Only minor rearrangements necessary to make that possible with C++20
And while at this change (which requires a full rebuild of Lumiera)
- simplify the defined comparison operators, as C++20 can infer most variations
- also mark various usages of `const char*` either as Literal or CStr
Remark: regarding copyright, up to now this is entirely my work,
with two major creation steps in 2008 (conception) and
in 2017 (introduction of a symbol table)
410 lines
15 KiB
C++
410 lines
15 KiB
C++
/*
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CommandInstanceManager(Test) - verify helper for setup of actual command definitions
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Copyright (C)
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2017, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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* *****************************************************************/
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/** @file command-instance-manager-test.cpp
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** unit test \ref CommandInstanceManager_test
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*/
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#include "lib/test/run.hpp"
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#include "steam/control/test-dummy-commands.hpp"
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#include "steam/control/command-instance-manager.hpp"
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#include "lib/format-string.hpp"
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#include "lib/format-cout.hpp"
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#include "lib/iter-stack.hpp"
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#include "lib/util.hpp"
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#include <algorithm>
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#include <utility>
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#include <string>
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#include <deque>
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namespace steam {
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namespace control {
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namespace test {
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using lib::Literal;
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using std::string;
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using util::_Fmt;
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using std::move;
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using LERR_(LIFECYCLE);
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using LERR_(INVALID_COMMAND);
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using LERR_(DUPLICATE_COMMAND);
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using LERR_(UNBOUND_ARGUMENTS);
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namespace { // Test fixture....
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const Symbol COMMAND_PROTOTYPE = test_Dummy_command1;
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const string INVOCATION_ID = "CommandInstanceManager_test";
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class Fixture
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: public CommandDispatch
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{
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std::deque<Command> queue_;
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/* == Interface: CommandDispatch == */
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void
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clear() override
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{
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queue_.clear();
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}
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void
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enqueue (Command&& cmd) override
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{
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queue_.emplace_front (move (cmd));
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}
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public:
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bool
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contains (Command const& ref)
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{
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return queue_.end()!= std::find_if (queue_.begin()
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,queue_.end()
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,[=](Command const& elm)
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{
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return elm == ref;
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});
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}
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void
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invokeAll()
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{
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for (Command& cmd : queue_)
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cmd();
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clear();
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}
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};
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}
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/***********************************************************************//**
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* @test CommandInstanceManager is responsible for providing individual
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* clone copies from a basic command definition, to be bound with
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* actual arguments and finally handed over to the SteamDispatcher
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* for invocation.
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*
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* @see steam::control::CommandInstanceManager
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*/
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class CommandInstanceManager_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_simpleUsage();
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verify_extendedUsage();
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verify_instanceIdentity();
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verify_duplicates();
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verify_lifecycle();
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verify_fallback();
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}
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/** @test demonstrate the transparent instance generation (»fire and forget«)
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* - when just specifying a global commandID and arguments, an anonymous
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* instance will be created on-the-fly, bound and dispatched, without
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* leaving any traces in the global or local registry
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* - when dispatching a global commandID, where the corresponding
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* prototype entry is already fully bound and ready for execution,
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* likewise an anonymous clone copy is created and dispatched.
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* @remarks these simplified use cases cover a large fraction of all usages,
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* and most notably, the internal registry embedded within the
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* CommandInstanceManager won't be used at all. */
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void
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verify_simpleUsage()
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{
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Fixture fixture;
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CommandInstanceManager iManager{fixture};
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CHECK (not iManager.contains (COMMAND_PROTOTYPE));
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int r1{rani(1000)}, r2{rani(2000)};
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command1::check_ = 0; // commands will add to this on invocation
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iManager.bindAndDispatch (COMMAND_PROTOTYPE, Rec{r1});
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CHECK (not iManager.contains (COMMAND_PROTOTYPE));
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Command com{COMMAND_PROTOTYPE};
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com.bind(r2);
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CHECK (com.canExec());
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iManager.dispatch (COMMAND_PROTOTYPE);
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CHECK (not iManager.contains (COMMAND_PROTOTYPE));
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// an anonymous clone instance was dispatched,
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// thus re-binding the arguments won't interfere with execution
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com.bind(-1);
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CHECK (command1::check_ == 0); // nothing invoked yet
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fixture.invokeAll();
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CHECK (command1::check_ == r1 + r2); // both instances were invoked with their specific arguments
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// clean-up: we have bound arguments on the global prototype
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com.unbind();
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}
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/** @test demonstrate the complete command instance usage pattern.*/
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void
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verify_extendedUsage()
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{
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Fixture fixture;
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CommandInstanceManager iManager{fixture};
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Symbol instanceID = iManager.newInstance (COMMAND_PROTOTYPE, INVOCATION_ID);
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CHECK (iManager.contains (instanceID));
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Command cmd = iManager.getInstance (instanceID);
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CHECK (cmd);
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CHECK (not cmd.canExec());
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cmd.bind(42);
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CHECK (cmd.canExec());
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iManager.dispatch (instanceID);
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CHECK (fixture.contains (cmd));
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CHECK (not iManager.contains (instanceID));
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VERIFY_ERROR (LIFECYCLE, iManager.getInstance (instanceID));
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command1::check_ = 0;
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fixture.invokeAll();
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CHECK (command1::check_ == 42); // the dispatched instance was executed
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}
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/** @test relation of command, instanceID and concrete instance
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* The CommandInstanceManager provides the notion of a _current instance,_
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* which can then be used to bind arguments. When done, it will be _dispatched,_
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* and then go through the SteamDispatcher's CommandQueue (in this test, we use
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* just a dummy Fixture, which only enqueues the dispatched commands.
