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Unittests: Add BlockingLoopTest
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Source/UnitTests/Common/BlockingLoopTest.cpp
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84
Source/UnitTests/Common/BlockingLoopTest.cpp
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// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <atomic>
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#include <thread>
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#include <gtest/gtest.h>
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#include "Common/BlockingLoop.h"
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TEST(BlockingLoop, MultiThreaded)
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{
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Common::BlockingLoop loop;
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std::atomic<int> signaled_a(0);
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std::atomic<int> received_a(0);
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std::atomic<int> signaled_b(0);
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std::atomic<int> received_b(0);
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for (int i = 0; i < 100; i++)
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{
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// Invalidate the current state.
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received_a.store(signaled_a.load() + 1);
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received_b.store(signaled_b.load() + 123);
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// Must not block as the loop is stopped.
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loop.Wait();
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std::thread loop_thread(
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[&]() {
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loop.Run(
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[&]() {
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received_a.store(signaled_a.load());
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received_b.store(signaled_b.load());
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});
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});
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// Now Wait must block.
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loop.Prepare();
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// The payload must run at least once on startup.
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loop.Wait();
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EXPECT_EQ(signaled_a.load(), received_a.load());
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EXPECT_EQ(signaled_b.load(), received_b.load());
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std::thread run_a_thread(
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[&]() {
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for (int j = 0; j < 100; j++)
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{
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for (int k = 0; k < 100; k++)
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{
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signaled_a++;
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loop.Wakeup();
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}
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loop.Wait();
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EXPECT_EQ(signaled_a.load(), received_a.load());
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}
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});
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std::thread run_b_thread(
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[&]() {
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for (int j = 0; j < 100; j++)
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{
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for (int k = 0; k < 100; k++)
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{
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signaled_b++;
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loop.Wakeup();
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}
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loop.Wait();
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EXPECT_EQ(signaled_b.load(), received_b.load());
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}
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});
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run_a_thread.join();
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run_b_thread.join();
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loop.Stop();
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// Must not block
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loop.Wait();
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loop_thread.join();
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}
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}
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51
Source/UnitTests/Common/BusyLoopTest.cpp
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51
Source/UnitTests/Common/BusyLoopTest.cpp
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// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <atomic>
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#include <thread>
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#include <gtest/gtest.h>
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#include "Common/BlockingLoop.h"
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#include "Common/Thread.h"
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TEST(BusyLoopTest, MultiThreaded)
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{
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Common::BlockingLoop loop;
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Common::Event e;
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for (int i = 0; i < 100; i++)
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{
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loop.Prepare();
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std::thread loop_thread(
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[&]() {
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loop.Run(
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[&]() {
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e.Set();
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});
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});
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// Ping - Pong
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for (int j = 0; j < 10; j++)
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{
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loop.Wakeup();
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e.Wait();
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// Just waste some time. So the main loop did fall back to the sleep state much more likely.
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Common::SleepCurrentThread(1);
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}
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for (int j = 0; j < 100; j++)
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{
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// We normally have to call Wakeup to assure the Event is triggered.
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// But this check is for an internal feature of the BlockingLoop.
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// It's implemented to fall back to a busy loop regulary.
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// If we're in the busy loop, the payload (and so the Event) is called all the time.
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//loop.Wakeup();
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e.Wait();
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}
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loop.Stop();
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loop_thread.join();
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}
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}
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@ -1,5 +1,7 @@
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add_dolphin_test(BitFieldTest BitFieldTest.cpp)
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add_dolphin_test(BitSetTest BitSetTest.cpp)
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add_dolphin_test(BlockingLoopTest BlockingLoopTest.cpp)
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add_dolphin_test(BusyLoopTest BusyLoopTest.cpp)
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add_dolphin_test(CommonFuncsTest CommonFuncsTest.cpp)
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add_dolphin_test(EventTest EventTest.cpp)
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add_dolphin_test(FifoQueueTest FifoQueueTest.cpp)
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