In the Lumiera code base, we use C-String constants as unique error-IDs. Basically this allows to create new unique error IDs anywhere in the code. However, definition of such IDs in arbitrary namespaces tends to create slight confusion and ambiguities, while maintaining the proper use statements requires some manual work. Thus I introduce a new **standard scheme** * Error-IDs for widespread use shall be defined _exclusively_ into `namespace lumiera::error` * The shorthand-Macro `LERR_()` can now be used to simplify inclusion and referral * (for local or single-usage errors, a local or even hidden definition is OK)
269 lines
8.7 KiB
C++
269 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_ = rand() % 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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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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