LUMIERA.clone/src/proc/play/dummy-play-connection.hpp

278 lines
9.2 KiB
C++
Raw Normal View History

/*
DUMMY-PLAY-CONNECTION.hpp - simplified test setup for playback
Copyright (C) Lumiera.org
2011, Hermann Vosseler <Ichthyostega@web.de>
This program 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.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/** @file dummy-play-connection.hpp
** Dummy and test setup of playback and rendering, \em omitting most of the Lumiera engine.
** Building this dummy configuration was driven by the need to test and verify the design
** in the course of building the foundations of the render engine. The design of Lumiera's
** engine is elaborate, and thus -- for a long time -- we have to live with a not-yet
** operational engine. While, at the same time, we need to start integrating components
** to see if and how the design works out. So, as a remedy, we create a fixture of
** "coordinated placeholders". These can be used to stand-in for the real services still
** to be written, allowing to invoke the high-level interfaces soon. And behind the scenes,
** these placeholders are connected, allowing to produce specific test situations and then
** verify the results after the test run.
**
** \par Use cases
** This dummy setup can be used in various circumstances
** - for unit tests we want to produce artificial test media frames: each TestFrame is
** produced with a reproducible pseudo-random sequence and can be verified to the last bit.
** - for integration tests, we want to generate test media data, either to send them to a file,
** or to a real system output
** - the GUI needs a dummy engine for being able to implement at least some operational pieces
** of functionality, instead of just creating windows, menus and icons.
** - on the long run, the application will need some kind of test data generator for the users
** to verify a more complicated wiring setup. Thus, the DummyPlayConnection is there to stay!
**
** Because these are somewhat similar usage scenarios, where this and that part is to be exchanged
** for some, we prefer a <i>policy based design</i> here: The DummyPlayConnection is templated
** to use a \em strategy, filling in the variable parts.
**
** \par provided test services
** By using different strategy template parameters, we create different flavours of the dummy;
** each one counting as a separate setup (not related to each other, that is). The actual instance
** then can just be default created; it should be placed into an scope enduring the whole usage
** cycle. Repeated re-initialisation or re-loading is outside the intended usage scope here.
**
** The <b>core interface</b> allows to retrieve dummy implementations of
** - a session model exposing exit node(s)
** - generator object(s) to live within this session model
** - corresponding generator nodes to serve as implementation of the former
** - a low-level render node network ready to use, relying on those generator nodes
** - OutputSlot implementations to serve as pseudo- or demo output facilities
** - an OutputManager exposing those output facilities.
**
** The <b>test support interface</b> provides a test driver for performing a controlled
** playback or rendering for some time. Thus, a test routine may lock into a blocking wait,
** to investigate results after the planned test sequence was performed.
**
** @see lumiera::DummyPlayer
** @see gui::PlaybackController usage example
*/
#ifndef PROC_PLAY_DUMMY_PLAY_CONNECTION_H
#define PROC_PLAY_DUMMY_PLAY_CONNECTION_H
//#include "include/dummy-player-facade.h"
//#include "include/display-facade.h"
//#include "common/instancehandle.hpp"
//#include "lib/singleton-ref.hpp"
#include "proc/play/output-manager.hpp"
#include "proc/mobject/model-port.hpp"
#include "lib/time/timequant.hpp"
//#include "lib/scoped-collection.hpp"
#include "proc/mobject/builder/model-port-registry.hpp"
#include "proc/asset/timeline.hpp"
#include "proc/asset/pipe.hpp"
#include "common/query.hpp"
#include "lib/util.hpp"
//#include "lib/symbol.hpp"
#include "lib/iter-source.hpp"
//
#include <boost/noncopyable.hpp>
//#include <boost/scoped_ptr.hpp>
//#include <string>
#include <vector>
namespace proc {
namespace play {
// using std::string;
// using lumiera::Subsys;
// using lumiera::Display;
// using lumiera::DummyPlayer;
using lib::time::Duration;
typedef lib::IterSource<mobject::ModelPort>::iterator ModelPorts;
struct PlayTestFrames_Strategy
{
};
namespace { // simulated builder environment
using asset::Pipe;
using asset::PPipe;
using asset::Struct;
using asset::Timeline;
using asset::PTimeline;
using mobject::ModelPort;
using mobject::builder::ModelPortRegistry;
using util::contains;
using lumiera::Query;
// using lib::ScopedCollection;
// using lib::Literal;
using lib::eachEntry;
typedef asset::ID<Pipe> PID;
typedef asset::ID<Struct> TID;
// typedef ModelPortRegistry::ModelPortDescriptor const& MPDescriptor;
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_;
/** 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));
}
ModelPorts
getAllModelPorts()
{
return eachEntry (modelPorts_.begin(), modelPorts_.end());
}
};
}
/********************************************************************
* Framework for dummy playback and rendering.
* A DummyPlayConnection provides a coherent set of placeholders,
* allowing to start a data producing process while leaving out
* various parts of the real engine implementation. The specific
* mode of operation, suitable for various test scenarios, may be
* fine tuned by the strategy object defined as template parameter.
*/
template<class DEF>
class DummyPlayConnection
: boost::noncopyable
{
SimulatedBuilderContext mockBuilder_;
public:
ModelPorts
provide_testModelPorts()
{
return mockBuilder_.getAllModelPorts();
}
POutputManager
provide_testOutputSlot()
{
UNIMPLEMENTED ("provide a suitable output sink simulation");
}
/* === Test Support API === */
bool
isWired()
{
UNIMPLEMENTED ("is this dummy in activated state?");
}
Duration
getPlannedTestDuration()
{
UNIMPLEMENTED ("manage the a planned test duration");
}
/** test helper: blocking wait during an output test.
* The waiting time should be in accordance with the
* \link #getPlannedTestduration planned value \endlink,
*/
void
waitUntilDue()
{
UNIMPLEMENTED ("do a blocking wait, while an output test is performed in other threads");
}
bool
gotCorrectOutput()
{
UNIMPLEMENTED ("verify proper operation by inspecting the provided test dummy components");
}
};
}} // namespace proc::play
#endif