* most usages are drop-in replacements * occasionally the other convenience functions can be used * verify call-paths from core code to identify usages * ensure reseeding for all tests involving some kind of randomness... __Note__: some tests were not yet converted, since their usage of randomness is actually not thread-safe. This problem existed previously, since also `rand()` is not thread safe, albeit in most cases it is possible to ignore this problem, as ''garbled internal state'' is also somehow „random“
137 lines
3.7 KiB
C++
137 lines
3.7 KiB
C++
/*
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Timings(Test) - document and verify basic frame step timings
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Copyright (C) Lumiera.org
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2012, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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* *****************************************************/
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/** @file dispatcher-interface-test.cpp
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** unit test \ref Timings_test
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**
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** @warning as of 5/2023 planning-chunk generation is reworked ///////////////////////////////////////////TICKET #1301 : factor out RenderDrive
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*/
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#include "lib/test/run.hpp"
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#include "lib/test/test-helper.hpp"
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#include "steam/play/timings.hpp"
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#include "lib/time/timevalue.hpp"
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//#include "lib/time/timequant.hpp"
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//#include "lib/format-cout.hpp"
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//#include "lib/util-coll.hpp"
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#include "lib/util.hpp"
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//#include <functional>
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//#include <vector>
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using test::Test;
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using util::isnil;
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//using std::vector;
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//using std::function;
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namespace steam {
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namespace engine{
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namespace test {
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using lib::time::FSecs;
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using lib::time::FrameCnt;
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using lib::time::FrameRate;
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using lib::time::Duration;
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using lib::time::Offset;
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using lib::time::Time;
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using play::Timings;
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namespace { // Test fixture...
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/* == test parameters == */
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const uint START_FRAME(10);
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FSecs
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randTicks()
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{
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return FSecs{1 + rani(600), 1 + rani(600)};
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}
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} // (End) Test fixture
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/***************************************************************//**
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* @test document and verify frame timing calculations, which are
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* used in the Player / engine::Dispatcher, to translate a CalcStream
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* into individual node jobs.
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* @see TimingConstraints_test
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*/
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class Timings_test : public Test
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{
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virtual void
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run (Arg)
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{
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seedRand();
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verify_simpleFrameStep();
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verify_next_startPoint();
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}
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/** @test perform the basic dispatch step
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* and verify the generated frame coordinates
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*/
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void
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verify_simpleFrameStep()
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{
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Timings timings (FrameRate::PAL);
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CHECK (timings.getOrigin() == Time::ZERO);
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ENSURE (START_FRAME == 10);
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CHECK (timings.getFrameStartAt(START_FRAME) == Time::ZERO + Duration(10, FrameRate::PAL));
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CHECK (timings.getFrameStartAt(START_FRAME+1) == Time::ZERO + Duration(11, FrameRate::PAL));
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}
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/** @test detect boundaries of frame planning chunks for arbitrary chunk duration.
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*/
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void
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verify_next_startPoint()
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{
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Timings timings (FrameRate::PAL);
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Time refPoint{randTicks()};
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FrameCnt startFrame = timings.getBreakPointAfter (refPoint);
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Time frameStart = timings.getFrameStartAt(startFrame);
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Duration frameDuration (1, FrameRate::PAL);
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CHECK (frameStart >= refPoint);
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CHECK (frameStart < refPoint + frameDuration);
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}
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};
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/** Register this test class... */
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LAUNCHER (Timings_test, "unit engine");
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}}} // namespace steam::engine::test
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