esp-idf/tools/unit-test-app/components/test_utils/test_runner.c

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/*
* SPDX-FileCopyrightText: 2015-2021 Espressif Systems (Shanghai) CO LTD
*
* SPDX-License-Identifier: Apache-2.0
*/
#include <stdio.h>
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#include "string.h"
#include "esp_heap_caps.h"
#include "freertos/FreeRTOS.h"
#include "freertos/task.h"
#include "unity.h"
#include "unity_test_runner.h"
#include "test_utils.h"
#include "esp_newlib.h"
#include "memory_checks.h"
#ifdef CONFIG_HEAP_TRACING
#include "esp_heap_trace.h"
#endif
static void unity_task(void *pvParameters)
{
vTaskDelay(2); /* Delay a bit to let the main task be deleted */
unity_run_menu(); /* Doesn't return */
}
void test_main(void)
{
// Note: if unpinning this task, change the way run times are calculated in
// unity_port_esp32.c
xTaskCreatePinnedToCore(unity_task, "unityTask", UNITY_FREERTOS_STACK_SIZE, NULL,
UNITY_FREERTOS_PRIORITY, NULL, UNITY_FREERTOS_CPU);
}
/* setUp runs before every test */
void setUp(void)
{
// If heap tracing is enabled in kconfig, leak trace the test
#ifdef CONFIG_HEAP_TRACING
setup_heap_record();
#endif
printf("%s", ""); /* sneakily lazy-allocate the reent structure for this test task */
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#ifdef CONFIG_APP_BUILD_USE_FLASH_SECTIONS
/* TODO: add sufficient startup code in case of building an ELF file, so that
* flash cache is initialized and can work in such mode.
* For now this is disabled to allow running unit tests which don't require
* flash cache related operations.
*/
get_test_data_partition(); /* allocate persistent partition table structures */
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#endif // CONFIG_APP_BUILD_USE_FLASH_SECTIONS
#ifdef CONFIG_HEAP_TRACING
heap_trace_start(HEAP_TRACE_LEAKS);
#endif
test_utils_record_free_mem();
test_utils_set_leak_level(CONFIG_UNITY_CRITICAL_LEAK_LEVEL_GENERAL, ESP_LEAK_TYPE_CRITICAL, ESP_COMP_LEAK_GENERAL);
test_utils_set_leak_level(CONFIG_UNITY_WARN_LEAK_LEVEL_GENERAL, ESP_LEAK_TYPE_WARNING, ESP_COMP_LEAK_GENERAL);
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}
typedef enum {
NO_LEAK_CHECK,
DEFAULT_LEAK_CHECK,
SPECIAL_LEAK_CHECK
} leak_check_type_t;
/**
* It is possible to specify the maximum allowed memory leak level directly in the test case
* or disable leak checking for a test case.
* This function checks if this is the case and return the appropriate return value.
* If a custom leak level has been specified, that custom threshold is written to the value pointed by threshold.
*/
static leak_check_type_t leak_check_required(size_t *threshold)
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{
if (Unity.CurrentDetail1 != NULL) {
const char *leaks = "[leaks";
const int len_leaks = strlen(leaks);
const char *sub_leaks = strstr(Unity.CurrentDetail1, leaks);
if (sub_leaks != NULL) {
if (sub_leaks[len_leaks] == ']') {
return NO_LEAK_CHECK;
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} else if (sub_leaks[len_leaks] == '=') {
*threshold = strtol(&sub_leaks[len_leaks + 1], NULL, 10);
return SPECIAL_LEAK_CHECK;
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}
}
}
return DEFAULT_LEAK_CHECK;
}
/* tearDown runs after every test */
void tearDown(void)
{
/* some FreeRTOS stuff is cleaned up by idle task */
vTaskDelay(5);
/* clean up some of the newlib's lazy allocations */
esp_reent_cleanup();
/* We want the teardown to have this file in the printout if TEST_ASSERT fails */
const char *real_testfile = Unity.TestFile;
Unity.TestFile = __FILE__;
/* check if unit test has caused heap corruption in any heap */
TEST_ASSERT_MESSAGE( heap_caps_check_integrity(MALLOC_CAP_INVALID, true), "The test has corrupted the heap");
/* check for leaks */
#ifdef CONFIG_HEAP_TRACING
heap_trace_stop();
heap_trace_dump();
#endif
size_t leak_threshold_critical = 0;
size_t leak_threshold_warning = 0;
leak_check_type_t check_type = leak_check_required(&leak_threshold_critical);
// In the "special case", only one level can be passed directly from the test case.
// Hence, we set both warning and critical leak levels to that same value here
leak_threshold_warning = leak_threshold_critical;
if (check_type == NO_LEAK_CHECK) {
// do not check
} else if (check_type == SPECIAL_LEAK_CHECK) {
test_utils_finish_and_evaluate_leaks(leak_threshold_warning, leak_threshold_critical);
} else if (check_type == DEFAULT_LEAK_CHECK) {
test_utils_finish_and_evaluate_leaks(test_utils_get_leak_level(ESP_LEAK_TYPE_WARNING, ESP_COMP_LEAK_ALL),
test_utils_get_leak_level(ESP_LEAK_TYPE_CRITICAL, ESP_COMP_LEAK_ALL));
} else {
assert(false); // coding error
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}
Unity.TestFile = real_testfile; // go back to the real filename
}