lumiera_documentation/tests/steam/engine/dispatcher-interface-test.cpp
Ichthyostega 3caa5cfb03 Tests: reorganise test folders
This resolves a long-standing issue:
we could not use proper include paths for test-helper code that was defined alongside the tests.

Since some test-helper code must now be relocated into the »Vault«-Layer,
I took the opportunity to finally resolve this annoyance. The solution is two-fold
 * introduce a dedicated test-support library
 * remove the quirks that were necessary to support some plain-C tests
Together, this allows to raise the include-directory by one level,
and then to adjust all folder names so that they match the namespace
2026-03-07 00:56:19 +01:00

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/*
DispatcherInterface(Test) - document and verify dispatcher for frame job creation
Copyright (C)
2012, Hermann Vosseler <Ichthyostega@web.de>
  **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 dispatcher-interface-test.cpp
** unit test \ref DispatcherInterface_test
*/
#include "test/run.hpp"
#include "steam/engine/mock-dispatcher.hpp"
#include "steam/play/timings.hpp"
#include "lib/time/timevalue.hpp"
#include "lib/util.hpp"
#include <utility>
using test::Test;
namespace steam {
namespace engine{
namespace test {
using lib::time::FrameRate;
using lib::time::Offset;
using lib::time::Time;
using play::Timings;
using asset::Pipe;
using PID = asset::ID<Pipe>;
using mobject::ModelPort;
using lumiera::error::LUMIERA_ERROR_LOGIC;
/***************************************************************//**
* @test document and verify the engine::Dispatcher interface, used
* to translate a CalcStream into individual node jobs.
* This test covers the definition of the interface itself,
* together with the supporting types and the default
* implementation of the basic operations.
* It uses a mock Dispatcher implementation.
* @see JobPlanningPipeline_test
*/
class DispatcherInterface_test : public Test
{
virtual void
run (Arg)
{
seedRand();
resolveModelPort();
accessJobTicket();
pipelineBuilder();
}
/** @test the dispatcher can resolve a known ModelPort
* into the internal index number used on the Segmentation
* for the corresponding timeline (which exposes this ModelPort)
*/
void
resolveModelPort()
{
MockDispatcher dispatcher;
auto [port,sink] = dispatcher.getDummyConnection(1);
CHECK (1 == dispatcher.resolveModelPort (port));
// but when using some arbitrary unrelated ModelPort...
PID dazedPipe = Pipe::query ("id(dazed)");
ModelPort evil = reinterpret_cast<ModelPort&> (dazedPipe);
VERIFY_ERROR (LOGIC, dispatcher.resolveModelPort(evil));
}
/** @test the dispatcher knows how to pick the right JobTicket
* for each point on the timeline, and thus how to access
* the proper part of the render nodes responsible for
* rendering this part of the timeline
*/
void
accessJobTicket()
{
MockDispatcher dispatcher{MakeRec() // a first active segment
.attrib("start", Time{0,10}) // covering the time [10s ... 20s[
.attrib("after", Time{0,20})
.attrib("mark", 23) // pipeline-Hash used as marker to verify proper access
.genNode()
,MakeRec() // add a second Segment
.attrib("start", Time{0,20}) // covering the rest of the timeline from 20s on
.attrib("mark", 45)
.genNode()};
size_t portIDX = 1;
// Dispatcher-Interface: access JobTicket
JobTicket& ticket0 = dispatcher.getJobTicketFor (portIDX, -Time{0,5});
JobTicket& ticket1 = dispatcher.getJobTicketFor (portIDX, Time{0,15});
JobTicket& ticket2 = dispatcher.getJobTicketFor (portIDX, Time{0,25});
CHECK ( ticket0.empty()); // this ticket was drawn from an undefined part of the timeline
CHECK (not ticket1.empty()); // while this ticket belongs to the first segment
CHECK (not ticket2.empty()); // and this to the second segment
Job job0 = ticket0.createJobFor(-Time{0,5});
Job job1 = ticket1.createJobFor(Time{0,15});
Job job2 = ticket2.createJobFor(Time{0,25});
CHECK (MockJob::isNopJob(job0));
CHECK (Time(0,15) == job1.parameter.nominalTime);
CHECK (23 == job1.parameter.invoKey.part.a); // proof that this job is connected to segment #1
CHECK (Time(0,25) == job2.parameter.nominalTime);
CHECK (45 == job2.parameter.invoKey.part.a); // and this one to segment #2
}
/** @test for the actual use case, the dispatcher acts as entrance point
* to a job-planning pipeline builder, which in the end is an iterator
* to pull render jobs from
* @see JobPlanningPipeline_test for in-depth coverage of this complex topic
*/
void
pipelineBuilder()
{
MockDispatcher dispatcher{MakeRec() // a single segment covering the complete time-axis
.attrib("mark", 555) // marker to demonstrate proper connectivity
.genNode()};
play::Timings timings (FrameRate::PAL);
auto [port,sink] = dispatcher.getDummyConnection(1);
// Dispatcher-Interface: pipeline builder...
auto pipeline = dispatcher.forCalcStream (timings)
.timeRange(Time{200,0}, Time{300,0})
.pullFrom (port)
.feedTo (sink);
CHECK (not isnil (pipeline));
CHECK (5 == pipeline.currFrameNr()); // 5 * 1/25sec = 200ms
Job job = pipeline.buildJob(); // invoke the JobPlanning to build a Job for the first frame
CHECK (Time(200,0) == job.parameter.nominalTime);
CHECK (555 == job.parameter.invoKey.part.a); // the marker shows that this job is connected properly
++pipeline; // iterate to advance to the next frame
CHECK (not isnil (pipeline));
CHECK (6 == pipeline.currFrameNr());
job = pipeline.buildJob(); // build job for the next frame
CHECK (Time(240,0) == job.parameter.nominalTime);
CHECK (555 == job.parameter.invoKey.part.a);
++pipeline;
CHECK (7 == pipeline.currFrameNr());
job = pipeline.buildJob();
CHECK (Time(280,0) == job.parameter.nominalTime);
++pipeline; // iterate beyond end point
CHECK (isnil (pipeline)); // pipeline exhausted
}
};
/** Register this test class... */
LAUNCHER (DispatcherInterface_test, "unit engine");
}}} // namespace steam::engine::test