The intention is to build the tracking functionality from scratch, while wrapping the old implementation as delegate. Hopefully this allows to reduce the complexity of the existing implementation step by step, until I'm ''able to grasp what this implementation does''. This old implementation works, but is highly problematic code. The Git history shows that I had already problems to understand this code while building the DiagnosticOutputSlot, one year later. To my defense, in both cases (2011 and 2012), I had no clear idea yet how the processing within the engine would work, and thus I considered that Buffer Type registry a mere implementation detail, that can be lumped into the »code behind«.
253 lines
12 KiB
C++
253 lines
12 KiB
C++
/*
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NodeFeed(Test) - verify render node data feeds
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Copyright (C)
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2025, 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 node-feed-test.cpp
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** Feeding into and retrieving data from render nodes is covered by \ref NodeFeed_test.
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*/
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#include "lib/test/run.hpp"
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#include "lib/depend-inject.hpp"
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#include "steam/engine/engine-ctx.hpp"
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#include "steam/engine/proc-node.hpp"
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#include "steam/engine/node-builder.hpp"
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#include "steam/engine/media-weaving-pattern.hpp"
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#include "steam/engine/param-weaving-pattern.hpp"
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#include "steam/engine/turnout-system.hpp"
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#include "steam/engine/turnout.hpp"
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#include "steam/engine/diagnostic-buffer-provider.hpp"
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#include "steam/asset/meta/time-grid.hpp"
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#include "lib/several-builder.hpp"
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#include "lib/time/timecode.hpp"
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#include "lib/test/test-helper.hpp"
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#include "lib/test/diagnostic-output.hpp"/////////////////////TODO
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//#include "lib/util.hpp"
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using lib::Several;
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using lib::makeSeveral;
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using lib::time::Time;
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using lib::time::FrameNr;
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using lib::test::showType;
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using std::make_tuple;
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using std::get;
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namespace steam {
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namespace engine{
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namespace test {
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/************************************************************************//**
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* @test demonstrate how to feed data into, through and out of render nodes.
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* @todo 2/2025 unfinished -- add cases to cover media data feeds
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*/
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class NodeFeed_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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feedParam();
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feedParamNode();
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}
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/** @test demonstrate internal setup to invoke a simple output-only function,
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* passing an additional invocation parameter generated from a parameter-functor
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* - embed the processing-functor and parameter-functor into a FeedPrototype
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* - construct the type of the »Weaving Pattern« to use for invocation
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* - setup an empty wiring (output-only, thus no predecessor ports)
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* - setup a single BuffDesrc for a result puffer to pass to the processing-functor
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* - create a Turnout, which implements the Port interface, using the Weaving-Pattern
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* - for the actual invocation, setup a TurnoutSystem, initialised with a nominal time
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* - invoke the Port::weave() function and retrieve the result from the buffer.
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* @remark this is a semi-integrated setup to demonstrate the interplay of the
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* internal components within a Render Node, without the _outer shell_
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* provided by the NodeBuilder and the ProcNode itself
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*/
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void
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feedParam()
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{
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auto procFun = [](ushort param, uint* buff){ *buff = param; };
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auto paramFun = [](TurnoutSystem&){ return LIFE_AND_UNIVERSE_4EVER; };
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auto feedPrototype = FeedPrototype{move(procFun), move(paramFun)};
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using Prototype = decltype(feedPrototype);
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using WeavingPattern = MediaWeavingPattern<Prototype>;
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using TurnoutWeaving = Turnout<WeavingPattern>;
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DiagnosticBufferProvider bufferProvider;
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Several<PortRef> noLeadPorts; // ◁————————— empty predecessor-port-sequence
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Several<BuffDescr> outBuffDescr = makeSeveral({bufferProvider.getDescriptor<uint>()})
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.build(); // ◁————————— a single output buffer to hold an `uint`
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uint resultSlot{0};
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TurnoutWeaving port{ProcID::describe ("SimpleNode","procFun()")
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, move (noLeadPorts)
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, move (outBuffDescr)
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, resultSlot
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, move (feedPrototype)
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};
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// setup for invocation...
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Time nomTime =Time::ZERO;
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TurnoutSystem turnoutSys{nomTime};
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BuffHandle result = port.weave (turnoutSys); // ◁————————— paramFun invoked here, then procFun
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CHECK (LIFE_AND_UNIVERSE_4EVER == result.accessAs<uint>());// and procFun wrote param-value into result buffer
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result.release();
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//////////////////////OOO verify no leaked buffer here
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}
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/** @test create extended parameter data for use in recursive Node invocation.
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* - demonstrate the mechanism of param-functor invocation,
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* and how a Param-Spec is built to create and hold those functors
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* - then instantiate an actual TurnoutSystem, as is done for a Node invocation,
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* with an embedded »absolute nominal time« parameter value
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* - can then invoke the param-functors and materialise results into a Param-Data-Block
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* - which then can be linked internally to be reachable through the TurnoutSystem
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* - other code further down the call-stack can thus access those parameter values.
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* - The second part of the test uses the same scheme embedded into a Param(Agent)Node
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*/
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void
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feedParamNode()
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{
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// Assuming that somewhere in the system a 1-seconds time grid was predefined...
