lumiera_documentation/tests/steam/play/dummy-builder-context.hpp

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/*
DUMMY-BUILDER-CONTEXT.hpp - fake simulated builder result for player tests
Copyright: clarify and simplify the file headers * Lumiera source code always was copyrighted by individual contributors * there is no entity "Lumiera.org" which holds any copyrights * Lumiera source code is provided under the GPL Version 2+ == Explanations == Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above. For this to become legally effective, the ''File COPYING in the root directory is sufficient.'' The licensing header in each file is not strictly necessary, yet considered good practice; attaching a licence notice increases the likeliness that this information is retained in case someone extracts individual code files. However, it is not by the presence of some text, that legally binding licensing terms become effective; rather the fact matters that a given piece of code was provably copyrighted and published under a license. Even reformatting the code, renaming some variables or deleting parts of the code will not alter this legal situation, but rather creates a derivative work, which is likewise covered by the GPL! The most relevant information in the file header is the notice regarding the time of the first individual copyright claim. By virtue of this initial copyright, the first author is entitled to choose the terms of licensing. All further modifications are permitted and covered by the License. The specific wording or format of the copyright header is not legally relevant, as long as the intention to publish under the GPL remains clear. The extended wording was based on a recommendation by the FSF. It can be shortened, because the full terms of the license are provided alongside the distribution, in the file COPYING.
2024-11-17 23:42:55 +01:00
Copyright (C)
2011, Hermann Vosseler <Ichthyostega@web.de>
Copyright: clarify and simplify the file headers * Lumiera source code always was copyrighted by individual contributors * there is no entity "Lumiera.org" which holds any copyrights * Lumiera source code is provided under the GPL Version 2+ == Explanations == Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above. For this to become legally effective, the ''File COPYING in the root directory is sufficient.'' The licensing header in each file is not strictly necessary, yet considered good practice; attaching a licence notice increases the likeliness that this information is retained in case someone extracts individual code files. However, it is not by the presence of some text, that legally binding licensing terms become effective; rather the fact matters that a given piece of code was provably copyrighted and published under a license. Even reformatting the code, renaming some variables or deleting parts of the code will not alter this legal situation, but rather creates a derivative work, which is likewise covered by the GPL! The most relevant information in the file header is the notice regarding the time of the first individual copyright claim. By virtue of this initial copyright, the first author is entitled to choose the terms of licensing. All further modifications are permitted and covered by the License. The specific wording or format of the copyright header is not legally relevant, as long as the intention to publish under the GPL remains clear. The extended wording was based on a recommendation by the FSF. It can be shortened, because the full terms of the license are provided alongside the distribution, in the file COPYING.
