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authorRye <rye@alchemyviewer.org>2025-12-09 19:27:14 -0500
committerAndrey Kleshchev <117672381+akleshchev@users.noreply.github.com>2025-12-11 21:37:03 +0200
commit3b88739957d8b0d5072646e571d27b743e68fe2e (patch)
treee9cdd325e282735c1f3e7021bef7e8d0e983083b /indra/llcommon/tests/lldoubledispatch_test.cpp
parent0e70989f6804f71a5efb2ff7e1352fb556321446 (diff)
Rework legacy lltest executable into individual integration tests and restore some disabled tests
Removes dead llprimlinkinfo and related test Remove dead llassetuploadqueue llhttpclient lltimestampcache lltranscode tests Remove dead mock_http_client Remove duplicate hex_dump.h Fix crash in LLDataPacker test
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+/**
+ * @file lldoubledispatch_tut.cpp
+ * @author Nat Goodspeed
+ * @date 2008-11-13
+ * @brief Test for lldoubledispatch.h
+ *
+ * This program tests the DoubleDispatch class, using a variation on the example
+ * from Scott Meyers' "More Effective C++", Item 31.
+ *
+ * $LicenseInfo:firstyear=2008&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, Linden Research, Inc.
+ *
+ * This library 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;
+ * version 2.1 of the License only.
+ *
+ * This library 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 library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+// Precompiled header
+#include "linden_common.h"
+// associated header
+#include "lldoubledispatch.h"
+// STL headers
+// std headers
+#include <iostream>
+#include <memory>
+#include <string>
+#include <typeinfo>
+// external library headers
+// other Linden headers
+#include "lltut.h"
+
+
+/*---------------------------- Class hierarchy -----------------------------*/
+// All objects are GameObjects.
+class GameObject
+{
+public:
+ GameObject(const std::string& name): mName(name) {}
+ virtual ~GameObject() {}
+ virtual std::string stringize() { return std::string(typeid(*this).name()) + " " + mName; }
+
+protected:
+ std::string mName;
+};
+
+// SpaceStation, Asteroid and SpaceShip are peer GameObjects.
+struct SpaceStation: public GameObject
+{
+ SpaceStation(const std::string& name): GameObject(name) {}
+ // Only a dummy SpaceStation is constructed without a name
+ SpaceStation(): GameObject("dummy") {}
+};
+
+struct Asteroid: public GameObject
+{
+ Asteroid(const std::string& name): GameObject(name) {}
+ Asteroid(): GameObject("dummy") {}
+};
+
+struct SpaceShip: public GameObject
+{
+ SpaceShip(const std::string& name): GameObject(name) {}
+ SpaceShip(): GameObject("dummy") {}
+};
+
+// SpaceShip is specialized further into CommercialShip and MilitaryShip.
+struct CommercialShip: public SpaceShip
+{
+ CommercialShip(const std::string& name): SpaceShip(name) {}
+ CommercialShip(): SpaceShip("dummy") {}
+};
+
+struct MilitaryShip: public SpaceShip
+{
+ MilitaryShip(const std::string& name): SpaceShip(name) {}
+ MilitaryShip(): SpaceShip("dummy") {}
+};
+
+/*-------------------------- Collision functions ---------------------------*/
+// This mechanism permits us to overcome a limitation of Meyers' approach: we
+// can declare the parameter types exactly as we want, rather than having to
+// make them all GameObject& parameters.
+std::string shipAsteroid(SpaceShip& ship, Asteroid& rock)
+{
+// std::cout << rock.stringize() << " has pulverized " << ship.stringize() << std::endl;
+ return "shipAsteroid";
+}
+
+std::string militaryShipAsteroid(MilitaryShip& ship, Asteroid& rock)
+{
+// std::cout << rock.stringize() << " has severely damaged " << ship.stringize() << std::endl;
+ return "militaryShipAsteroid";
+}
+
+std::string shipStation(SpaceShip& ship, SpaceStation& dock)
+{
+// std::cout << ship.stringize() << " has docked at " << dock.stringize() << std::endl;
+ return "shipStation";
+}
+
+std::string asteroidStation(Asteroid& rock, SpaceStation& dock)
+{
+// std::cout << rock.stringize() << " has damaged " << dock.stringize() << std::endl;
+ return "asteroidStation";
+}
+
+/*------------------------------- Test code --------------------------------*/
+namespace tut
+{
+ struct dispatch_data
+ {
+ dispatch_data():
+ home(new SpaceStation("Terra Station")),
+ obstacle(new Asteroid("Ganymede")),
+ tug(new CommercialShip("Pilotfish")),
+ patrol(new MilitaryShip("Enterprise"))
+ {}
+
+ // Instantiate and populate the DoubleDispatch object.
+ typedef LLDoubleDispatch<std::string, GameObject> DD;
+ DD dispatcher;
+
+ // Instantiate a few GameObjects. Make sure we refer to them
+ // polymorphically, and don't let them leak.
