Kawe Mazidjatari b3a68ed095 Add EABase, EAThread and DirtySDK to R5sdk
DirtySDK (EA's Dirty Sockets library) will be used for the LiveAPI implementation, and depends on: EABase, EAThread.
2024-04-05 18:29:03 +02:00

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8.4 KiB
C++

///////////////////////////////////////////////////////////////////////////////
// Copyright (c) Electronic Arts Inc. All rights reserved.
///////////////////////////////////////////////////////////////////////////////
#include "TestThread.h"
#include <eathread/eathread.h>
#include <eathread/eathread_callstack.h>
#include <EATest/EATest.h>
#include <EAStdC/EAString.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
//Prevents false positive memory leaks on GCC/Clang platforms
#if defined(EA_COMPILER_GNUC) || defined(EA_COMPILER_CLANG)
#define EA_MEMORY_GCC_USE_FINALIZE
#endif
#ifndef EA_OPENSOURCE
#include <MemoryMan/MemoryMan.inl>
#include <MemoryMan/CoreAllocator.inl>
#include <coreallocator/icoreallocator_interface.h>
#endif
#ifdef EA_OPENSOURCE
void* operator new[](size_t size, const char* /*pName*/, int /*flags*/,
unsigned /*debugFlags*/, const char* /*file*/, int /*line*/)
{
return operator new[](size);
}
void* operator new[](size_t size, size_t /*alignment*/, size_t /*alignmentOffset*/, const char* /*pName*/,
int /*flags*/, unsigned /*debugFlags*/, const char* /*file*/, int /*line*/)
{
return operator new[](size);
}
#endif
#ifdef EA_DLL
#include <MemoryMan/MemoryManDLL.h>
#endif
#if defined(EA_PLATFORM_MICROSOFT)
EA_DISABLE_ALL_VC_WARNINGS()
#include <Windows.h>
EA_RESTORE_ALL_VC_WARNINGS()
#endif
#if defined(EA_COMPILER_MSVC) && defined(EA_PLATFORM_MICROSOFT)
EA_DISABLE_ALL_VC_WARNINGS()
#include <crtdbg.h>
EA_RESTORE_ALL_VC_WARNINGS()
#endif
#include <EAMain/EAEntryPointMain.inl>
#include <EATest/EASTLVsnprintf.inl>
#include <EAMain/EAEntryPointMain.inl>
///////////////////////////////////////////////////////////////////////////////
// gTestLengthSeconds
//
unsigned int gTestLengthSeconds = 2;
///////////////////////////////////////////////////////////////////////////////
// EAThreadFailure
//
// This is called by EAThread's assert failure function.
//
static void EAThreadFailure(const char* pMessage, void* /*pContext*/)
{
EA::UnitTest::IncrementGlobalErrorCount(1);
EA::UnitTest::Report("Thread test failure (EAThread assert): %s\n", pMessage);
}
///////////////////////////////////////////////////////////////////////////////
// TestThreadMisc
//
// To do: Move this to its own file.
//
#if defined(EA_PLATFORM_APPLE)
#include <eathread/apple/eathread_callstack_apple.h>
#endif
#if defined(EA_PLATFORM_POSIX)
#include <unistd.h>
#endif
bool IsSuperUser()
{
#if defined(EA_PLATFORM_POSIX) && !defined(EA_PLATFORM_SONY) && !defined(EA_PLATFORM_NX) // PS4 is a POSIX machine but doesn't implement 'getuid'.
// http://pubs.opengroup.org/onlinepubs/009695399/functions/geteuid.html
// http://pubs.opengroup.org/onlinepubs/009695399/functions/getuid.html
uid_t uid = getuid(), euid = geteuid();
return (uid == 0 || euid == 0);
#else
return true;
#endif
}
int TestThreadGetThreadTimeMin()
{
int nErrorCount(0);
#if defined(EA_PLATFORM_MICROSOFT) || defined(EA_PLATFORM_PS4)
EATEST_VERIFY_MSG(EA::Thread::GetThreadTime() >= EATHREAD_MIN_ABSOLUTE_TIME, "Reported GetThreadTime absolute time is less than EATHREAD_MIN_ABSOLUTE_TIME. You are going to have a bad time.");
#endif
return nErrorCount;
}
int TestThreadMisc()
{
int nErrorCount = 0;
// this is here because its intended to be the first test run. Since it depends on tick count since title start.
nErrorCount += TestThreadGetThreadTimeMin();
#if defined(EA_PLATFORM_APPLE) && EATHREAD_APPLE_GETMODULEINFO_ENABLED
if(!IsSuperUser())
{
EA::EAMain::Report("Skipping GetModuleInfoApple test because we don't have sufficient system privileges.\n");
return nErrorCount;
}
EA::Thread::ModuleInfoApple moduleInfoApple[15];
size_t n = EA::Thread::GetModuleInfoApple(moduleInfoApple, EAArrayCount(moduleInfoApple), NULL, true);
#if defined(EA_PLATFORM_OSX)
EATEST_VERIFY(n > 0);
for(size_t i = 0; i < eastl::min(n, EAArrayCount(moduleInfoApple)); i++)
EA::UnitTest::Report("%s\n", moduleInfoApple[i].mPath);
#else
EA_UNUSED(n);
#endif
#endif
return nErrorCount;
}
///////////////////////////////////////////////////////////////////////////////
// EAMain
//
int EAMain(int argc, char** argv)
{
using namespace EA::Thread;
using namespace EA::UnitTest;
int nErrorCount(0);
EA::EAMain::PlatformStartup();
gTestLengthSeconds = (unsigned int)(3 * EA::UnitTest::GetSystemSpeed());
if(gTestLengthSeconds == 0)
gTestLengthSeconds = 1;
// Set EAThread to route its errors to our own error reporting function.
