lumiera_/tests/core/steam/asset/create-asset-test.cpp

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/*
CreateAsset(Test) - constructing and registering Assets
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.
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Copyright (C)
2008, 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.
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  **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.
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* *****************************************************************/
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/** @file create-asset-test.cpp
** unit test \ref CreateAsset_test
*/
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#include "include/logging.h"
#include "lib/test/run.hpp"
#include "lib/test/test-helper.hpp"
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#include "steam/assetmanager.hpp"
#include "steam/asset/media.hpp"
#include "steam/asset/proc.hpp"
#include "steam/asset/meta/time-grid.hpp"
#include "steam/asset/meta/error-log.hpp"
#include "steam/asset/asset-diagnostics.hpp"
#include "vault/media-access-mock.hpp"
#include "lib/time/timevalue.hpp"
#include "lib/depend-inject.hpp"
#include "lib/util.hpp"
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using util::isnil;
using std::string;
using lib::time::FrameRate;
using lib::test::randStr;
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namespace steam {
namespace asset{
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namespace test {
using LERR_(UNKNOWN_ASSET_ID);
using LERR_(WRONG_ASSET_KIND);
using MediaAccessMock = lib::DependInject<vault::MediaAccessFacade>
::Local<vault::test::MediaAccessMock>;
/*******************************************************************//**
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* @test creating new Assets and registering them with the AssetManager.
* @see proc_interface::AssetManager#reg
*/
class CreateAsset_test : public Test
{
virtual void run(Arg arg)
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{
MediaAccessMock useMockMedia;
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createMedia();
factoryVariants();
createMetaAssets();
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if (!isnil (arg))
dumpAssetManager();
TRACE (asset_mem, "leaving CreateAsset_test::run()");
}
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////////////////////////////////////TICKET #589
using PM = lib::P<Media>;
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/** @test Creating and automatically registering Asset instances.
* Re-Retrieving the newly created objects from AssetManager.
* Checking AssetManager access functions, esp. getting
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* different kinds of Assets by ID, querying with the
* wrong Category and querying unknown IDs.
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*/
void
createMedia()
{
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Category cat(VIDEO,"bin1");
Asset::Ident key("test-1", cat, "ichthyo", 5);
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PM mm1 = asset::Media::create(key,"testfile.mov");
PM mm2 = asset::Media::create("test-1.mov", cat);
PM mm3 = asset::Media::create("test-2.mov", VIDEO);
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// Assets have been registered and can be retrieved by ID
AssetManager& aMang = AssetManager::instance();
PM registered;
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registered = aMang.getAsset (mm1->getID());
CHECK (registered == mm1);
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registered = aMang.getAsset (mm2->getID());
CHECK (registered == mm2);
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registered = aMang.getAsset (mm3->getID());
CHECK (registered == mm3);
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registered = aMang.getAsset (mm1->getID());
CHECK (registered != mm2);
/*
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* TODO: switch back to original version
* once the transition to P<XX> is done...
*
CHECK (aMang.getAsset (mm1->getID()) == mm1);
CHECK (aMang.getAsset (mm2->getID()) == mm2);
CHECK (aMang.getAsset (mm3->getID()) == mm3);
CHECK (aMang.getAsset (mm1->getID()) != mm2);
*/
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PAsset aa1 = aMang.getAsset (ID<Asset>(mm1->getID())); // note we get an Asset ref
CHECK (aa1 == mm1);
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PM mX1 = aMang.getAsset (mm1->getID()); // ..and now we get a Media ref
CHECK (mX1 == mm1);
CHECK (mX1 == aa1);
CHECK (aMang.known (mm1->getID()));
CHECK (aMang.known (mm2->getID()));
CHECK (aMang.known (mm3->getID()));
CHECK ( !aMang.known (mm3->getID(), Category(AUDIO))); // not found within AUDIO-Category
// can't be found if specifying wrong Asset kind....
