lumiera_/tests/core/steam/engine/testframe-test.cpp

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/*
TestFrame(Test) - verify proper operation of dummy data frames
Copyright: clarify and simplify the file headers * Lumiera source code always was copyrighted by individual contributors * there is no entity "Lumiera.org" which holds any copyrights * Lumiera source code is provided under the GPL Version 2+ == Explanations == Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above. For this to become legally effective, the ''File COPYING in the root directory is sufficient.'' The licensing header in each file is not strictly necessary, yet considered good practice; attaching a licence notice increases the likeliness that this information is retained in case someone extracts individual code files. However, it is not by the presence of some text, that legally binding licensing terms become effective; rather the fact matters that a given piece of code was provably copyrighted and published under a license. Even reformatting the code, renaming some variables or deleting parts of the code will not alter this legal situation, but rather creates a derivative work, which is likewise covered by the GPL! The most relevant information in the file header is the notice regarding the time of the first individual copyright claim. By virtue of this initial copyright, the first author is entitled to choose the terms of licensing. All further modifications are permitted and covered by the License. The specific wording or format of the copyright header is not legally relevant, as long as the intention to publish under the GPL remains clear. The extended wording was based on a recommendation by the FSF. It can be shortened, because the full terms of the license are provided alongside the distribution, in the file COPYING.
2024-11-17 23:42:55 +01:00
Copyright (C)
2011, Hermann Vosseler <Ichthyostega@web.de>
Copyright: clarify and simplify the file headers * Lumiera source code always was copyrighted by individual contributors * there is no entity "Lumiera.org" which holds any copyrights * Lumiera source code is provided under the GPL Version 2+ == Explanations == Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above. For this to become legally effective, the ''File COPYING in the root directory is sufficient.'' The licensing header in each file is not strictly necessary, yet considered good practice; attaching a licence notice increases the likeliness that this information is retained in case someone extracts individual code files. However, it is not by the presence of some text, that legally binding licensing terms become effective; rather the fact matters that a given piece of code was provably copyrighted and published under a license. Even reformatting the code, renaming some variables or deleting parts of the code will not alter this legal situation, but rather creates a derivative work, which is likewise covered by the GPL! The most relevant information in the file header is the notice regarding the time of the first individual copyright claim. By virtue of this initial copyright, the first author is entitled to choose the terms of licensing. All further modifications are permitted and covered by the License. The specific wording or format of the copyright header is not legally relevant, as long as the intention to publish under the GPL remains clear. The extended wording was based on a recommendation by the FSF. It can be shortened, because the full terms of the license are provided alongside the distribution, in the file COPYING.
2024-11-17 23:42:55 +01:00
  **Lumiera** 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. See the file COPYING for further details.
Copyright: clarify and simplify the file headers * Lumiera source code always was copyrighted by individual contributors * there is no entity "Lumiera.org" which holds any copyrights * Lumiera source code is provided under the GPL Version 2+ == Explanations == Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above. For this to become legally effective, the ''File COPYING in the root directory is sufficient.'' The licensing header in each file is not strictly necessary, yet considered good practice; attaching a licence notice increases the likeliness that this information is retained in case someone extracts individual code files. However, it is not by the presence of some text, that legally binding licensing terms become effective; rather the fact matters that a given piece of code was provably copyrighted and published under a license. Even reformatting the code, renaming some variables or deleting parts of the code will not alter this legal situation, but rather creates a derivative work, which is likewise covered by the GPL! The most relevant information in the file header is the notice regarding the time of the first individual copyright claim. By virtue of this initial copyright, the first author is entitled to choose the terms of licensing. All further modifications are permitted and covered by the License. The specific wording or format of the copyright header is not legally relevant, as long as the intention to publish under the GPL remains clear. The extended wording was based on a recommendation by the FSF. It can be shortened, because the full terms of the license are provided alongside the distribution, in the file COPYING.
2024-11-17 23:42:55 +01:00
* *****************************************************************/
/** @file testframe-test.cpp
** unit test \ref TestFrame_test
*/
#include "lib/test/run.hpp"
#include "lib/test/test-helper.hpp"
#include "steam/engine/testframe.hpp"
#include "lib/util.hpp"
#include <climits>
#include <memory>
using test::Test;
using util::isSameObject;
using std::unique_ptr;
namespace steam {
namespace engine{
namespace test {
namespace { // used internally
const uint CHAN_COUNT = 30; // independent families of test frames to generate
const uint NUM_FRAMES = 1000; // number of test frames in each of these families
void
corruptMemory(void* base, uint offset, uint count)
{
char* accessor = reinterpret_cast<char*> (base);
while (count--)
accessor[offset+count] = rani(CHAR_MAX);
}
} // (End) internal defs
/***************************************************************//**
* @test verify test helper for engine tests: a dummy data frame.
* TestFrame instances can be created right away, without any
* external library dependencies. A test frame is automatically
* filled with random data; multiple frames are arranged in
* sequences and channels, causing the random data to be
* reproducible yet different in each frame.
*
* To ease writing unit tests, TestFrame provides comparison
* and assignment and tracks lifecycle automatically. As tests
* regarding the engine typically have to deal with buffer
* management, an arbitrary memory location can be interpreted
* as TestFrame and checked for corruption.