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*
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* The following notions need to be kept apart
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* - a *command* is the operation _definition_. It is registered with a commandID.
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* - the *instance ID* is a decorated commandID and serves to keep different
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* usage contexts of the same command (prototype) apart. For each instanceID
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* there is at any given time maximally _one_ concrete instance "opened"
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* - the *concrete command instance* is what can be bound and executed.
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* It retains it's own identity, even after being handed over for dispatch.
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* Consequently, a given instance can sit in the dispatcher queue to await
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* invocation, while the next instance for the _same instance ID_ is already
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* opened in the CommandInstanceManager for binding arguments.
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*/
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void
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verify_instanceIdentity()
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{
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Fixture fixture;
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CommandInstanceManager iManager{fixture};
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Symbol i1 = iManager.newInstance (COMMAND_PROTOTYPE, "i1");
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Symbol i2 = iManager.newInstance (COMMAND_PROTOTYPE, "i2");
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Command c11 = iManager.getInstance (i1);
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Command c12 = iManager.getInstance (i1);
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CHECK (c11 == c12);
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CHECK (c11.isValid());
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CHECK (not c11.canExec());
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int r1{rani(100)}, r2{rani(200)}, r3{rani(300)};
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command1::check_ = 0; // commands will add to this on invocation
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c11.bind (r1);
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CHECK (c12.canExec());
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CHECK (c11.canExec());
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Command c2 = iManager.getInstance (i2);
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CHECK (c2 != c11);
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CHECK (c2 != c12);
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c2.bind (r2);
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CHECK (iManager.contains (i1));
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CHECK (iManager.contains (i2));
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CHECK (not fixture.contains (c11));
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CHECK (not fixture.contains (c12));
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CHECK (not fixture.contains (c2));
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iManager.dispatch (i1);
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CHECK (not iManager.contains (i1));
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CHECK ( iManager.contains (i2));
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CHECK ( fixture.contains (c11));
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CHECK ( fixture.contains (c12));
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CHECK (not fixture.contains (c2));
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CHECK (command1::check_ == 0);
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Symbol i11 = iManager.newInstance (COMMAND_PROTOTYPE, "i1");
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CHECK (i11 == i1);
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CHECK (CStr(i11) == CStr(i1));
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// but the instances themselves are disjoint
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Command c13 = iManager.getInstance (i1);
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CHECK (c13 != c11);
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CHECK (c13 != c12);
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CHECK (c11.canExec());
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CHECK (not c13.canExec());
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c13.bind (r3);
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CHECK (c13.canExec());
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CHECK (command1::check_ == 0);
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c12();
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CHECK (command1::check_ == 0+r1);
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// even a command still in instance manager can be invoked
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c2();
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CHECK (command1::check_ == 0+r1+r2);
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CHECK ( iManager.contains (i1));
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CHECK ( iManager.contains (i2));
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CHECK ( fixture.contains (c11));
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CHECK ( fixture.contains (c12));
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CHECK (not fixture.contains (c2));
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iManager.dispatch (i2);
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iManager.dispatch (i11);
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CHECK (not iManager.contains (i1));
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CHECK (not iManager.contains (i2));
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CHECK ( fixture.contains (c11));
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CHECK ( fixture.contains (c12));
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CHECK ( fixture.contains (c13));
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CHECK ( fixture.contains (c2));
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// if we continue to hold onto an instance,
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// we can do anything with it. Like re-binding arguments.
