- we got occasional hangups when waiting for disabled state - the builder was not triggered properly, sometimes redundant, sometimes without timeout As it turned out, the loop control logic is more like a state machine, and the state variables need to be separated from the external influenced variables. As a consequence, the inChange_ variable was not calculated properly when disabled in a race, and then the loop went into infinite wait state, without propagating this to the externally waiting client, which caused the deadlock
524 lines
19 KiB
C++
524 lines
19 KiB
C++
/*
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DispatcherLooper(Test) - verify loop control and timing functionality of ProcDispatcher
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Copyright (C) Lumiera.org
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2016, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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* *****************************************************/
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#include "lib/test/run.hpp"
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#include "steam/control/looper.hpp"
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#include <chrono>
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#include <thread>
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namespace steam {
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namespace control {
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namespace test {
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using std::this_thread::sleep_for;
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using namespace std::chrono_literals;
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namespace { // test fixture...
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/**
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* @todo this value should be retrieved from configuration ////////////////////////////////TICKET #1052 : access application configuration
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* @see Looper::establishWakeTimeout()
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*/
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const uint EXPECTED_BUILDER_DELAY_ms = 50;
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bool
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isFast (uint timeoutDelay_ms)
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{
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return timeoutDelay_ms < 1.2 * EXPECTED_BUILDER_DELAY_ms
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and 0 < timeoutDelay_ms;
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}
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bool
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isSlow (uint timeoutDelay_ms)
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{
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return timeoutDelay_ms >= 1.2 * EXPECTED_BUILDER_DELAY_ms;
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}
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bool
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isDisabled (uint timeoutDelay_ms)
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{
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return 0 == timeoutDelay_ms;
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}
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/**
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* Setup for testing the Looper.
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* In operation, the Looper receives its input by invoking closures.
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* With the help of this adapter, unit tests may just set values
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* on the Setup record and verify the result on the wired Looper
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*/
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struct Setup
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{
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bool has_commands_in_queue = false;
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Looper
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install()
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{
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return Looper([&](){ return has_commands_in_queue; });
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}
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};
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}//(End) test fixture
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/******************************************************************************//**
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* @test verify encapsulated control logic of ProcDispatcher.
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* - fusing of conditions for the pthread waiting condition
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* - detection and handling of work states
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* - management of builder run triggers
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*
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* @see steam::control::Looper
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* @see DispatcherLoop
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* @see CommandQueue_test
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*/
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class DispatcherLooper_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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verifyBasics();
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verifyShutdown();
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verifyWakeupActivity();
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verifyShutdown_stops_processing();
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verifyDisabling_stops_processing();
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verifyBuilderStart();
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}
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void
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verifyBasics()
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{
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Setup setup;
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Looper looper = setup.install();
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CHECK (not looper.isDying());
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CHECK (looper.shallLoop());
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CHECK (not looper.runBuild());
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CHECK (isDisabled (looper.getTimeout()));
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setup.has_commands_in_queue = true;
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CHECK (looper.requireAction());
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uint timeout = looper.getTimeout();
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CHECK (10 < timeout, "configured idle timeout %2u to short", timeout);
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CHECK (timeout < 800, "configured idle timeout %3u to long", timeout);
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}
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void
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verifyShutdown()
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{
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Setup setup;
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Looper looper = setup.install();
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CHECK (not looper.isDying());
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CHECK (looper.shallLoop());
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looper.triggerShutdown();
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CHECK (looper.isDying());
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CHECK (not looper.shallLoop());
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}
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void
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verifyWakeupActivity()
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{
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Setup setup;
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Looper looper = setup.install();
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CHECK (not looper.isDying());
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CHECK (looper.shallLoop());
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CHECK (not looper.requireAction());
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CHECK (not looper.isWorking());
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CHECK ( looper.isIdle());
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setup.has_commands_in_queue = true;
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CHECK ( looper.requireAction());
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CHECK ( looper.isWorking());
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CHECK (not looper.isIdle());
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CHECK (looper.shallLoop());
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setup.has_commands_in_queue = false;
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looper.markStateProcessed(); // after command processing
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CHECK (not looper.requireAction()); // stops immediate work state
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CHECK ( looper.useTimeout()); // but still performs timeout
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CHECK (not looper.isWorking());
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CHECK (not looper.isIdle()); // still need to run the builder
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looper.markStateProcessed(); // second round-trip, after builder run
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CHECK (not looper.requireAction());
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CHECK (not looper.isWorking());
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CHECK ( looper.isIdle());
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CHECK (looper.shallLoop());