*/
class TestFrame_test : public Test
{
virtual void
run (Arg)
{
seedRand();
TestFrame::reseed();
simpleUsage();
verifyDataContent();
verifyFrameLifecycle();
verifyFrameSeries();
useFrameTable();
}
void
simpleUsage()
{
CHECK (1024 < sizeof(TestFrame));
TestFrame frame;
CHECK (frame.isValid());
++frame.data()[5];
CHECK (not frame.isValid());
frame.markChecksum();
CHECK (frame.isValid());
CHECK (isSameObject(frame, frame.data())); // payload data stored embedded
CHECK (sizeof(TestFrame) > frame.data().size()); // additional metadata placed behind
}
void
verifyDataContent()
{
TestFrame frameA;
TestFrame frameB;
TestFrame frameC(5);
CHECK (frameA == frameB);
CHECK (frameA != frameC);
CHECK (frameB != frameC);
CHECK (frameA.data() == frameB.data());
CHECK (frameA.data() != frameC.data());
for (uint i=0; i<frameA.data().size(); ++i)
CHECK (frameA.data()[i] == frameB.data()[i]);
// can access data as uint64_t
CHECK (frameA.data()[ 8] == char(frameA.data64()[1])); // assuming little-endian
CHECK (frameA.data()[16] == char(frameA.data64()[2]));
CHECK (frameA.data()[24] == char(frameA.data64()[3]));
CHECK (frameA.data()[32] == char(frameA.data64()[4]));
CHECK (frameA.data().size() == 8*frameA.data64().size());
CHECK (frameA.isAlive());
CHECK (frameB.isAlive());
CHECK (frameC.isAlive());
CHECK (frameA.isSane());
CHECK (frameB.isSane());
CHECK (frameC.isSane());
CHECK (frameA.isValid());
CHECK (frameB.isValid());
CHECK (frameC.isValid());
CHECK (frameA.isPristine());
CHECK (frameB.isPristine());
CHECK (frameC.isPristine());
void * frameMem = &frameB;
CHECK (frameA == frameMem);
corruptMemory (frameMem,20,5);
CHECK ( frameB.isSane()); // still has valid metadata header
CHECK (not frameB.isValid()); // data checksum does not match any more
CHECK (not frameB.isPristine()); // data does not match the original generation sequence
frameB.markChecksum();
CHECK ( frameB.isSane()); // still has valid metadata header
CHECK ( frameB.isValid()); // data matches the new recorded checksum
CHECK (not frameB.isPristine()); // but data still does not match the original generation sequence
frameB = frameC;
CHECK (frameB.isSane());
CHECK (frameA != frameB);
CHECK (frameA != frameC);
CHECK (frameB == frameC);
corruptMemory (frameMem, 0,sizeof(TestFrame));
CHECK (not frameB.isSane()); // now also the metadata was corrupted...
CHECK (not frameB.isValid());
VERIFY_FAIL ("corrupted metadata"
, frameB.markChecksum() ); // reject to store new checksum in the corrupted header
VERIFY_FAIL ("target TestFrame already dead or unaccessible"
, frameB = frameC); // reject to assign new content to a corrupted target
}
void
verifyFrameLifecycle()
{
CHECK (not TestFrame::isDead (this));
CHECK (not TestFrame::isAlive (this));
static char buffer[sizeof(TestFrame)];
TestFrame* frame = new(&buffer) TestFrame(23);
CHECK ( TestFrame::isAlive (frame));
CHECK (not frame->isDead());
CHECK ( frame->isAlive());
CHECK ( frame->isValid());
frame->~TestFrame();
CHECK ( TestFrame::isDead (frame));
CHECK (not TestFrame::isAlive (frame));
CHECK ( frame->isValid());
CHECK ( frame->isSane());
}
/** @test build sequences of test frames,
* organised into multiple families (channels).
* Verify that adjacent frames hold differing data
*/
void
verifyFrameSeries()
{
unique_ptr<TestFrame> thisFrames[CHAN_COUNT];
unique_ptr<TestFrame> prevFrames[CHAN_COUNT];
for (uint i=0; i<CHAN_COUNT; ++i)
thisFrames[i].reset (new TestFrame(0, i));
for (uint nr=1; nr<NUM_FRAMES; ++nr)
for (uint i=0; i<CHAN_COUNT; ++i)
{
thisFrames[i].swap (prevFrames[i]);
thisFrames[i].reset (new TestFrame(nr, i));
CHECK (thisFrames[i]->isPristine());
CHECK (prevFrames[i]->isPristine());
CHECK (prevFrames[i]->isAlive());
CHECK (*thisFrames[i] != *prevFrames[i]); // differs from predecessor within the same channel
for (uint j=0; j<i; ++j)
{
ENSURE (j!=i);
CHECK (*thisFrames[i] != *thisFrames[j]); // differs from frames in other channels at this point
CHECK (*thisFrames[i] != *prevFrames[j]); // differs cross wise from predecessors in other channels
} } }
/** @test the table of test frames computed on demand */
void
useFrameTable()
{
TestFrame& frX = testData(50,3);
TestFrame& frY = testData(50,2);
TestFrame& frZ = testData(50,3);
CHECK (frX.isPristine());
CHECK (frY.isPristine());
CHECK (frZ.isPristine());
CHECK (frX != frY);
CHECK (frX == frZ);
CHECK (frY != frZ);
CHECK (isSameObject (frX, frZ));
corruptMemory(&frZ,40,20);
CHECK (not frX.isPristine());
CHECK (not testData(50,3).isPristine());
CHECK ( testData(51,3).isPristine());
CHECK ( testData(49,3).isPristine());
char c = testData(49,3).data()[5]; // some arbitrary content
TestFrame::reseed();
CHECK ( testData(50,3).isPristine());
CHECK (c != testData(49,3).data()[5]); // content regenerated with different seed
TestFrame o{49,3}; // all data content is reproducible with the new seed
CHECK (not isSameObject(o, testData(49,3)));
CHECK (o == testData(49,3));
CHECK (o.data()[5] == testData(49,3).data()[5]);
}
};
/** Register this test class... */
LAUNCHER (TestFrame_test, "unit engine");
}}} // namespace steam::engine::test