+ std::unique_ptr<GameObject> home;
+ std::unique_ptr<GameObject> obstacle;
+ std::unique_ptr<GameObject> tug;
+ std::unique_ptr<GameObject> patrol;
+
+ // prototype objects
+ Asteroid dummyAsteroid;
+ SpaceShip dummyShip;
+ MilitaryShip dummyMilitary;
+ CommercialShip dummyCommercial;
+ SpaceStation dummyStation;
+ };
+ typedef test_group<dispatch_data> dispatch_group;
+ typedef dispatch_group::object dispatch_object;
+ tut::dispatch_group ddgr("double dispatch");
+
+ template<> template<>
+ void dispatch_object::test<1>()
+ {
+ // Describe param types using explicit DD::Type objects
+ // (order-sensitive add() variant)
+ dispatcher.add(DD::Type<SpaceShip>(), DD::Type<Asteroid>(), shipAsteroid, true);
+ // naive adding, won't work
+ dispatcher.add(DD::Type<MilitaryShip>(), DD::Type<Asteroid>(), militaryShipAsteroid, true);
+ dispatcher.add(DD::Type<SpaceShip>(), DD::Type<SpaceStation>(), shipStation, true);
+ dispatcher.add(DD::Type<Asteroid>(), DD::Type<SpaceStation>(), asteroidStation, true);
+
+ // Try colliding them.
+ ensure_equals(dispatcher(*home, *tug), // reverse params, SpaceShip subclass
+ "shipStation");
+ ensure_equals(dispatcher(*patrol, *home), // forward params, SpaceShip subclass
+ "shipStation");
+ ensure_equals(dispatcher(*obstacle, *home), // forward params
+ "asteroidStation");
+ ensure_equals(dispatcher(*home, *obstacle), // reverse params
+ "asteroidStation");
+ ensure_equals(dispatcher(*tug, *obstacle), // forward params, SpaceShip subclass
+ "shipAsteroid");
+ ensure_equals(dispatcher(*obstacle, *patrol), // reverse params, SpaceShip subclass
+ // won't use militaryShipAsteroid() because it was added
+ // in wrong order
+ "shipAsteroid");
+ }
+
+ template<> template<>
+ void dispatch_object::test<2>()
+ {
+ // Describe param types using explicit DD::Type objects
+ // (order-sensitive add() variant)
+ // adding in correct order
+ dispatcher.add(DD::Type<MilitaryShip>(), DD::Type<Asteroid>(), militaryShipAsteroid, true);
+ dispatcher.add(DD::Type<SpaceShip>(), DD::Type<Asteroid>(), shipAsteroid, true);
+ dispatcher.add(DD::Type<SpaceShip>(), DD::Type<SpaceStation>(), shipStation, true);
+ dispatcher.add(DD::Type<Asteroid>(), DD::Type<SpaceStation>(), asteroidStation, true);
+
+ ensure_equals(dispatcher(*patrol, *obstacle), "militaryShipAsteroid");
+ ensure_equals(dispatcher(*tug, *obstacle), "shipAsteroid");
+ }
+
+ template<> template<>
+ void dispatch_object::test<3>()
+ {
+ // Describe param types with actual prototype instances
+ // (order-insensitive add() variant)
+ dispatcher.add(dummyMilitary, dummyAsteroid, militaryShipAsteroid);
+ dispatcher.add(dummyShip, dummyAsteroid, shipAsteroid);
+ dispatcher.add(dummyShip, dummyStation, shipStation);
+ dispatcher.add(dummyAsteroid, dummyStation, asteroidStation);
+
+ ensure_equals(dispatcher(*patrol, *obstacle), "militaryShipAsteroid");
+ ensure_equals(dispatcher(*tug, *obstacle), "shipAsteroid");
+ ensure_equals(dispatcher(*obstacle, *patrol), "");
+ }
+
+ template<> template<>
+ void dispatch_object::test<4>()
+ {
+ // Describe param types with actual prototype instances
+ // (order-insensitive add() variant)
+ dispatcher.add(dummyShip, dummyAsteroid, shipAsteroid);
+ // Even if we add the militaryShipAsteroid in the wrong order, it
+ // should still work.
+ dispatcher.add(dummyMilitary, dummyAsteroid, militaryShipAsteroid);
+ dispatcher.add(dummyShip, dummyStation, shipStation);
+ dispatcher.add(dummyAsteroid, dummyStation, asteroidStation);
+
+ ensure_equals(dispatcher(*patrol, *obstacle), "militaryShipAsteroid");
+ ensure_equals(dispatcher(*tug, *obstacle), "shipAsteroid");
+ }
+
+ template<> template<>
+ void dispatch_object::test<5>()
+ {
+ dispatcher.add<SpaceShip, Asteroid>(shipAsteroid);
+ dispatcher.add<MilitaryShip, Asteroid>(militaryShipAsteroid);
+ dispatcher.add<SpaceShip, SpaceStation>(shipStation);
+ dispatcher.add<Asteroid, SpaceStation>(asteroidStation);
+
+ ensure_equals(dispatcher(*patrol, *obstacle), "militaryShipAsteroid");
+ ensure_equals(dispatcher(*tug, *obstacle), "shipAsteroid");
+ }
+} // namespace tut