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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#pragma once

#include "cpp_api/s_base.h"

struct MoveAction;
struct ItemStack;

class ScriptApiDetached
		: virtual public ScriptApiBase
{
public:
	/* Detached inventory callbacks */
	// Return number of accepted items to be moved
	int detached_inventory_AllowMove(
			const MoveAction &ma, int count,
			ServerActiveObject *player);
	// Return number of accepted items to be put
	int detached_inventory_AllowPut(
			const MoveAction &ma, const ItemStack &stack,
			ServerActiveObject *player);
	// Return number of accepted items to be taken
	int detached_inventory_AllowTake(
			const MoveAction &ma, const ItemStack &stack,
			ServerActiveObject *player);
	// Report moved items
	void detached_inventory_OnMove(
			const MoveAction &ma, int count,
			ServerActiveObject *player);
	// Report put items
	void detached_inventory_OnPut(
			const MoveAction &ma, const ItemStack &stack,
			ServerActiveObject *player);
	// Report taken items
	void detached_inventory_OnTake(
			const MoveAction &ma, const ItemStack &stack,
			ServerActiveObject *player);
private:
	bool getDetachedInventoryCallback(
			const std::string &name, const char *callbackname);
};
an class="hl ppc">#include "threading/thread.h" class TestThreading : public TestBase { public: TestThreading() { TestManager::registerTestModule(this); } const char *getName() { return "TestThreading"; } void runTests(IGameDef *gamedef); void testStartStopWait(); void testThreadKill(); void testAtomicSemaphoreThread(); }; static TestThreading g_test_instance; void TestThreading::runTests(IGameDef *gamedef) { TEST(testStartStopWait); TEST(testThreadKill); TEST(testAtomicSemaphoreThread); } class SimpleTestThread : public Thread { public: SimpleTestThread(unsigned int interval) : Thread("SimpleTest"), m_interval(interval) { } private: void *run() { void *retval = this; if (isCurrentThread() == false) retval = (void *)0xBAD; while (!stopRequested()) sleep_ms(m_interval); return retval; } unsigned int m_interval; }; void TestThreading::testStartStopWait() { void *thread_retval; SimpleTestThread *thread = new SimpleTestThread(25); // Try this a couple times, since a Thread should be reusable after waiting for (size_t i = 0; i != 5; i++) { // Can't wait() on a joined, stopped thread UASSERT(thread->wait() == false); // start() should work the first time, but not the second. UASSERT(thread->start() == true); UASSERT(thread->start() == false); UASSERT(thread->isRunning() == true); UASSERT(thread->isCurrentThread() == false); // Let it loop a few times... sleep_ms(70); // It's still running, so the return value shouldn't be available to us. UASSERT(thread->getReturnValue(&thread_retval) == false); // stop() should always succeed UASSERT(thread->stop() == true); // wait() only needs to wait the first time - the other two are no-ops. UASSERT(thread->wait() == true); UASSERT(thread->wait() == false); UASSERT(thread->wait() == false); // Now that the thread is stopped, we should be able to get the // return value, and it should be the object itself. thread_retval = NULL; UASSERT(thread->getReturnValue(&thread_retval) == true); UASSERT(thread_retval == thread); } delete thread; } void TestThreading::testThreadKill() { SimpleTestThread *thread = new SimpleTestThread(300); UASSERT(thread->start() == true); // kill()ing is quite violent, so let's make sure our victim is sleeping // before we do this... so we don't corrupt the rest of the program's state sleep_ms(100); UASSERT(thread->kill() == true); // The state of the thread object should be reset if all went well UASSERT(thread->isRunning() == false); UASSERT(thread->start() == true); UASSERT(thread->stop() == true); UASSERT(thread->wait() == true); // kill() after already waiting should fail. UASSERT(thread->kill() == false); delete thread; } class AtomicTestThread : public Thread { public: AtomicTestThread(Atomic<u32> &v, Semaphore &trigger) : Thread("AtomicTest"), val(v), trigger(trigger) { } private: void *run() { trigger.wait(); for (u32 i = 0; i < 0x10000; ++i) ++val; return NULL; } Atomic<u32> &val; Semaphore &trigger; }; void TestThreading::testAtomicSemaphoreThread() { Atomic<u32> val; Semaphore trigger; static const u8 num_threads = 4; AtomicTestThread *threads[num_threads]; for (u8 i = 0; i < num_threads; ++i) { threads[i] = new AtomicTestThread(val, trigger); UASSERT(threads[i]->start()); } trigger.post(num_threads); for (u8 i = 0; i < num_threads; ++i) { threads[i]->wait(); delete threads[i]; } UASSERT(val == num_threads * 0x10000); }