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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.
*/

#include "test.h"

#include <atomic>
#include "threading/semaphore.h"
#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 testAtomicSemaphoreThread();
};

static TestThreading g_test_instance;

void TestThreading::runTests(IGameDef *gamedef)
{
	TEST(testStartStopWait);
	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;
}



class AtomicTestThread : public Thread {
public:
	AtomicTestThread(std::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;
	}

	std::atomic<u32> &val;
	Semaphore &trigger;
};


void TestThreading::testAtomicSemaphoreThread()
{
	std::atomic<u32> val;
	val = 0;
	Semaphore trigger;
	static const u8 num_threads = 4;

	AtomicTestThread *threads[num_threads];
	for (auto &thread : threads) {
		thread = new AtomicTestThread(val, trigger);
		UASSERT(thread->start());
	}

	trigger.post(num_threads);

	for (AtomicTestThread *thread : threads) {
		thread->wait();
		delete thread;
	}

	UASSERT(val == num_threads * 0x10000);
}

um">0}) self.object:setacceleration({x = 0, y = -10, z = 0}) self:set_item(self.itemstring) end, try_merge_with = function(self, own_stack, object, obj) local stack = ItemStack(obj.itemstring) if own_stack:get_name() == stack:get_name() and stack:get_free_space() > 0 then local overflow = false local count = stack:get_count() + own_stack:get_count() local max_count = stack:get_stack_max() if count > max_count then overflow = true count = count - max_count else self.itemstring = '' end local pos = object:getpos() pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15 object:moveto(pos, false) local s, c local max_count = stack:get_stack_max() local name = stack:get_name() if not overflow then obj.itemstring = name .. " " .. count s = 0.2 + 0.1 * (count / max_count) c = s object:set_properties({ visual_size = {x = s, y = s}, collisionbox = {-c, -c, -c, c, c, c} }) self.object:remove() -- merging succeeded return true else s = 0.4 c = 0.3 object:set_properties({ visual_size = {x = s, y = s}, collisionbox = {-c, -c, -c, c, c, c} }) obj.itemstring = name .. " " .. max_count s = 0.2 + 0.1 * (count / max_count) c = s self.object:set_properties({ visual_size = {x = s, y = s}, collisionbox = {-c, -c, -c, c, c, c} }) self.itemstring = name .. " " .. count end end -- merging didn't succeed return false end, on_step = function(self, dtime) self.age = self.age + dtime if time_to_live > 0 and self.age > time_to_live then self.itemstring = '' self.object:remove() return end local p = self.object:getpos() p.y = p.y - 0.5 local node = core.get_node_or_nil(p) local in_unloaded = (node == nil) if in_unloaded then -- Don't infinetly fall into unloaded map self.object:setvelocity({x = 0, y = 0, z = 0}) self.object:setacceleration({x = 0, y = 0, z = 0}) self.physical_state = false self.object:set_properties({physical = false}) return end local nn = node.name -- If node is not registered or node is walkably solid and resting on nodebox local v = self.object:getvelocity() if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then if self.physical_state then local own_stack = ItemStack(self.object:get_luaentity().itemstring) -- Merge with close entities of the same item for _, object in ipairs(core.get_objects_inside_radius(p, 0.8)) do local obj = object:get_luaentity() if obj and obj.name == "__builtin:item" and obj.physical_state == false then if self:try_merge_with(own_stack, object, obj) then return end end end self.object:setvelocity({x = 0, y = 0, z = 0}) self.object:setacceleration({x = 0, y = 0, z = 0}) self.physical_state = false self.object:set_properties({physical = false}) end else if not self.physical_state then self.object:setvelocity({x = 0, y = 0, z = 0}) self.object:setacceleration({x = 0, y = -10, z = 0}) self.physical_state = true self.object:set_properties({physical = true}) end end end, on_punch = function(self, hitter) local inv = hitter:get_inventory() if inv and self.itemstring ~= '' then local left = inv:add_item("main", self.itemstring) if left and not left:is_empty() then self.itemstring = left:to_string() return end end self.itemstring = '' self.object:remove() end, })