433 lines
16 KiB
C++
433 lines
16 KiB
C++
/*
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SessionCommandFunction(Test) - function test of command dispatch via SessionCommand facade
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Copyright (C) Lumiera.org
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2017, 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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/** @file session-command-function-test.cpp
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** Function(integration) test of command dispatch into session thread.
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** This is a test combining several components to operate similar as in the real application,
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** while still relying upon an unit-test like setup. The goal is to cover how _session commands_
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** are issued from an access point (CoreService) in the UI backbone, passed on through an
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** abstraction interface (the SessionCommand facade), handed over to the SteamDispatcher,
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** which, running within a dedicated thread (the »session loop thread«), enqueues all
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** these commands and dispatches them one by one.
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**
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** # the test operation
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** This test setup defines a specifically rigged _test command,_ which does not actually
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** operate on the session. Instead, it performs some time calculations and adds the resulting
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** time offset to a global variable, which can be observed from the test methods. The generated
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** values are controlled by the command arguments and thus predictable, which allows to verify
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** the expected number of invocations happened, using the right arguments.
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**
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** # massively multithreaded stress test
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** The last test case performs a massively multithreaded _torture test_ to scrutinise the sanity
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** of locking and state management. It creates several threads, each of which produces several
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** instances of the common _test command_ used in this test, and binds each instance with different
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** execution arguments. All these operations are sent as command messages, interspersed with short
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** random pauses, which causes them to arrive in arbitrary order within the dispatcher queue.
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** Moreover, while the "command producer threads" are running, the main thread temporarily
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** disables command dispatch, which causes the command queue to build up. After re-enabling
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** dispatch, the main thread spins to wait for the queue to become empty. The important
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** point to note is that the test command function itself _contains no locking._ But since
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** all command operations are triggered in a single dedicated thread, albeit in arbitrary
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** order, at the end the checksum must add up to the expected value.
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**
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** ## parametrisation
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** It is possible to change the actual setup with the following positional commandline arguments
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** - the number of threads to start
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** - the number of consecutive command instances produced in each thread
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** - the maximum delay (in µs) between each step in each thread
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** Astute readers might have noticed, that the test fixture is sloppy with respect to proper
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** locking and synchronisation. Rather, some explicit sleep commands are interspersed in a way
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** tuned to work satisfactory in practice. This whole approach can only work, because each
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** Posix locking call actually requires the runtime system to issue a read/write barrier,
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** which are known to have global effects on the relevant platforms (x86 and x86_64).
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** And because the production relevant code in SteamDispatcher uses sufficient (in fact
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** even excessive) locking, the state variables of the test fixture are properly synced
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** by sideeffect.
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**
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** This test case can fail when, by bad coincidence, the command queue is temporarily emptied,
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** while some producer threads are still alive -- because in this case the main thread might
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** verify the checksum before all command instances have been triggered. To avoid this
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** situation, make sure the delay between actions in the threads is not too long and
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** start a sufficiently high number of producer threads.
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**
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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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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 "steam/control/command-def.hpp"
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#include "include/session-command-facade.h"
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#include "lib/typed-counter.hpp"
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#include "lib/format-string.hpp"
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#include "lib/sync-barrier.hpp"
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#include "lib/thread.hpp"
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#include "lib/symbol.hpp"
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#include "lib/util.hpp"
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#include <boost/lexical_cast.hpp>
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#include <chrono>
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#include <string>
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#include <vector>
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#include <deque>
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namespace steam {
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namespace control {
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namespace test {
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using boost::lexical_cast;
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using std::this_thread::sleep_for;
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using std::chrono::microseconds;
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using namespace std::chrono_literals;
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using steam::control::SessionCommand;
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using lib::test::randTime;
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using lib::diff::GenNode;
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using lib::diff::Rec;
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using lib::time::Time;
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using lib::time::TimeVar;
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using lib::time::Duration;
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using lib::time::Offset;
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using lib::time::FSecs;
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using lib::FamilyMember;
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using lib::SyncBarrier;
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using lib::Symbol;
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using util::_Fmt;
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using util::isnil;
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using std::string;
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using std::vector;
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using std::deque;
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using std::rand;
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namespace { // test fixture...
