataReferenceMutator->ToString(MutableInput.DataReference)));
}
return ValueStrings;
}
private:
FOperatorSettings Settings;
TArray<FMutableInput> MutableInputs;
};
static const FLazyName TestNodeName{"TEST_NODE"};
static const FLazyName TestVertexName{"TEXT_VERTEX"};
static const FGuid TestNodeID{0xA5A5A5A5, 0xA5A5A5A5, 0xA5A5A5A5, 0xA5A5A5A5};
// Create a node from a node registry key
TUniquePtr<INode> CreateNode(const Frontend::FNodeRegistryKey& InNodeRegistryKey)
{
using namespace Frontend;
TUniquePtr<INode> Node;
FMetasoundFrontendRegistryContainer* NodeRegistry = FMetasoundFrontendRegistryContainer::Get();
check(nullptr != NodeRegistry);
IDataTypeRegistry& DataTypeRegistry = IDataTypeRegistry::Get();
// Lookup node class metadata to determine how to create this node.
FMetasoundFrontendClass NodeClass;
if (!NodeRegistry->FindFrontendClassFromRegistered(InNodeRegistryKey, NodeClass))
{
UE_LOG(LogMetaSound, Error, TEXT("Failed to find registered class with registry key %s"), *InNodeRegistryKey);
return MoveTemp(Node);
}
// Build node differently dependent upon node type
switch (NodeClass.Metadata.GetType())
{
case EMetasoundFrontendClassType::VariableDeferredAccessor:
case EMetasoundFrontendClassType::VariableAccessor:
case EMetasoundFrontendClassType::VariableMutator:
case EMetasoundFrontendClassType::External:
case EMetasoundFrontendClassType::Graph:
{
FNodeInitData NodeInitData{TestNodeName, TestNodeID};
Node = NodeRegistry->CreateNode(InNodeRegistryKey, NodeInitData);
}
break;
case EMetasoundFrontendClassType::Input:
{
FName DataTypeName = NodeClass.Metadata.GetClassName().Name;
FInputNodeConstructorParams NodeInitData
{
TestNodeName,
TestNodeID,
TestVertexName,
NodeClass.Interface.Inputs[0].DefaultLiteral.ToLiteral(DataTypeName)
};
Node = DataTypeRegistry.CreateInputNode(DataTypeName, MoveTemp(NodeInitData));
}
break;
case EMetasoundFrontendClassType::Variable:
{
FName DataTypeName = NodeClass.Metadata.GetClassName().Name;
FDefaultLiteralNodeConstructorParams NodeInitData{TestNodeName, TestNodeID, DataTypeRegistry.CreateDefaultLiteral(DataTypeName)};
Node = DataTypeRegistry.CreateVariableNode(DataTypeName, MoveTemp(NodeInitData));
}
break;
case EMetasoundFrontendClassType::Literal:
{
FName DataTypeName = NodeClass.Metadata.GetClassName().Name;
FDefaultLiteralNodeConstructorParams NodeInitData{TestNodeName, TestNodeID, DataTypeRegistry.CreateDefaultLiteral(DataTypeName)};
Node = DataTypeRegistry.CreateLiteralNode(DataTypeName, MoveTemp(NodeInitData));
}
break;
case EMetasoundFrontendClassType::Output:
{
FName DataTypeName = NodeClass.Metadata.GetClassName().Name;
FDefaultNamedVertexNodeConstructorParams NodeInitData{TestNodeName, TestNodeID, TestVertexName};
Node = DataTypeRegistry.CreateOutputNode(DataTypeName, MoveTemp(NodeInitData));
}
break;
case EMetasoundFrontendClassType::Template:
default:
static_assert(static_cast<int32>(EMetasoundFrontendClassType::Invalid) == 10, "Possible missed EMetasoundFrontendClassType case coverage");
}
return MoveTemp(Node);
}
// Create input vertex interface data for a node.
FInputVertexInterfaceData CreateInputVertexInterfaceData(const INode& InNode, const FOperatorSettings& InOperatorSettings)
{
Frontend::IDataTypeRegistry& DataTypeRegistry = Frontend::IDataTypeRegistry::Get();
// Populate inputs to node.
FVertexInterface NodeVertexInterface = InNode.GetVertexInterface();
FInputVertexInterfaceData NodeInputVertexInterfaceData{NodeVertexInterface.GetInputInterface()};
for (const FInputDataVertex& InputVertex : NodeVertexInterface.GetInputInterface())
{
if (InputVertex.AccessType != EVertexAccessType::Reference)
{
// Not testing constructor inputs.
continue;
}
// input data type must be registered in order to create it.