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looper.triggerShutdown();
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CHECK (not looper.shallLoop());
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CHECK ( looper.requireAction());
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CHECK (not looper.isWorking());
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CHECK (not looper.isIdle());
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}
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void
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verifyShutdown_stops_processing()
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{
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Setup setup;
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Looper looper = setup.install();
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CHECK (not looper.isDying());
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CHECK (looper.shallLoop());
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CHECK (not looper.requireAction());
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CHECK (not looper.isWorking());
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CHECK ( looper.isIdle());
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setup.has_commands_in_queue = true;
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CHECK ( looper.requireAction());
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CHECK ( looper.isWorking());
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CHECK (not looper.isIdle());
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CHECK ( looper.shallLoop());
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CHECK (not looper.isDying());
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looper.triggerShutdown();
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CHECK ( looper.requireAction());
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CHECK (not looper.isWorking());
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CHECK (not looper.isIdle());
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CHECK (not looper.shallLoop());
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CHECK ( looper.isDying());
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setup.has_commands_in_queue = false;
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CHECK ( looper.requireAction());
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CHECK (not looper.isWorking());
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CHECK (not looper.isIdle());
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CHECK (not looper.shallLoop());
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CHECK ( looper.isDying());
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setup.has_commands_in_queue = true;
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CHECK ( looper.requireAction());
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CHECK (not looper.isWorking());
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CHECK (not looper.isIdle());
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CHECK (not looper.shallLoop());
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CHECK ( looper.isDying());
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}
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void
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verifyDisabling_stops_processing()
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{
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Setup setup;
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Looper looper = setup.install();
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CHECK (not looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK ( looper.isIdle());
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CHECK ( looper.shallLoop());
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CHECK (not looper.isDying());
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setup.has_commands_in_queue = true; // normal operation: pending commands will be processed
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CHECK ( looper.requireAction()); // ..causes wake-up
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CHECK (not looper.isDisabled());
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CHECK ( looper.isWorking());
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CHECK (not looper.isIdle());
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CHECK ( looper.shallLoop());
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CHECK (not looper.isDying());
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looper.enableProcessing(false); // disable processing
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CHECK (not looper.requireAction());
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CHECK ( looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK (not looper.isIdle());
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CHECK ( looper.shallLoop());
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CHECK (not looper.isDying());
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setup.has_commands_in_queue = false; // while disabled, state of the command queue has no effect
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CHECK (not looper.requireAction());
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CHECK ( looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK (not looper.isIdle());
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CHECK ( looper.shallLoop());
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CHECK (not looper.isDying());
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setup.has_commands_in_queue = true;
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CHECK (not looper.requireAction());
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CHECK ( looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK (not looper.isIdle());
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CHECK ( looper.shallLoop());
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CHECK (not looper.isDying());
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looper.enableProcessing(); // resume normal operation
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CHECK ( looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK ( looper.isWorking());
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CHECK (not looper.isIdle());
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CHECK ( looper.shallLoop());
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CHECK (not looper.isDying());
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looper.enableProcessing(false); // disable again
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CHECK (not looper.requireAction());
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CHECK ( looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK (not looper.isIdle());
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CHECK ( looper.shallLoop());
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CHECK (not looper.isDying());
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looper.triggerShutdown(); // wake-up for shutdown even from disabled state
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CHECK ( looper.requireAction());
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CHECK ( looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK (not looper.isIdle());
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CHECK (not looper.shallLoop());
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CHECK ( looper.isDying());
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}
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/** @test logic to trigger the builder over a complete simulated lifecycle.
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* - when Looper::requireAction is true, the thread does not go into wait state
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* - in the loop body
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* * either when `runBuild()` is true, the builder run is triggered
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* * or when `isWorking()` is true, the next command is processed
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* - after that, Looper::markStateProcessed proceeds the state machine
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* @note this test actually has to sleep in order to verify triggering a timeout
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*
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*/
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void
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verifyBuilderStart()
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{
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Setup setup;
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Looper looper = setup.install();
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CHECK (not looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK (not looper.runBuild());
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CHECK ( looper.isIdle());
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setup.has_commands_in_queue = true; // regular command processing
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CHECK ( looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK ( looper.isWorking());
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CHECK (not looper.runBuild());
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CHECK (not looper.isIdle());
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looper.markStateProcessed(); // at least one command has been handled
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CHECK ( looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK ( looper.isWorking());
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CHECK (not looper.runBuild()); // ...note: build not yet triggered
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CHECK (not looper.isIdle());
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CHECK (isSlow (looper.getTimeout()));
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looper.markStateProcessed(); // next processing round: further command(s) processed,
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// yet still more commands pending...