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c2.bind (47);
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c2();
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c13();
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c13();
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CHECK (command1::check_ == 0+r1+r2+47+r3+r3);
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c11.undo();
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CHECK (command1::check_ == 0);
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c2.undo();
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CHECK (command1::check_ == 0+r1+r2); // undo() restores the value captured before second invocation of c2()
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c12.undo(); // c11 and c12 refer to the same instance, which was invoked first
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CHECK (command1::check_ == 0);
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}
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/** @test there can be only one active "opened" instance
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* The CommandInstanceManager opens (creates) a new instance by cloning from the prototype.
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* Unless this instance is dispatched, it does not allow to open a further instance
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* (for the same instanceID). But of course it allows to open a different instance from
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* the same prototype, but with a different invocationID and hence a different instanceID
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*/
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void
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verify_duplicates()
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{
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Fixture fixture;
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CommandInstanceManager iManager{fixture};
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Symbol i1 = iManager.newInstance (COMMAND_PROTOTYPE, "i1");
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Symbol i2 = iManager.newInstance (COMMAND_PROTOTYPE, "i2");
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VERIFY_ERROR (DUPLICATE_COMMAND, iManager.newInstance (COMMAND_PROTOTYPE, "i1"));
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VERIFY_ERROR (DUPLICATE_COMMAND, iManager.newInstance (COMMAND_PROTOTYPE, "i2"));
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iManager.bindAndDispatch (i1, {-1}); // bind and dispatch i1, thus i1 is ready for new cycle
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iManager.newInstance (COMMAND_PROTOTYPE, "i1"); // open new cycle for i1
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VERIFY_ERROR (DUPLICATE_COMMAND, iManager.newInstance (COMMAND_PROTOTYPE, "i2"));
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CHECK (iManager.getInstance (i1));
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CHECK (iManager.getInstance (i2));
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}
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/** @test verify sane command lifecycle is enforced
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* - instance need to be opened (created) prior to access
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* - can not dispatch an instance not yet created
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* - can not create new instance before dispatching the existing one
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* - can not dispatch an instance before binding its arguments
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* - can not access an instance already dispatched
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*/
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void
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verify_lifecycle()
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{
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Fixture fixture;
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CommandInstanceManager iManager{fixture};
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// a manually constructed ID is unknown of course
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Symbol instanceID{COMMAND_PROTOTYPE, INVOCATION_ID};
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VERIFY_ERROR (INVALID_COMMAND, iManager.getInstance (instanceID));
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VERIFY_ERROR (INVALID_COMMAND, iManager.dispatch (instanceID));
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Symbol i2 = iManager.newInstance (COMMAND_PROTOTYPE, INVOCATION_ID);
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CHECK (i2 == instanceID);
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CHECK (iManager.getInstance (instanceID));
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Command cmd = iManager.getInstance (instanceID);
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CHECK (cmd);
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CHECK (not cmd.canExec());
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VERIFY_ERROR (UNBOUND_ARGUMENTS, iManager.dispatch (instanceID));
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VERIFY_ERROR (DUPLICATE_COMMAND, iManager.newInstance (COMMAND_PROTOTYPE, INVOCATION_ID));
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CHECK (iManager.contains (instanceID)); // errors have not messed up anything
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cmd.bind(23);
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CHECK (cmd.canExec());
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iManager.dispatch (instanceID);
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CHECK (not iManager.contains (instanceID));
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VERIFY_ERROR (LIFECYCLE, iManager.getInstance (instanceID));
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VERIFY_ERROR (LIFECYCLE, iManager.dispatch (instanceID));
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CHECK (instanceID == iManager.newInstance (COMMAND_PROTOTYPE, INVOCATION_ID));
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}
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/** @test the instance manager automatically falls back on globally registered commands,
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* when the given ID is not and was not known locally */
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void
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verify_fallback()
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{
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Fixture fixture;
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CommandInstanceManager iManager{fixture};
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CHECK (not iManager.contains (COMMAND_PROTOTYPE));
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Command cmd = iManager.getInstance (COMMAND_PROTOTYPE);
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CHECK (cmd.isValid());
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CHECK (not cmd.isAnonymous());
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CHECK (cmd == Command::get(COMMAND_PROTOTYPE));
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CHECK (cmd == Command{COMMAND_PROTOTYPE});
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cmd.bind(-12);
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CHECK (cmd.canExec());
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CHECK (not fixture.contains(cmd));
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iManager.dispatch (COMMAND_PROTOTYPE);
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CHECK (fixture.contains(cmd)); // an equivalent clone was enqueued
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command1::check_ = 0;
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fixture.invokeAll();
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CHECK (command1::check_ == -12); // the clone copy was executed
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// clean-up: we have bound arguments on the global prototype
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cmd.unbind();
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}
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};
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/** Register this test class... */
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LAUNCHER (CommandInstanceManager_test, "unit controller");
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}}} // namespace steam::control::test
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