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/* === parameters for multi-threaded stress test === */
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uint NUM_THREADS_DEFAULT = 50; ///< @note _not_ const, can be overridden by command line argument
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uint NUM_INVOC_PER_THRED = 10;
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uint MAX_RAND_DELAY_us = 50; ///< @warning be sure to keep this way shorter than the delay in the main thread
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void
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maybeOverride (uint& configSetting, Arg cmdline, uint paramNr)
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{
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if (paramNr < cmdline.size())
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configSetting = lexical_cast<uint>(cmdline[paramNr]);
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}
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/* === mock operation to be dispatched as command === */
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const Symbol COMMAND_ID{"test.dispatch.function.command"};
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const Symbol COMMAND_I1{"test.dispatch.function.command.instance-1"};
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const Symbol COMMAND_I2{"test.dispatch.function.command.instance-2"};
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TimeVar testCommandState = randTime();
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void
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operate (Duration dur, Offset offset, int factor)
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{
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testCommandState += Offset(dur) + offset*factor;
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}
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Time
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capture (Duration, Offset, int)
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{
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return testCommandState;
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}
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void
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undoIt (Duration, Offset, int, Time oldState)
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{
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testCommandState = oldState;
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}
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}//(End) test fixture
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#define __DELAY__ sleep_for (20ms);
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/******************************************************************************************//**
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* @test verify integrated functionality of command dispatch through the SessionCommand facade.
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* - operate lifecycle of the supporting components,
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* similar to activating the »session subsystem«
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* - generate command messages similar to what is received from the UI-Bus
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* - us the handler mechanism from stage::ctrl::CoreService to talk to the facade
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* - have a specially rigged command function to observe invocation
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* - wait for the session loop thread to dispatch this command
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* - verify that commands are really executed single-threaded
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*
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* @see steam::SessionSubsystem
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* @see SteamDispatcher
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* @see CommandQueue_test
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* @see AbstractTangible_test::invokeCommand()
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*/
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class SessionCommandFunction_test : public Test
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{
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//------------------FIXTURE
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public:
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SessionCommandFunction_test()
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{
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CommandDef (COMMAND_ID)
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.operation (operate)
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.captureUndo (capture)
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.undoOperation (undoIt)
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;
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Command(COMMAND_ID).storeDef(COMMAND_I1);
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Command(COMMAND_ID).storeDef(COMMAND_I2);
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}
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~SessionCommandFunction_test()
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{
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Command::remove (COMMAND_ID);
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Command::remove (COMMAND_I1);
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Command::remove (COMMAND_I2);
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}
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//-------------(End)FIXTURE
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virtual void
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run (Arg args_for_stresstest)
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{
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lumiera_interfaceregistry_init();
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lumiera::throwOnError();
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startDispatcher();
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perform_simpleInvocation();
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perform_messageInvocation();
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perform_massivelyParallel(args_for_stresstest);
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stopDispatcher();
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lumiera_interfaceregistry_destroy();
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}
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/** @test start the session loop thread,
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* similar to what the »session subsystem« does
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* @note we are _not_ actually starting the subsystem itself,
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* but we indeed start the _»session loop thread«_
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* @see facade.cpp
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*/
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void
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startDispatcher()
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{
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CHECK (not SteamDispatcher::instance().isRunning());
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SteamDispatcher::instance().start ([&] (string* problemMessage)
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{
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CHECK (isnil (*problemMessage));
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thread_has_ended = true;
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});
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CHECK (SteamDispatcher::instance().isRunning());
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CHECK (not thread_has_ended);
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}
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bool thread_has_ended{false};
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/** @test verify the »session loop thread« has finished properly */
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void
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stopDispatcher()
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{
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CHECK (SteamDispatcher::instance().isRunning());
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SteamDispatcher::instance().requestStop();
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__DELAY__
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CHECK (not SteamDispatcher::instance().isRunning());
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CHECK (thread_has_ended);
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}
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/** @test demonstrate a simple direct invocation */
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void
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perform_simpleInvocation()
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{
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string cmdID {COMMAND_I1};
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Rec arguments {Duration(15,10), Time(500,0), -1};
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CHECK (not Command(COMMAND_I1).canExec());
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SessionCommand::facade().bindArg (cmdID, arguments);
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CHECK (Command(COMMAND_I1).canExec());
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Time prevState = testCommandState;
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SessionCommand::facade().invoke(cmdID);