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CHECK ( looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK ( looper.isWorking());
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CHECK (not looper.runBuild()); // ...build still postponed
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CHECK (not looper.isIdle());
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sleep_for (800ms); // let's assume we did command processing for a long time...
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CHECK ( looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK ( looper.isWorking());
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CHECK ( looper.runBuild()); // ...after some time of command processing, a build run is forced
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CHECK (not looper.isIdle());
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looper.markStateProcessed(); // and when the builder run is confirmed...
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CHECK ( looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK ( looper.isWorking());
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CHECK (not looper.runBuild()); // ...we are back to normal working state (build postponed)
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CHECK (not looper.isIdle());
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setup.has_commands_in_queue = false; // now emptied our queue
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CHECK (not looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK ( looper.runBuild()); // ...note: now build will be triggered
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CHECK (not looper.isIdle());
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CHECK (isFast (looper.getTimeout())); // ...but only after a short wait period,
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// since not looper.requireAction()
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looper.markStateProcessed(); // next processing round: invoked builder,
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// and no more commands commands pending...
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CHECK (not looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK (not looper.runBuild()); // ...note: now done with building
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CHECK ( looper.isIdle());
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CHECK (isDisabled(looper.getTimeout())); // ...now Dispatcher is idle and goes to sleep
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setup.has_commands_in_queue = true; // next command pending
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CHECK ( looper.requireAction()); // return to work mode
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CHECK (not looper.isDisabled());
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CHECK ( looper.isWorking());
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CHECK (not looper.runBuild());
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CHECK (not looper.isIdle());
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setup.has_commands_in_queue = false; // now let's assume command has been processed
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looper.markStateProcessed(); // and queue is empty again
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CHECK (not looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK ( looper.runBuild());
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CHECK (not looper.isIdle());
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CHECK (isFast (looper.getTimeout())); // now build *would* be triggered after short timeout, but..
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looper.enableProcessing(false); // disable processing
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CHECK (not looper.requireAction());
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CHECK ( looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK (not looper.runBuild()); // ...note: dirty state hidden by disabled state
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CHECK (not looper.isIdle());
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CHECK (isDisabled (looper.getTimeout()));
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looper.enableProcessing(true); // enable back
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CHECK (not looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK ( looper.runBuild()); // ...note: dirty state revealed again
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CHECK (not looper.isIdle());
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CHECK (isFast (looper.getTimeout()));
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looper.enableProcessing(false); // disable processing
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looper.markStateProcessed(); // let's assume builder was running and is now finished
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CHECK (not looper.requireAction());
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CHECK ( looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK (not looper.runBuild()); // ...note: dirty state not obvious
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CHECK (not looper.isIdle());
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CHECK (isDisabled (looper.getTimeout()));
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looper.enableProcessing(true); // enable back
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// NOTE special twist: it's unclear, if builder was triggered before the disabled state...
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CHECK (isFast (looper.getTimeout())); // ...and thus we remain in dirty state
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CHECK (not looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK ( looper.runBuild()); // so the builder will be triggered (possibly a second time) after a short timeout
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CHECK (not looper.isIdle());
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looper.markStateProcessed(); // and after one round-trip the builder was running and is now finished
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CHECK (not looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK (not looper.runBuild());
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CHECK ( looper.isIdle()); // ...system is in idle state now and waits until triggered externally
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CHECK (isDisabled (looper.getTimeout()));
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setup.has_commands_in_queue = true; // more commands again -> wake up
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looper.markStateProcessed(); // ...and let's assume one command has already been processed
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CHECK ( looper.requireAction());
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CHECK (not looper.isDisabled());
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CHECK ( looper.isWorking());
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CHECK (not looper.runBuild());
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CHECK (not looper.isIdle());
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looper.triggerShutdown(); // request shutdown...
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CHECK ( looper.requireAction());
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CHECK ( looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK (not looper.runBuild());
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CHECK (not looper.isIdle());
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CHECK (isDisabled (looper.getTimeout()));
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setup.has_commands_in_queue = false; // and even when done with all commands...
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looper.markStateProcessed();
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CHECK (isDisabled (looper.getTimeout()));
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CHECK (not looper.shallLoop()); // we remain disabled and break out of the loop
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CHECK ( looper.requireAction());
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CHECK ( looper.isDisabled());
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CHECK (not looper.isWorking());
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CHECK (not looper.runBuild()); // ...note: still no need for builder run, since in shutdown
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CHECK (not looper.isIdle());
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}
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};
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/** Register this test class... */
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LAUNCHER (DispatcherLooper_test, "unit controller");
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}}} // namespace steam::control::test
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