void test_a_dbobject_with_an_object::should_use_transactions() { DBObject testObject(connection); CPPUNIT_ASSERT(testObject.find(1)); CPPUNIT_ASSERT(testObject.isValid()); bool value1 = true; unsigned long value2 = 0x87654321; unsigned long value3 = 0xBDEBDBED; ByteString value4 = "AAAAAAAAAAAAAAAFFFFFFFFFFFFFFF"; OSAttribute attr1(value1); OSAttribute attr2(value2); OSAttribute attr3(value3); OSAttribute attr4(value4); CPPUNIT_ASSERT(testObject.setAttribute(CKA_TOKEN, attr1)); CPPUNIT_ASSERT(testObject.setAttribute(CKA_PRIME_BITS, attr2)); CPPUNIT_ASSERT(testObject.setAttribute(CKA_VALUE_BITS, attr3)); CPPUNIT_ASSERT(testObject.setAttribute(CKA_ID, attr4)); // Create secondary instance for the same object. // This needs to have a different connection to the database to simulate // another process accessing the data. DBObject testObject2(connection2); CPPUNIT_ASSERT(testObject2.find(1)); CPPUNIT_ASSERT(testObject2.isValid()); // Check that it has the same attributes CPPUNIT_ASSERT(testObject2.getAttribute(CKA_TOKEN).isBooleanAttribute()); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_PRIME_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_VALUE_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_ID).isByteStringAttribute()); // Check that the attributes have the same values as set on testObject. CPPUNIT_ASSERT(testObject2.getAttribute(CKA_TOKEN).getBooleanValue() == value1); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_PRIME_BITS).getUnsignedLongValue() == value2); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_VALUE_BITS).getUnsignedLongValue() == value3); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_ID).getByteStringValue() == value4); // New values bool value1a = false; unsigned long value2a = 0x12345678; unsigned long value3a = 0xABABABAB; ByteString value4a = "EDEDEDEDEDEDEDEDEDEDEDEDEDEDED"; OSAttribute attr1a(value1a); OSAttribute attr2a(value2a); OSAttribute attr3a(value3a); OSAttribute attr4a(value4a); // Start transaction on object CPPUNIT_ASSERT(testObject.startTransaction(DBObject::ReadWrite)); // Change the attributes CPPUNIT_ASSERT(testObject.setAttribute(CKA_TOKEN, attr1a)); CPPUNIT_ASSERT(testObject.setAttribute(CKA_PRIME_BITS, attr2a)); CPPUNIT_ASSERT(testObject.setAttribute(CKA_VALUE_BITS, attr3a)); CPPUNIT_ASSERT(testObject.setAttribute(CKA_ID, attr4a)); // Verify that the attributes were set CPPUNIT_ASSERT(testObject.getAttribute(CKA_TOKEN).isBooleanAttribute()); CPPUNIT_ASSERT(testObject.getAttribute(CKA_PRIME_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject.getAttribute(CKA_VALUE_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject.getAttribute(CKA_ID).isByteStringAttribute()); CPPUNIT_ASSERT(testObject.getAttribute(CKA_TOKEN).getBooleanValue() == value1a); CPPUNIT_ASSERT(testObject.getAttribute(CKA_PRIME_BITS).getUnsignedLongValue() == value2a); CPPUNIT_ASSERT(testObject.getAttribute(CKA_VALUE_BITS).getUnsignedLongValue() == value3a); CPPUNIT_ASSERT(testObject.getAttribute(CKA_ID).getByteStringValue() == value4a); // Verify that they are unchanged on the other instance CPPUNIT_ASSERT(testObject2.getAttribute(CKA_TOKEN).isBooleanAttribute()); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_PRIME_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_VALUE_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_ID).isByteStringAttribute()); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_TOKEN).getBooleanValue() == value1); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_PRIME_BITS).getUnsignedLongValue() == value2); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_VALUE_BITS).getUnsignedLongValue() == value3); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_ID).getByteStringValue() == value4); // Commit the transaction CPPUNIT_ASSERT(testObject.commitTransaction()); // Verify that non-modifiable attributes did not propagate but modifiable attributes // have now changed on the other instance CPPUNIT_ASSERT(testObject2.getAttribute(CKA_TOKEN).isBooleanAttribute()); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_PRIME_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_VALUE_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_ID).isByteStringAttribute()); // NOTE: 3 attributes below cannot be modified after creation and therefore are not required to