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steam::asset::meta::TimeGrid::build ("grid_sec", 1);
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//_______________________________________________
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// Demo-1: demonstrate the access mechanism directly;
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// create and link an extended parameter block.
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// This test will create an extension data block with two parameters,
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// one of these is generated from time-quantisation into a 1-seconds-grid
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auto createParmFun = [](TurnoutSystem& turnoutSys) -> long
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{
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return FrameNr::quant (turnoutSys.getNomTime(), "grid_sec");
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};
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// The »Param-Spec« is used to coordinate type-safe access
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// and also is used as a blueprint for building a Param(Agent)Node
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// Note the builder syntax to add several parameter »slots«...
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auto spec = buildParamSpec()
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.addValSlot (LIFE_AND_UNIVERSE_4EVER)
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.addSlot (createParmFun)
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;
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// Implied type of the parameter-tuple to generate
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using ParamTup = decltype(spec)::ParamTup;
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CHECK (showType<ParamTup>() == "tuple<uint, long>"_expect);
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auto acc0 = spec.makeAccessor<0>(); // can now store accessor-functors for later use....
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auto acc1 = spec.makeAccessor<1>();
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// Prepare for invocation....
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Time nomTime{rani(10'000),0}; // drive test with a random »nominal Time« <10s with ms granularity
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TurnoutSystem turnoutSys{nomTime}; // build minimal TurnoutSystem for invocation, just with this time parameter
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auto v0 = spec.invokeParamFun<0> (turnoutSys); // can now immediately invoke the embedded parameter-functors
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auto v1 = spec.invokeParamFun<1> (turnoutSys);
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CHECK (v0 == LIFE_AND_UNIVERSE_4EVER); // ◁————————— the first paramFun yields the configured fixed value
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CHECK (v1 == FrameNr::quant (nomTime, "grid_sec")); // ◁————————— the second paramFun accesses the time via TurnoutSystem
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// after all setup of further accessor functors is done
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// finally transform the ParamSpec into a storage-block-builder
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auto blockBuilder = spec.clone().makeBlockBuilder(); // (use clone() since we're re-using the same spec in Demo-2 below)
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{ // Now build an actual storage block in local scope,
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// thereby invoking the embedded parameter-functors...
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auto paramBlock = blockBuilder.buildParamDataBlock (turnoutSys);
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CHECK (v0 == paramBlock.get<0>()); // Values are now materialised into paramBlock
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CHECK (v1 == paramBlock.get<1>());
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turnoutSys.attachChainBlock(paramBlock); // link this extension block into the parameter-chain in TurnoutSystem;
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CHECK (v0 == acc0.getParamVal (turnoutSys)); // Can now access the parameter values through the TurnoutSystem as front-End
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CHECK (v1 == acc1.getParamVal (turnoutSys)); // ...using the pre-configured accessor-functors stored above
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turnoutSys.detachChainBlock(paramBlock); // should detach extension block before leaving scope
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}// extension block is gone...
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{ // Demonstrate the same access mechanism
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// but integrated into a Weaving-Pattern
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using Spec = decltype(spec);
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using WeavingPattern = ParamWeavingPattern<Spec>;
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using Feed = WeavingPattern::Feed;
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Feed feed;
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feed.emplaceParamDataBlock (blockBuilder, turnoutSys);
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// note that the param-data-block is embedded into the feed,
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// so that it can be easily placed into the current stack frame
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CHECK (v0 == feed.block().get<0>());
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CHECK (v1 == feed.block().get<1>());
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}
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//_________________________________________________
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// Demo-2: perform exactly the same access scheme,
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// but now embedded into a Render Node graph.
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using Param = tuple<int,int>;
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// The processing function uses two parameter values
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auto processFun = [](Param par, long* buff)
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{
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*buff = get<0>(par) + get<1>(par);
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};
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// These parameter values are picked up from the extended TurnoutSystem,
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// relying on the accessor objects, which were created from the ParamSpec
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auto accessParam = [acc0,acc1]
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(TurnoutSystem& turnoutSys) -> Param
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{
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return make_tuple (turnoutSys.get(acc0)
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,turnoutSys.get(acc1));
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};
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ProcNode delegate{prepareNode("Delegate")
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.preparePort()
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.invoke("proc()", processFun)
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.attachParamFun (accessParam)
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.completePort()
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.build()};
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ProcNode paramAgent{prepareNode("Param")
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.preparePort()
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.computeParam (move(spec))
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.delegateLead (delegate) // ◁————————— linked to the Delegate-Node
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.completePort()
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.build()};
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// Prepare result buffer for invocation
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DiagnosticBufferProvider provider; /////////////////////////OOO should rather switch whole pipeline to a DiagnosticBufferProvider here
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BuffHandle buff = provider.lockBufferFor<long> (-55);
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CHECK (-55 == buff.accessAs<long>());
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// Invoke Port#0 on the top-level Node (≙ the ParamAgent)
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buff = paramAgent.getPort(0).weave(turnoutSys, buff); // ◁————————— generate Param-Values, link into TurnoutSystem, invoke Delegate
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CHECK (v0+v1 == buff.accessAs<long>());
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buff.release();
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//////////////////////OOO verify no leaked buffer here
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}
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};
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/** Register this test class... */
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LAUNCHER (NodeFeed_test, "unit node");
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}}} // namespace steam::engine::test
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