* most usages are drop-in replacements * occasionally the other convenience functions can be used * verify call-paths from core code to identify usages * ensure reseeding for all tests involving some kind of randomness... __Note__: some tests were not yet converted, since their usage of randomness is actually not thread-safe. This problem existed previously, since also `rand()` is not thread safe, albeit in most cases it is possible to ignore this problem, as ''garbled internal state'' is also somehow „random“
270 lines
8.7 KiB
C++
270 lines
8.7 KiB
C++
/*
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CommandUse2(Test) - usage aspects II
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Copyright (C) Lumiera.org
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2009, 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 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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