* 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.
261 lines
8.3 KiB
C++
261 lines
8.3 KiB
C++
/*
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CommandUse2(Test) - usage aspects II
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Copyright (C)
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2009, 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 command-use2-test.cpp
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** unit test \ref CommandUse2_test
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*/
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#include "lib/test/run.hpp"
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#include "lib/test/test-helper.hpp"
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#include "steam/control/command.hpp"
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#include "steam/control/command-def.hpp"
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#include "steam/control/handling-pattern.hpp"
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#include "lib/format-string.hpp"
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#include "lib/format-obj.hpp"
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#include "lib/util.hpp"
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#include "steam/control/test-dummy-commands.hpp"
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extern "C" {
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#include "common/interfaceregistry.h"
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}
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#include "steam/control/steam-dispatcher.hpp"
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#include "include/session-command-facade.h"
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#include <functional>
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#include <boost/ref.hpp>
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#include <boost/lexical_cast.hpp>
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#include <string>
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namespace steam {
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namespace control {
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namespace test {
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using util::_Fmt;
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using std::string;
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using std::function;
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using std::bind;
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using std::ref;
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using boost::lexical_cast;
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using util::contains;
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using LERR_(EXTERNAL);
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/** diagnostics: checks if the given value has been written
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* to the test protocol (string stream) of command2
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* Explanation: command2 accepts a function, invokes
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* it and writes the result to the protocol stream.
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*/
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template<typename TY>
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inline bool
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protocolled (TY val2check)
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{
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return contains ( command2::check_.str()
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, util::toString (val2check)
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);
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}
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/***********************************************************************//**
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* @test command usage aspects II: patterns of command invocation.
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*
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* @todo this test is still on hold, as the non-trivial patterns aren't implemented as of 10/09 ////////////////TICKET #211
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*
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* @see Command
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* @see command-basic-test.cpp (simple usage example)
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*/
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class CommandUse2_test : public Test
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{
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int randVal_;
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string randomTxt()
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{
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_Fmt fmt ("invoked( %2d )");
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randVal_ = rani (100);
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return fmt % randVal_;
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}
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bool blowUp_;
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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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command2::check_.seekp(0);
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uint cnt_defs = Command::definition_count();
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uint cnt_inst = Command::instance_count();
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function<string()> randFun = bind (&CommandUse2_test::randomTxt, this);
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// prepare a command definition (prototype)
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CommandDef ("test.command2")
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.operation (command2::operate)
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.captureUndo (command2::capture)
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.undoOperation (command2::undoIt)
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.bind (randFun, &blowUp_);
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//note : blowUp_ is bound via pointer,
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// thus we can provoke an exception at will.
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blowUp_ = false;
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check_defaultHandlingPattern();
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// check_ThrowOnError(); //////////////////////////////////////////////////////////////////////TICKET #211
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check_DispatcherInvocation();
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Command::remove ("test.command2");
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Command::remove ("test.command2.1");
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CHECK (cnt_defs == Command::definition_count());
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CHECK (cnt_inst == Command::instance_count());
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}
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void
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check_defaultHandlingPattern()
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{
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Command com = Command::get("test.command2");
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CHECK (!protocolled("invoked"));
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bool success = com();
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CHECK (success);
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CHECK (protocolled("invoked"));
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CHECK (protocolled(randVal_));
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success = com.undo();
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CHECK (success); // UNDO invoked successfully
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CHECK (!protocolled(randVal_));
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CHECK (protocolled("UNDO"));
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blowUp_ = true;
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string current = command2::check_.str();
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success = com();
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CHECK (not success); // NOT executed successfully (exception thrown and caught)
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CHECK (command2::check_.str() == current);
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CHECK (!lumiera_error_peek()); // already absorbed
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success = com.undo();
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CHECK (not success); // UNDO failed (exception thrown and caught)
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CHECK (command2::check_.str() == current);
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blowUp_ = false;
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}
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void
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check_ThrowOnError()
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{
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Command com = Command::get("test.command2");
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blowUp_ = false;
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com.exec(HandlingPattern::SYNC_THROW);
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CHECK (protocolled(randVal_));
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blowUp_ = true;
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string current = command2::check_.str();
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HandlingPattern const& doThrow = HandlingPattern::get(HandlingPattern::SYNC_THROW);
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VERIFY_ERROR( EXTERNAL, com.exec (doThrow) );
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CHECK (command2::check_.str() == current);
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// we can achieve the same effect,
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// after changing the default HandlingPatern for this command instance
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com.setHandlingPattern(HandlingPattern::SYNC_THROW);
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com.storeDef ("test.command2.1");
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Command com2 = Command::get("test.command2.1");
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VERIFY_ERROR( EXTERNAL, com2() );
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CHECK (command2::check_.str() == current);
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blowUp_ = false;
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com2();
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CHECK (command2::check_.str() > current);
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CHECK (protocolled(randVal_));
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com2.undo();
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CHECK (!protocolled(randVal_));
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}
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/** @test simplified integration test of command dispatch
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* - performs the minimal actions necessary to start the session loop thread
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* - then issues a test command, which will be queued and dispatched
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* by the SteamDispatcher. Like in the real application, the command
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* executions happens in the dedicated session loop thread, and thus
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* we have to wait a moment, after which execution can be verified.
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* - finally the SteamDispatcher is signalled to shut down.
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* @see SessionCommandFunction_test for much more in-depth coverage of this aspect
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*/
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void
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check_DispatcherInvocation()
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{
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CHECK (not SteamDispatcher::instance().isRunning());
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lumiera_interfaceregistry_init();
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lumiera::throwOnError();
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#define __DELAY__ usleep(10000);
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bool thread_has_ended{false};
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SteamDispatcher::instance().start ([&] (string*) { thread_has_ended = true; });
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CHECK (SteamDispatcher::instance().isRunning());
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CHECK (not thread_has_ended);
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//----Session-Loop-Thread-is-running------------------------
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string cmdID {"test.command2"};
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string prevExecLog = command2::check_.str();
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// previous test cases prepared the arguments
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// so that we can just trigger command execution.
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// In the real application, this call is issued
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// from CoreService when receiving a command
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// invocation message over the UI-Bus
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SessionCommand::facade().invoke(cmdID);
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__DELAY__ // wait a moment for the other thread to dispatch the command...
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CHECK (prevExecLog != command2::check_.str());
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//----Session-Loop-Thread-is-running------------------------
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// shut down the SteamDispatcher...
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CHECK (SteamDispatcher::instance().isRunning());
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SteamDispatcher::instance().requestStop();
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__DELAY__ // wait a moment for the other thread to terminate...
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CHECK (not SteamDispatcher::instance().isRunning());
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CHECK (thread_has_ended);
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lumiera_interfaceregistry_destroy();
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}
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};
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/** Register this test class... */
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LAUNCHER (CommandUse2_test, "function controller");
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}}} // namespace steam::control::test
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