2024-11-17 23:42:55 +01:00
  **Lumiera** 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. See the file COPYING for further details.
*/
/** @file dummy-builder-context.hpp
** Simulated result of a builder run for test purposes, without actual session and model content.
** Integration tests for the render engine or the player have to deal with a lot of prerequisites,
** since both an external environment and actual content form the Session is required to start any
** processing. Effectively the complete core application is required — while in fact the engine is
** built in an abstracted way and does not need to know much about the rest of the application.
** Thus, as a remedy, it is possible to establish a _faked context,_ exposing just those interfaces
** used by the engine for processing. As additional benefit, dedicated test operations can be rigged
** and verification routines can be used in place of actual media output.
**
** This faked builder context provides a selection of consistent media element IDs with sensible
** properties and type markers, plus the attachment points for a simulated model structure, as
** if generated from an actual session model by a real Builder run.
** - a set of ModelPort elements
** - a set of DataSink handles, as if an actual playback connection has been established
** @todo 5/2023 add more elements as needed for test driven integration of Player and engine
** @todo this was invented in 2012 -- as an act of desperation, since everything to build upon
** seemed to evade my grip. My hope at that time was so somehow _bootstrap_ an explorative
** design in order to get away from that top-down reasoning, that seemed to lead nowhere.
** However, work on the player had to be postponed to care for the GUI first; meanwhile
** I follow a similar idea, relying on »vertical integration slices«
** @deprecated 3/2026 not sure if we need this henceforth...
** It might be useful though in case we consider to build some kind of
** _component integration test_ -- yet for this to work, we'd need
** - a fake calculation
** - a fake OutputSlot
**
** @see mock-dispatcher.hpp
** @see JobPlanningPipeline_test
*/
#ifndef STEAM_PLAY_DUMMY_BUILDER_CONTEXT_H
#define STEAM_PLAY_DUMMY_BUILDER_CONTEXT_H
#include "steam/mobject/model-port.hpp"
#include "steam/fixture/model-port-registry.hpp"
#include "vault/out/output-slot-connection.hpp"
#include "steam/play/output-manager.hpp"
#include "steam/asset/timeline.hpp"
#include "steam/asset/pipe.hpp"
#include "vessel/query.hpp"
#include "lib/iter-explorer.hpp"
#include "lib/iter-source.hpp"
#include "lib/nocopy.hpp"
#include "lib/util.hpp"
#include <vector>
namespace steam{
namespace play {
namespace test {
using fixture::ModelPortRegistry;
using vault::mem::Buff;
using vault::mem::BuffHandle;
using vault::out::DataSink;
using vault::out::FrameID;
using lib::time::TimeValue;
/**
* @todo 5/2023 quick-n-dirty placeholder to be able to fabricate fake DataSink handles (`Handle<Connection>`)
*/ /////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1410 : after the refactoring of OutputSlot 3/2026 it is not that easy any more. We need a Fake OutputSlot
class UnimplementedConnection
: public vault::out::OutputSlot::Connection
{
size_t getBufferSize() const override { UNIMPLEMENTED ("getBufferSize()"); }
Buff* claimBufferFor (FrameID) override;
void publish (Buff*) override { UNIMPLEMENTED ("publish buffer content"); }
void release (Buff*) override { UNIMPLEMENTED ("complete buffer cycle"); }
void shutDown () override { UNIMPLEMENTED ("shutDown() Connection"); }
public:
~UnimplementedConnection();
UnimplementedConnection() = default;
};
/**
* A placeholder/dummy OutputSlot
* @todo 5/2026 it can barely be created right now;
* should reconsider what is actually needed here!
*/
struct FakeSlot
: OutputSlot
{
static constexpr uint NUM_CONNECTIONS = 2;
static constexpr bool SINGLE_THREADED_TEST = true;
using Connections = lib::ScopedCollection<UnimplementedConnection>;
using MockConnectState = OutputSlot::AllocState<UnimplementedConnection, SINGLE_THREADED_TEST>;
FakeSlot()
: OutputSlot{std::make_unique<MockConnectState> (NUM_CONNECTIONS, Connections::fill())}
{ }
};
using asset::Pipe;
using asset::PPipe;
using asset::Struct;
using asset::Timeline;
using asset::PTimeline;
using mobject::ModelPort;
using fixture::ModelPortRegistry;
using util::contains;
using vessel::Query;
using PID = asset::ID<Pipe>;
using TID = asset::ID<Struct>;
using ModelPorts = lib::IterSource<mobject::ModelPort>::iterator;
using DummyOutputLink = std::pair<mobject::ModelPort, DataSink>;
inline PID
getPipe (string id)
{
return Pipe::query ("id("+id+")");
}
inline TID
getTimeline (string id)
{
return asset::Struct::retrieve (Query<Timeline> ("id("+id+")"))->getID();
}
const uint NUMBER_OF_PORTS = 2;
const string namePortA("bus-A");
const string namePortB("bus-B");
/**
* helper for dummy render engine:
* Simulate the result of a build process,
* without actually running the builder.
* Produces some mock pipes, model ports etc.
*/
struct SimulatedBuilderContext
{
ModelPortRegistry registry_;
ModelPortRegistry* existingRegistry_;
std::vector<ModelPort> modelPorts_;
std::vector<DataSink> dataSinks_;
/** setup */
SimulatedBuilderContext()
: registry_()
, existingRegistry_(ModelPortRegistry::setActiveInstance (registry_))
{
performMockBuild();
}
/** tear-down */
~SimulatedBuilderContext()
{
if (existingRegistry_)
ModelPortRegistry::setActiveInstance (*existingRegistry_);
else
ModelPortRegistry::shutdown();
}
void
performMockBuild()
{
PID pipeA = getPipe (namePortA);
PID pipeB = getPipe (namePortB);
TID someTimeline = getTimeline ("dummy_Timeline");
// start out with defining some new model ports......
registry_.definePort (pipeA, someTimeline);
registry_.definePort (pipeB, someTimeline);
registry_.commit();
// now "bus-A" and "bus-B" are known as model ports
modelPorts_.push_back (ModelPort(pipeA));
modelPorts_.push_back (ModelPort(pipeB));
// prepare corresponding placeholder DataSink (a fake active output connection)
FakeSlot fakeSlot;
dataSinks_.clear();
lib::explore(fakeSlot.getOpenedSinks())
.effuse (dataSinks_);
// Note: keeps FakeSlot alive (due to embedded ref-count)...
}
ModelPorts
getAllModelPorts()
{
return lib::iter_source::eachEntry (modelPorts_.begin(), modelPorts_.end());
}
DummyOutputLink
getModelPort (uint index)
{
REQUIRE (index < modelPorts_.size());
return {modelPorts_[index]
,dataSinks_[index]
};
}
};
inline vault::mem::Buff* UnimplementedConnection::claimBufferFor (FrameID)
{
UNIMPLEMENTED ("claimBufferFor(FrameID)");
}
}}} // namespace steam::play::test
#endif /*STEAM_PLAY_DUMMY_BUILDER_CONTEXT_H*/