VERIFY_ERROR (WRONG_ASSET_KIND, aMang.getAsset (ID<asset::Proc>(mm1->getID())) );
// try accessing nonexistent ID
VERIFY_ERROR (UNKNOWN_ASSET_ID, aMang.getAsset (ID<Asset> (1234567890)) );
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// checking the Ident-Fields
CHECK (mm1->ident.name == "test-1");
CHECK (mm2->ident.name == "test-1");
CHECK (mm3->ident.name == "test-2");
CHECK (cat == Category (VIDEO,"bin1"));
CHECK (mm1->ident.category == Category (VIDEO,"bin1"));
CHECK (mm2->ident.category == Category (VIDEO,"bin1"));
CHECK (mm3->ident.category == Category (VIDEO ));
CHECK (mm1->ident.org == "ichthyo");
CHECK (mm2->ident.org == "lumi");
CHECK (mm3->ident.org == "lumi");
CHECK (mm1->ident.version == 5);
CHECK (mm2->ident.version == 1);
CHECK (mm3->ident.version == 1);
CHECK (mm1->getFilename() == "testfile.mov");
CHECK (mm2->getFilename() == "test-1.mov");
CHECK (mm3->getFilename() == "test-2.mov");
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TRACE (asset_mem, "leaving test method scope");
}
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/** @test different variants of calling the MediaFactory,
* with focus on the behaviour of the basic Asset
* creation machinery. Covers filling out Asset's
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* datafields, amending missing pieces of information.
*/
void
factoryVariants()
{
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PM candi;
Asset::Ident key1("test-1", Category(AUDIO), "ichthyo", 5);
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candi = asset::Media::create(key1);
CHECK ( checkProperties (candi, key1, ""));
candi = asset::Media::create(key1, string("test-1.wav"));
CHECK ( checkProperties (candi, key1, "test-1.wav"));
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Asset::Ident key2("", Category(AUDIO), "ichthyo", 5);
candi = asset::Media::create(key2, string("test-2.wav"));
CHECK ( checkProperties (candi, key2, "test-2.wav"));
CHECK (key2.name == "test-2"); // name filled in automatically
candi = asset::Media::create(string("test-3.wav"), Category(AUDIO));
CHECK ( checkProperties (candi, Asset::Ident("test-3", Category(AUDIO), "lumi", 1)
, "test-3.wav"));
candi = asset::Media::create("some/path/test-4.wav", Category(AUDIO));
CHECK ( checkProperties (candi, Asset::Ident("test-4", Category(AUDIO), "lumi", 1)
, "some/path/test-4.wav"));
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candi = asset::Media::create("", Category(AUDIO,"sub/bin"));
CHECK ( checkProperties (candi, Asset::Ident("nil", Category(AUDIO,"sub/bin"), "lumi", 1)
, ""));
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candi = asset::Media::create("", AUDIO);
CHECK ( checkProperties (candi, Asset::Ident("nil", Category(AUDIO), "lumi", 1)
, ""));
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}
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bool checkProperties (PM object, Asset::Ident identity, string filename)
{
return identity == object->ident
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&& filename == object->getFilename();
}
void
createMetaAssets()
{
using asset::meta::GridID;
using asset::meta::PGrid;
GridID myGrID (randStr(8));
auto gridSpec = asset::Meta::create (myGrID);
gridSpec.fps = FrameRate{23};
PGrid myGrid = gridSpec.commit();
CHECK (myGrid);
CHECK (myGrid->ident.name == myGrID.getSym()); ////////////////////////////////TICKET #739 : assets should use EntryID instead of asset::ID
CHECK (AssetManager::instance().known (myGrid->getID()));
CHECK (myGrid == AssetManager::instance().getAsset (myGrid->getID()));
// for the ErrorLog assert, as of 8/2018 there is just one single global placeholder entity available
asset::meta::PLog globalLog = asset::meta::ErrorLog::global(); /////////////////////////////////TICKET #1157 : what's the purpose of this ErrorLog Asset after all??
CHECK (globalLog->ident.name == meta::theErrorLog_ID.getSym());
CHECK (AssetManager::instance().known (globalLog->getID()));
CHECK (2 == globalLog.use_count()); // AssetManager also holds a reference
PAsset furtherRef = asset::meta::ErrorLog::global();
CHECK (3 == globalLog.use_count());
CHECK (furtherRef == globalLog);
}
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};
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/** Register this test class... */
LAUNCHER (CreateAsset_test, "unit asset");
}}} // namespace steam::asset::test