It turns out that the real (not mocked) implementation of JobTicket creation is already required now for this planned (mock)Dispatcher setup; moreover, this real implementation turns out to be almost identical to the mock implementation written recently -- just nested structure of prerequiste JobTickets need to be changed into a similar structur of ExitNodes -- as an aside: rearrange various tests to be more in-line with the envisioned architecture of playback and engine
108 lines
3.3 KiB
C++
108 lines
3.3 KiB
C++
/*
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DummyPlayConnection(Test) - create and verify a simplified test render engine setup
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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 dummy-play-connection-test.cpp
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** unit test \ref DummyPlayConnection_test
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*/
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#include "lib/test/run.hpp"
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#include "steam/play/dummy-play-connection.hpp"
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#include "include/play-facade.hpp"
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#include "lib/time/control.hpp"
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namespace steam {
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namespace play {
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namespace test {
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namespace time = lib::time;
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using steam::engine::BuffHandle;
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//using steam::engine::test::testData;
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//using steam::engine::test::TestFrame;
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using lumiera::Play;
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typedef time::Control<time::Duration> DurationControl;
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typedef DummyPlayConnection<PlayTestFrames_Strategy> DummyPlayer;
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/***************************************************************//**
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* @test verify the OutputSlot interface and base implementation
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* by performing full data exchange cycle. This is a
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* kind of "dry run" for documentation purposes,
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* both the actual OutputSlot implementation
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* as the client using this slot are Mocks.
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*/
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class DummyPlayConnection_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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verify_simulatedPlayback();
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}
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void
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verify_simulatedPlayback()
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{
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DummyPlayer dummy;
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CHECK (!dummy.isWired());
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Play::Controller player
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= Play::facade().perform ( dummy.getAllModelPorts()
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, dummy.provide_testOutputSlot());
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CHECK ( dummy.isWired());
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DurationControl playDuration;
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player.controlDuration (playDuration);
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// configure the controller to playback only for a fixed time duration
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playDuration (dummy.getPlannedTestDuration());
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CHECK (!player.is_playing());
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player.play(true); // hit the start button
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CHECK (player.is_playing());
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dummy.waitUntilDue(); // test helper: block waiting until planned test should be done
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CHECK (!player.is_playing()); // should have returned to pause, since we've set a fixed playback duration
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CHECK (dummy.isWired());
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player.close();
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CHECK (!dummy.isWired());
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CHECK (dummy.gotCorrectOutput());
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}
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};
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/** Register this test class... */
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LAUNCHER (DummyPlayConnection_test, "unit play");
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}}} // namespace steam::play::test
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