In the Lumiera code base, we use C-String constants as unique error-IDs. Basically this allows to create new unique error IDs anywhere in the code. However, definition of such IDs in arbitrary namespaces tends to create slight confusion and ambiguities, while maintaining the proper use statements requires some manual work. Thus I introduce a new **standard scheme** * Error-IDs for widespread use shall be defined _exclusively_ into `namespace lumiera::error` * The shorthand-Macro `LERR_()` can now be used to simplify inclusion and referral * (for local or single-usage errors, a local or even hidden definition is OK)
148 lines
4 KiB
C++
148 lines
4 KiB
C++
/*
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CommandQueue(Test) - verify functionality of SteamDispatcher queue component
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Copyright (C) Lumiera.org
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2016, 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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#include "lib/test/run.hpp"
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#include "steam/control/command-queue.hpp"
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#include "steam/control/command-def.hpp"
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#include "lib/symbol.hpp"
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#include "lib/util.hpp"
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#include "steam/control/test-dummy-commands.hpp"
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namespace steam {
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namespace control{
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namespace test {
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using lib::Symbol;
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using util::isnil;
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using LERR_(UNBOUND_ARGUMENTS);
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namespace { // test fixture...
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const Symbol COMMAND_1{"test.queue.command1"};
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const Symbol COMMAND_3{"test.queue.command3"};
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}//(End) test fixture
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/******************************************************************************//**
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* @test verify proper working of queue management used within SteamDispatcher.
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* - can enqueue and dequeue command messages
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* - handling of priority messages
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* @see CommandQueue
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* @see DispatcherLoop
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* @see SteamDispatcher
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* @see DispatcherLooper_test
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*/
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class CommandQueue_test : public Test
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{
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//------------------FIXTURE
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public:
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CommandQueue_test()
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{
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CommandDef (COMMAND_1)
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.operation (command1::operate)
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.captureUndo (command1::capture)
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.undoOperation (command1::undoIt)
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;
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CommandDef (COMMAND_3)
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.operation (command3::operate)
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.captureUndo (command3::capture)
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.undoOperation (command3::undoIt)
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;
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}
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~CommandQueue_test()
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{
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Command::remove (COMMAND_1);
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Command::remove (COMMAND_3);
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}
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//-------------(End)FIXTURE
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virtual void
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run (Arg)
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{
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verifyBasics();
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verifyExecutabilityCheck();
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}
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void
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verifyBasics()
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{
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Command com11 = Command(COMMAND_1).newInstance();
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Command com12 = Command(COMMAND_1).newInstance();
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com11.bind(42);
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com12.bind(47);
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CommandQueue queue;
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CHECK (isnil(queue));
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queue.feed (Command{com11});
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queue.feed (Command{com12});
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CHECK (2 == queue.size());
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Command x = queue.pop();
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CHECK (1 == queue.size());
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CHECK (x == com11);
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queue.clear();
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CHECK (0 == queue.size());
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CHECK (queue.empty());
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}
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void
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verifyExecutabilityCheck()
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{
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Command com11 = Command(COMMAND_1).newInstance();
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Command com12 = Command(COMMAND_1).newInstance();
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com11.bind(42);
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// NOT binding the second command...
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CommandQueue queue;
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queue.feed (Command{com11});
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CHECK (1 == queue.size());
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VERIFY_ERROR (UNBOUND_ARGUMENTS, queue.feed (Command{com12}));
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CHECK (1 == queue.size());
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queue.pop().execSync();
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VERIFY_ERROR (UNBOUND_ARGUMENTS, com12.execSync());
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}
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};
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/** Register this test class... */
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LAUNCHER (CommandQueue_test, "unit controller");
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}}} // namespace steam::control::test
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