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__DELAY__
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CHECK (testCommandState - prevState == Time(0, 1)); // execution added 1500ms -1*500ms == 1sec
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}
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/** @test invoke a command in the same way as CoreService does
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* when handling command messages from the UI-Bus
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* - build a command message, similar to what the
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* [generic UI element](\ref stage::model::Tangible) does
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* - use the contents of this message at the SessionCommand
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* facade, similar to what CoreService does
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*/
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void
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perform_messageInvocation()
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{
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// this happens within some tangible UI element (widget / controller)
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GenNode commandMsg{string(COMMAND_I2), Rec{Duration(25,10), Time(500,0), -2}};
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CHECK (commandMsg.idi.getSym() == string{COMMAND_I2});
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CHECK (not Command::canExec(COMMAND_I2));
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Time prevState = testCommandState;
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// this happens, when CoreService receives command messages from UI-Bus
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SessionCommand::facade().trigger (commandMsg.idi.getSym(), commandMsg.data.get<Rec>());
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__DELAY__
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CHECK (testCommandState - prevState == Time(FSecs(3,2))); // execution added 2500ms -2*500ms == 1.5sec
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}
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/** @test massively multithreaded _torture test_ to verify
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* that commands are properly enqueued and executed one by one
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* - create several threads to send random command messages
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* - verify that, after executing all commands, the internal
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* state variable reflects the result of a proper
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* sequential calculation and summation
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*/
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void
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perform_massivelyParallel(Arg args_for_stresstest)
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{
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maybeOverride(NUM_THREADS_DEFAULT, args_for_stresstest, 1);
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maybeOverride(NUM_INVOC_PER_THRED, args_for_stresstest, 2);
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maybeOverride(MAX_RAND_DELAY_us, args_for_stresstest, 3);
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// we'll run several instances of the following thread....
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class InvocationProducer
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: util::NonCopyable
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{
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SyncBarrier& barrier_;
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FamilyMember<InvocationProducer> id_;
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vector<string> cmdIDs_;
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lib::ThreadJoinable<void> thread_;
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Symbol
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cmdID(uint j)
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{
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cmdIDs_.push_back (_Fmt("%s.thread-%02d.%d") % COMMAND_ID % id_ % j);
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return cStr(cmdIDs_.back());
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}
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public:
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InvocationProducer (SyncBarrier& trigger)
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: barrier_{trigger}
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, thread_{"producer", [&]{ fabricateCommands(); }}
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{ }
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~InvocationProducer()
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{
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thread_.join().maybeThrow();
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for (auto& id : cmdIDs_)
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Command::remove (cStr(id));
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}
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private:
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void
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fabricateCommands()
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{
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barrier_.sync(); // barrier to unleash all threads together
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for (uint j=0; j<NUM_INVOC_PER_THRED; ++j)
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{
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auto cmd = Command(COMMAND_ID).storeDef(cmdID(j));
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__randomDelay();
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sendCommandMessage (GenNode{string{cmd.getID()}, Rec{Duration(7*id_, 2), Time(500,0), -int(j)}});
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}
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}
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static void
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sendCommandMessage(GenNode msg)
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{
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SessionCommand::facade().trigger (msg.idi.getSym(), msg.data.get<Rec>());
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}
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static void
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__randomDelay()
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{
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if (not MAX_RAND_DELAY_us) return;
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sleep_for (microseconds (1 + rand() % MAX_RAND_DELAY_us)); // random delay varying in steps of 1µs
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}
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};
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/* == controlling code in main thread == */
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Time prevState = testCommandState;
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FSecs expectedOffset{0};
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for (uint i=0; i<NUM_THREADS_DEFAULT; ++i)
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for (uint j=0; j<NUM_INVOC_PER_THRED; ++j)
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expectedOffset += FSecs(i*7,2) - FSecs(j,2);
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// fire up several threads to issue commands in parallel...
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SyncBarrier trigger{NUM_THREADS_DEFAULT + 1};
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deque<InvocationProducer> producerThreads;
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for (uint i=0; i<NUM_THREADS_DEFAULT; ++i)
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producerThreads.emplace_back (trigger);
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// start concurrent execution
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trigger.sync();
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// give the producer threads some head start...
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sleep_for (microseconds (MAX_RAND_DELAY_us * NUM_INVOC_PER_THRED / 2));
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__DELAY__
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// stop the dispatching to cause the queue to build up...
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SteamDispatcher::instance().deactivate();
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SteamDispatcher::instance().awaitDeactivation();
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__DELAY__
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SteamDispatcher::instance().activate();
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__DELAY__
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while (not SteamDispatcher::instance().empty());
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__DELAY__
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CHECK (testCommandState - prevState == Time(expectedOffset));
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}// Note: leaving this scope blocks for joining all producer threads
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};
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/** Register this test class... */
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LAUNCHER (SessionCommandFunction_test, "function controller");
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}}} // namespace steam::control::test
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