EA::Thread::SetAssertionFailureFunction(EAThreadFailure, NULL);
#if defined(EA_DLL) && defined(EA_MEMORY_ENABLED) && EA_MEMORY_ENABLED
EA::Allocator::InitSharedDllAllocator();
#endif
//Set EAThread to use the Default Allocator to keep track of our memory usage
#ifndef EA_OPENSOURCE
EA::Thread::SetAllocator(EA::Allocator::ICoreAllocator::GetDefaultAllocator());
#endif
// Print ThreadId for this primary thread.
const ThreadId threadId = GetThreadId();
ReportVerbosity(1, "Primary thread ThreadId: %s\n", EAThreadThreadIdToString(threadId));
// Print SysThreadId for this primary thread.
const SysThreadId sysThreadId = GetSysThreadId(threadId);
ReportVerbosity(1, "Primary thread SysThreadId: %s\n", EAThreadSysThreadIdToString(sysThreadId));
// Print thread priority for this primary thread.
const int nPriority = EA::Thread::GetThreadPriority();
ReportVerbosity(1, "Primary thread priority: %d\n", nPriority);
const int nProcessorCount = EA::Thread::GetProcessorCount();
ReportVerbosity(1, "Currently active virtual processor count: %d\n", nProcessorCount);
#if defined(EA_PLATFORM_MICROSOFT) && !EA_POSIX_THREADS_AVAILABLE && !EA_USE_CPP11_CONCURRENCY
const DWORD dwCurrentThreadId = GetCurrentThreadId(); // This is a system OS call.
EATEST_VERIFY_F(sysThreadId == dwCurrentThreadId, "GetSysThreadId failed. SysThreadId = %u, sys thread id = %u.\n", (unsigned)sysThreadId, (unsigned)dwCurrentThreadId);
#endif
// Add the tests
TestApplication testSuite("EAThread Unit Tests", argc, argv);
#if defined(EA_PLATFORM_NX)
// We are enabling round-robin scheduling on the Nintendo NX by setting the main thread to the lowest thread
// priority. The pthread interfaces inherits the main threads priority when creating new threads so this
// ensures all worker threads spawned in tests will be assigned equal time on cores. This is a documented
// feature of the NX thread scheduler. The default behaviour of the scheduler is to not give up their core to
// threads of equal priority which causes live locks in our tests.
//
// Reference:
// https://developer.nintendo.com/html/online-docs/nx-en/g1kr9vj6-en/document.html?doc=Packages/SDK/NintendoSDK/Documents/Package/contents/Pages/Page_83955697.html
EA::Thread::SetThreadPriority(EA::Thread::kThreadPriorityMin);
#endif
testSuite.AddTest("Atomic", TestThreadAtomic);
testSuite.AddTest("Barrier", TestThreadBarrier);
testSuite.AddTest("Callstack", TestThreadCallstack);
testSuite.AddTest("Condition", TestThreadCondition);
testSuite.AddTest("EnumerateThreads", TestEnumerateThreads);
testSuite.AddTest("Futex", TestThreadFutex);
testSuite.AddTest("Misc", TestThreadMisc);
testSuite.AddTest("Mutex", TestThreadMutex);
testSuite.AddTest("RWMutex", TestThreadRWMutex);
testSuite.AddTest("RWSemaphore", TestThreadRWSemaLock);
testSuite.AddTest("RWSpinLock", TestThreadRWSpinLock);
testSuite.AddTest("Semaphore", TestThreadSemaphore);
testSuite.AddTest("SmartPtr", TestThreadSmartPtr);
testSuite.AddTest("SpinLock", TestThreadSpinLock);
testSuite.AddTest("Storage", TestThreadStorage);
testSuite.AddTest("Sync", TestThreadSync);
testSuite.AddTest("TestCpuAvailableAffinityMask", TestCpuAvailableAffinityMask);
testSuite.AddTest("Thread", TestThreadThread);
testSuite.AddTest("ThreadPool", TestThreadThreadPool);
nErrorCount += testSuite.Run();
#ifndef EA_USE_CPP11_CONCURRENCY
// Verify the converted a EA::Thread::ThreadId to a EA::Thread::SysThreadId id matches this thread context id.
const ThreadId convertedThreadId = GetThreadId(sysThreadId);
EATEST_VERIFY_F(threadId == convertedThreadId , "GetThreadId failed to convert SysThreadId. ThreadId = %s, converted thread id = %s.\n", EAThreadThreadIdToString(threadId), EAThreadThreadIdToString(convertedThreadId));
#endif
EA::EAMain::PlatformShutdown(nErrorCount);
return nErrorCount;
}