propagate. CPPUNIT_ASSERT(testObject2.getAttribute(CKA_TOKEN).getBooleanValue() != value1a); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_PRIME_BITS).getUnsignedLongValue() != value2a); CPPUNIT_ASSERT(testObject2.getAttribute(CKA_VALUE_BITS).getUnsignedLongValue() != value3a); // CKA_ID attribute can be modified after creation and therefore should have propagated. CPPUNIT_ASSERT(testObject2.getAttribute(CKA_ID).getByteStringValue() == value4a); // Start transaction on object CPPUNIT_ASSERT(testObject.startTransaction(DBObject::ReadWrite)); // Change the attributes CPPUNIT_ASSERT(testObject.setAttribute(CKA_TOKEN, attr1)); CPPUNIT_ASSERT(testObject.setAttribute(CKA_PRIME_BITS, attr2)); CPPUNIT_ASSERT(testObject.setAttribute(CKA_VALUE_BITS, attr3)); CPPUNIT_ASSERT(testObject.setAttribute(CKA_ID, attr4)); // Verify that the attributes were set CPPUNIT_ASSERT(testObject.getAttribute(CKA_TOKEN).isBooleanAttribute()); CPPUNIT_ASSERT(testObject.getAttribute(CKA_PRIME_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject.getAttribute(CKA_VALUE_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject.getAttribute(CKA_ID).isByteStringAttribute()); CPPUNIT_ASSERT(testObject.getAttribute(CKA_TOKEN).getBooleanValue() == value1); CPPUNIT_ASSERT(testObject.getAttribute(CKA_PRIME_BITS).getUnsignedLongValue() == value2); CPPUNIT_ASSERT(testObject.getAttribute(CKA_VALUE_BITS).getUnsignedLongValue() == value3); CPPUNIT_ASSERT(testObject.getAttribute(CKA_ID).getByteStringValue() == value4); // Create a fresh third instance for the same object to force the data to be retrieved from the database. DBObject testObject3(connection2); CPPUNIT_ASSERT(testObject3.find(1)); CPPUNIT_ASSERT(testObject3.isValid()); // Verify that they are unchanged on the other instance, while the transaction is still in progress. CPPUNIT_ASSERT(testObject3.getAttribute(CKA_TOKEN).isBooleanAttribute()); CPPUNIT_ASSERT(testObject3.getAttribute(CKA_PRIME_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject3.getAttribute(CKA_VALUE_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject3.getAttribute(CKA_ID).isByteStringAttribute()); // Verify that the attributes from the database are still hodling the same value as when the transaction started. CPPUNIT_ASSERT(testObject3.getAttribute(CKA_TOKEN).getBooleanValue() == value1a); CPPUNIT_ASSERT(testObject3.getAttribute(CKA_PRIME_BITS).getUnsignedLongValue() == value2a); CPPUNIT_ASSERT(testObject3.getAttribute(CKA_VALUE_BITS).getUnsignedLongValue() == value3a); CPPUNIT_ASSERT(testObject3.getAttribute(CKA_ID).getByteStringValue() == value4a); // Abort the transaction CPPUNIT_ASSERT(testObject.abortTransaction()); // Verify that after aborting the transaction the values in testObject have reverted back to their // original state. CPPUNIT_ASSERT(testObject.getAttribute(CKA_TOKEN).isBooleanAttribute()); CPPUNIT_ASSERT(testObject.getAttribute(CKA_PRIME_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject.getAttribute(CKA_VALUE_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject.getAttribute(CKA_ID).isByteStringAttribute()); // After aborting a transaction the testObject should be back to pre transaction state. CPPUNIT_ASSERT(testObject.getAttribute(CKA_TOKEN).getBooleanValue() == value1a); CPPUNIT_ASSERT(testObject.getAttribute(CKA_PRIME_BITS).getUnsignedLongValue() == value2a); CPPUNIT_ASSERT(testObject.getAttribute(CKA_VALUE_BITS).getUnsignedLongValue() == value3a); CPPUNIT_ASSERT(testObject.getAttribute(CKA_ID).getByteStringValue() == value4a); // Verify that testObject3 still has the original values. CPPUNIT_ASSERT(testObject3.getAttribute(CKA_TOKEN).isBooleanAttribute()); CPPUNIT_ASSERT(testObject3.getAttribute(CKA_PRIME_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject3.getAttribute(CKA_VALUE_BITS).isUnsignedLongAttribute()); CPPUNIT_ASSERT(testObject3.getAttribute(CKA_ID).isByteStringAttribute()); // Verify that testObject3 still has the original values. CPPUNIT_ASSERT(testObject3.getAttribute(CKA_TOKEN).getBooleanValue() == value1a); CPPUNIT_ASSERT(testObject3.getAttribute(CKA_PRIME_BITS).getUnsignedLongValue() == value2a); CPPUNIT_ASSERT(testObject3.getAttribute(CKA_VALUE_BITS).getUnsignedLongValue() == value3a); CPPUNIT_ASSERT(testObject3.getAttribute(CKA_ID).getByteStringValue() == value4a); }
