lumiera_/tests/core/steam/play/dummy-play-connection.hpp
Ichthyostega 0b9705692b Dispatcher-Pipeline: now (finally) able to implement MockDispatcher
MockSupport_test      : PASS
JobPlanningSetup_test : PASS(as far as defined)
2023-06-13 03:47:42 +02:00

199 lines
7.3 KiB
C++

/*
DUMMY-PLAY-CONNECTION.hpp - simplified test setup for playback
Copyright (C) Lumiera.org
2011, Hermann Vosseler <Ichthyostega@web.de>
This program 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.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/** @file dummy-play-connection.hpp
** Dummy and test setup of playback and rendering, _omitting most_ of the Lumiera engine.
** Building this dummy configuration was driven by the need to test and verify the design
** in the course of building the foundations of the render engine. The design of Lumiera's
** engine is elaborate, and thus -- for a long time -- we have to live with a not-yet
** operational engine. While, at the same time, we need to start integrating components
** to see if and how the design works out. So, as a remedy, we create a fixture of
** "coordinated placeholders". These can be used to stand-in for the real services still
** to be written, allowing to invoke the high-level interfaces soon. And behind the scenes,
** these placeholders are connected, allowing to produce specific test situations and then
** verify the results after the test run.
**
** # Use cases
** This dummy setup can be used in various circumstances
** - for unit tests we want to produce artificial test media frames: each TestFrame is
** produced with a reproducible pseudo-random sequence and can be verified to the last bit.
** - for integration tests, we want to generate test media data, either to send them to a file,
** or to a real system output
** - the GUI needs a dummy engine for being able to implement at least some operational pieces
** of functionality, instead of just creating windows, menus and icons.
** - on the long run, the application will need some kind of test data generator for the users
** to verify a more complicated wiring setup. Thus, the DummyPlayConnection is there to stay!
**
** Because these are somewhat similar usage scenarios, where this and that part is to be exchanged
** for some, we prefer a _policy based design_ here: The DummyPlayConnection is templated
** to use _a strategy,_ filling in the variable parts.
**
** # provided test services
** By using different strategy template parameters, we create different flavours of the dummy;
** each one counting as a separate setup (not related to each other, that is). The actual instance
** then can just be default created; it should be placed into an scope enduring the whole usage
** cycle. Repeated re-initialisation or re-loading is outside the intended usage scope here.
**
** The *core interface* allows to retrieve dummy implementations of
** - a session model exposing exit node(s)
** - generator object(s) to live within this session model
** - corresponding generator nodes to serve as implementation of the former
** - a low-level render node network ready to use, relying on those generator nodes
** - OutputSlot implementations to serve as pseudo- or demo output facilities
** - an OutputManager exposing those output facilities.
**
** The *test support interface* provides a test driver for performing a controlled
** playback or rendering for some time. Thus, a test routine may lock into a blocking wait,
** to investigate results after the planned test sequence was performed.
**
** @todo this was invented in 2012 -- but development of the player subsystem stalled thereafter.
** As of 2016, I still consider this design valid and intend to pick up development when
** able to address this topic again. At the moment, the UI-Session connection is more urgent.
**
** @see lumiera::DummyPlayer
** @see stage::PlaybackController usage example
*/
#ifndef STEAM_PLAY_DUMMY_PLAY_CONNECTION_H
#define STEAM_PLAY_DUMMY_PLAY_CONNECTION_H
#include "steam/play/dummy-builder-context.hpp"
#include "steam/play/output-manager.hpp"
#include "lib/time/timequant.hpp"
#include "lib/iter-source.hpp"
#include "lib/nocopy.hpp"
#include "lib/util.hpp"
#include <vector>
namespace steam{
namespace play {
namespace test {
// using std::string;
using lib::time::Duration;
/// @todo placeholder as of 6/23
struct PlayTestFrames_Strategy
{
};
/****************************************************************//**
* Framework for dummy playback and rendering.
* A DummyPlayConnection provides a coherent set of placeholders,
* allowing to start a data producing process while leaving out
* various parts of the real engine implementation. The specific
* mode of operation, suitable for various test scenarios, may be
* fine tuned by the strategy object defined as template parameter.
*
* @todo not-yet-implemented as of 2016 -- but the design can be considered valid.
* @todo 6/23 still largely unimplemented, but used as generator for mock ModelPort
*/
template<class DEF>
class DummyPlayConnection
: util::NonCopyable
{
SimulatedBuilderContext mockBuilder_;
public:
ModelPorts
getAllModelPorts()
{
return mockBuilder_.getAllModelPorts();
}
DummyOutputLink
getModelPort (uint index)
{
return mockBuilder_.getModelPort (index);
}
/** search through all port <-> sink connections
* supported by this DummyPlayConnection
* @return `true` if found both a math on port an sink.
*/
bool
isSupported (ModelPort port, DataSink sink)
{
uint i{0};
for (auto it=getAllModelPorts(); bool{it}; ++it, ++i)
if (port == *it)
{
auto [refPort, refSink] = getModelPort(i);
if (refSink == sink)
return true;
}
return false;
}
POutputManager
provide_testOutputSlot()
{
UNIMPLEMENTED ("provide a suitable output sink simulation");
}
/* === Test Support API === */
bool
isWired()
{
UNIMPLEMENTED ("is this dummy in activated state?");
}
Duration
getPlannedTestDuration()
{
UNIMPLEMENTED ("manage the a planned test duration");
}
/** test helper: blocking wait during an output test.
* The waiting time should be in accordance with the
* \link #getPlannedTestduration planned value \endlink,
*/
void
waitUntilDue()
{
UNIMPLEMENTED ("do a blocking wait, while an output test is performed in other threads");
}
bool
gotCorrectOutput()
{
UNIMPLEMENTED ("verify proper operation by inspecting the provided test dummy components");
}
};
}}} // namespace steam::play::test
#endif /*STEAM_PLAY_DUMMY_PLAY_CONNECTION_H*/