LUMIERA.clone/tests/core/steam/play/dummy-builder-context.hpp
Ichthyostega 81ee9a2e67 Dispatcher-Pipeline: builder type rebinding problems
...hard to tackle...
The idea is to wrap the TreeExplorer builder, so that our specific
builder functions can delegated to the (inherited) generic builder functions
and would just need to supply some cleverly bound lambdas. However,
resulting types are recursive, which does not play nice with type inference,
and working around that problem leads to capturing a self reference,
which at time of invocation is already invalidated (due to moving the
whole pipeline into the final storage)
2023-06-03 03:44:22 +02:00

265 lines
9 KiB
C++

/*
DUMMY-BUILDER-CONTEXT.hpp - fake simulated builder result for player tests
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-builder-context.hpp
** Simulated result of a builder run for test purposes, without actual session and model content.
** Integration tests for the render engine or the player have to deal with a lot of prerequisites,
** since both an external environment and actual content form the Session is required to start any
** processing. Effectively the complete core application is required — while in fact the engine is
** built in an abstracted way and does not need to know much about the rest of the application.
** Thus, as a remedy, it is possible to establish a _faked context,_ exposing just those interfaces
** used by the engine for processing. As additional benefit, dedicated test operations can be rigged
** and verification routines can be used in place of actual media output.
**
** This faked builder context provides a selection of consistent media element IDs with sensible
** properties and type markers, plus the attachment points for a simulated model structure, as
** if generated from an actual session model by a real Builder run.
** - a set of ModelPort elements
** - a set of DataSink handles, as if an actual playback connection has been established
** @todo 5/2023 add more elements as needed for test driven integration of Player and engine
** @todo this was invented in 2012 -- but development of the player subsystem stalled thereafter.
**
** @see mock-dispatcher.hpp
** @see JobPlanningSetup_test
*/
#ifndef STEAM_PLAY_DUMMY_BUILDER_CONTEXT_H
#define STEAM_PLAY_DUMMY_BUILDER_CONTEXT_H
#include "steam/mobject/model-port.hpp"
#include "steam/mobject/builder/model-port-registry.hpp"
#include "steam/play/output-slot-connection.hpp"
#include "steam/play/output-manager.hpp"
#include "steam/asset/timeline.hpp"
#include "steam/asset/pipe.hpp"
#include "common/query.hpp"
#include "lib/iter-source.hpp"
#include "lib/nocopy.hpp"
#include "lib/util.hpp"
#include <vector>
namespace steam{
namespace play {
namespace test {
/**
* @todo 5/2023 quick-n-dirty placeholder to be able to fabricate fake DataSink handles (`Handle<Connection>`)
*/
class UnimplementedConnection
: public play::OutputSlot::Connection
{
BuffHandle claimBufferFor(FrameID) override { UNIMPLEMENTED ("claimBufferFor(FrameID)"); }
bool isTimely (FrameID, TimeValue) override { return true; }
void transfer (BuffHandle const&) override { UNIMPLEMENTED ("transfer (BuffHandle const&)"); }
void pushout (BuffHandle const&) override { UNIMPLEMENTED ("pushout (BuffHandle const&)"); }
void discard (BuffHandle const&) override { UNIMPLEMENTED ("discard (BuffHandle const&)"); }
void shutDown () override { UNIMPLEMENTED ("shutDown() Connection"); }
public:
~UnimplementedConnection();
UnimplementedConnection() = default;
};
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 PID = asset::ID<Pipe>;
using TID = asset::ID<Struct>;
using ModelPorts = lib::IterSource<mobject::ModelPort>::iterator;
using DummyOutputLink = std::pair<mobject::ModelPort, play::DataSink>;
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_;
std::vector<DataSink> dataSinks_;
/** 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));
// prepare corresponding placeholder DataSink (a fake active output connection)
dataSinks_.emplace_back().activate(std::make_shared<UnimplementedConnection>());
dataSinks_.emplace_back().activate(std::make_shared<UnimplementedConnection>());
}
ModelPorts
getAllModelPorts()
{
return lib::iter_source::eachEntry (modelPorts_.begin(), modelPorts_.end());
}
DummyOutputLink
getModelPort (uint index)
{
REQUIRE (index < modelPorts_.size());
return {modelPorts_[index]
,dataSinks_[index]
};
}
};
#if false /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1301
/****************************************************************//**
* 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.
*
* @todo not-yet-implemented as of 2016 -- but the design can be considered valid.
*/
template<class DEF>
class DummyPlayConnection
: util::NonCopyable
{
SimulatedBuilderContext mockBuilder_;
public:
ModelPorts
getAllModelPorts()
{
return mockBuilder_.getAllModelPorts();
}
DummyOutputLink
getModelPort (uint index)
{
return mockBuilder_.getModelPort (index);
}
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");
}
};
#endif /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1301
}}} // namespace steam::play::test
#endif /*STEAM_PLAY_DUMMY_BUILDER_CONTEXT_H*/