bool Game::InitGame() { // register all events VRegisterGameEvents(); // // Initialize the ResCache - Chapter 5, page 141 // // Note - this is a little different from the book. Here we have a speccial resource ZIP file class, DevelopmentResourceZipFile, // that actually reads directly from the source asset files, rather than the ZIP file. This is MUCH better during development, since // you don't want to have to rebuild the ZIP file every time you make a minor change to an asset. // /* IResourceFile *zipFile = (m_bIsEditorRunning || m_Options.m_useDevelopmentDirectories) ? GCC_NEW DevelopmentResourceZipFile(L"Assets.zip", DevelopmentResourceZipFile::Editor) : GCC_NEW ResourceZipFile(L"Assets.zip"); m_ResCache = GCC_NEW ResCache(50, zipFile); if (!m_ResCache->Init()) { GCC_ERROR("Failed to initialize resource cache! Are your paths set up correctly?"); return false; } */ /* extern std::shared_ptr<IResourceLoader> CreateWAVResourceLoader(); extern std::shared_ptr<IResourceLoader> CreateOGGResourceLoader(); extern std::shared_ptr<IResourceLoader> CreateDDSResourceLoader(); extern std::shared_ptr<IResourceLoader> CreateJPGResourceLoader(); extern std::shared_ptr<IResourceLoader> CreateXmlResourceLoader(); extern std::shared_ptr<IResourceLoader> CreateSdkMeshResourceLoader(); extern std::shared_ptr<IResourceLoader> CreateScriptResourceLoader(); */ // Note - register these in order from least specific to most specific! They get pushed onto a list. // RegisterLoader is discussed in Chapter 5, page 142 /* m_ResCache->RegisterLoader(CreateWAVResourceLoader()); m_ResCache->RegisterLoader(CreateOGGResourceLoader()); m_ResCache->RegisterLoader(CreateDDSResourceLoader()); m_ResCache->RegisterLoader(CreateJPGResourceLoader()); m_ResCache->RegisterLoader(CreateXmlResourceLoader()); m_ResCache->RegisterLoader(CreateSdkMeshResourceLoader()); m_ResCache->RegisterLoader(CreateScriptResourceLoader()); */ /* if (!LoadStrings("English")) { GCC_ERROR("Failed to load strings"); return false; } */ //Initialize Lua Script Manager if (!EngineSubsystems::getInstance().m_pLuaStateManager->VInit()) { //Log error Engine::getInstance().Sys_Printf(stdout, "Could not load LUA"); return false; } // Load the preinit file. This is within braces to create a scope and destroy the resource once it's loaded. We // don't need to do anything with it, we just need to load it. { //Resource resource(SCRIPT_PREINIT_FILE); //shared_ptr<ResHandle> pResourceHandle = m_ResCache->GetHandle(&resource); // this actually loads the XML file from the zip file } // Register function exported from C++ //ScriptExports::Register(); //ScriptProcess::RegisterScriptClass(); //BaseScriptComponent::RegisterScriptFunctions(); //This could be done differently. Depending on players choice. //We could initialize specific renderer //For ex: If player choosed OpenGL -> Create new GLRenderer //If player choosed Vulkan -> Create new VulkanRenderer and so on g_pRendGL->VSetBackgroundColor(255, 20, 20, 200); g_pRendGL->VOnRestore(); //In Game Code Complete 4 each Game View has a list of SceneNodes but I think it's not right because due to duplicated data //My game view holds only orientation and position of player and renders ui specific to that game view. (still thinking about rendering in game view....) //Think about game view as a camera specific to each actor. :). Each actor will have it's own game view :) //Game view should only update it's positions and orientation in 3D world //Game view takes our current renderer m_pGame = VCreateGameAndView(); if (!m_pGame) { return false; } // now that all the major systems are initialized, preload resources //Preload calls are discussed in Chapter 5, page 148 //m_ResCache->Preload("*.ogg", NULL); //m_ResCache->Preload("*.dds", NULL); //m_ResCache->Preload("*.jpg", NULL); std::shared_ptr<TestCube> testObject1(TYW_NEW TestCube("Cube", glx::vec3<float>(0.0f, 2.0f, 5.0f))); std::shared_ptr<TestCube> testObject2(TYW_NEW TestCube("Cube", glx::vec3<float>(5.0f, 2.0f, 5.0f))); std::shared_ptr<TestCube> testObject3(TYW_NEW TestCube("Cube", glx::vec3<float>(0.0f, 10.0f, 5.0f))); std::shared_ptr<TestCube> testObject4(TYW_NEW TestCube("Cube", glx::vec3<float>(-5.0f, 2.0f, 5.0f))); EngineSubsystems::getInstance().m_pSceneManager->AddChild(1, testObject1); EngineSubsystems::getInstance().m_pSceneManager->AddChild(2, testObject2); EngineSubsystems::getInstance().m_pSceneManager->AddChild(3, testObject3); EngineSubsystems::getInstance().m_pSceneManager->AddChild(4, testObject4); //Allocate memory EngineSubsystems::getInstance().m_pSceneManager->OnRestore(); m_bIsRunning = true; return true; }