if (DataTypeRegistry.IsRegistered(InputVertex.DataTypeName))
{
Frontend::FDataTypeRegistryInfo DataTypeInfo;
ensure(DataTypeRegistry.GetDataTypeInfo(InputVertex.DataTypeName, DataTypeInfo));
// Can only create data types that are parsable from a literal
if (DataTypeInfo.bIsParsable)
{
FLiteral DefaultLiteral = DataTypeRegistry.CreateDefaultLiteral(InputVertex.DataTypeName);
TOptional<FAnyDataReference> DataReference = DataTypeRegistry.CreateDataReference(InputVertex.DataTypeName, EDataReferenceAccessType::Write, DefaultLiteral, InOperatorSettings);
if (!DataReference.IsSet())
{
UE_LOG(LogMetaSound, Error, TEXT("Failed to create data reference for data type %s "), *InputVertex.DataTypeName.ToString());
continue;
}
NodeInputVertexInterfaceData.BindVertex(InputVertex.VertexName, *DataReference);
}
}
}
return NodeInputVertexInterfaceData;
}
}
IMPLEMENT_COMPLEX_AUTOMATION_TEST(FMetasoundAutomatedNodeTest, "Audio.Metasound.AutomatedNodeTest", EAutomationTestFlags::EditorContext | EAutomationTestFlags::StressFilter)
void FMetasoundAutomatedNodeTest::GetTests(TArray<FString>& OutBeautifiedNames, TArray <FString>& OutTestCommands) const
{
using namespace Metasound;
// Get all the classes that have been registered
Frontend::ISearchEngine& NodeSearchEngine = Frontend::ISearchEngine::Get();
TArray<FMetasoundFrontendClass> AllClasses = NodeSearchEngine.FindAllClasses(true /* IncludeAllVersions */);
FMetasoundFrontendRegistryContainer* NodeRegistry = FMetasoundFrontendRegistryContainer::Get();
check(nullptr != NodeRegistry);
for (const FMetasoundFrontendClass& NodeClass : AllClasses)
{
// Exclude template classes because they cannot be created directly from the node registry
if (NodeClass.Metadata.GetType() == EMetasoundFrontendClassType::Template)
{
continue;
}
Frontend::FNodeRegistryKey NodeRegistryKey = NodeRegistry->GetRegistryKey(NodeClass.Metadata);
OutBeautifiedNames.Add(FString::Printf(TEXT("%s %s"), *NodeClass.Metadata.GetClassName().ToString(), *NodeClass.Metadata.GetVersion().ToString()));
// Test commands are node registry keys
OutTestCommands.Add(NodeRegistryKey);
}
UE_LOG(LogMetaSound, Verbose, TEXT("Found %d metasound nodes to test"), OutTestCommands.Num());
}
bool FMetasoundAutomatedNodeTest::RunTest(const FString& InRegistryKey)
{
using namespace Metasound;
using namespace MetasoundEngineTestPrivate;
static const FOperatorSettings OperatorSettings{48000 /* samplerate */, 100.f /* block rate */};
static const FMetasoundEnvironment SourceEnvironment = GetSourceEnvironment();
TUniquePtr<INode> Node = CreateNode(InRegistryKey);
if (!Node.IsValid())
{
AddError(FString::Printf(TEXT("Failed to create node %s from registry"), *InRegistryKey));
return false;
}
// Populate inputs to node.
FInputVertexInterfaceData NodeInputVertexInterfaceData = CreateInputVertexInterfaceData(*Node, OperatorSettings);
FInputVertexInterface InputInterface = Node->GetVertexInterface().GetInputInterface();
FInputVertexDataTestController InputTester(OperatorSettings, InputInterface, NodeInputVertexInterfaceData);
// Create operator
FBuildOperatorParams BuildParams
{
*Node,
OperatorSettings,
NodeInputVertexInterfaceData,
SourceEnvironment
};
// Convenience function for testing entire lifecycle of an individual operator
// with a variety of inputs.
auto RunTestIteration = [&]() -> bool
{
FBuildResults BuildResults;
TUniquePtr<IOperator> Operator = Node->GetDefaultOperatorFactory()->CreateOperator(BuildParams, BuildResults);
if (!Operator.IsValid())
{
AddError(FString::Printf(TEXT("Failed to create operator from node %s."), *InRegistryKey));
return false;
}
IOperator::FExecuteFunction OpExecFunc = Operator->GetExecuteFunction();
if (OpExecFunc)
{
OpExecFunc(Operator.Get());
if (InputTester.GetNumMutableInputs() > 0)
{
InputTester.SetMutableInputsToDefault();
OpExecFunc(Operator.Get());
InputTester.SetMutableInputsToMin();
OpExecFunc(Operator.Get());
InputTester.SetMutableInputsToMax();
OpExecFunc(Operator.Get());
InputTester.SetMutableInputsToRandom();
OpExecFunc(Operator.Get());
}
}
return true;
};
bool bSuccess = true;
// Test entire operator lifecycle with different starting conditions if
// any of the inputs are mutable
InputTester.SetMutableInputsToDefault();
bSuccess &= RunTestIteration();
if (InputTester.GetNumMutableInputs() > 0)
{
InputTester.SetMutableInputsToMin();
bSuccess &= RunTestIteration();
InputTester.SetMutableInputsToMax();
bSuccess &= RunTestIteration();
InputTester.SetMutableInputsToRandom();
bSuccess &= RunTestIteration();
}
return bSuccess;
}
#endif // WITH_EDITORONLY_DATA
#endif //WITH_DEV_AUTOMATION_TESTS