void LLAudioEngine::updateChannels() { S32 i; for (i = 0; i < MAX_CHANNELS; i++) { if (mChannels[i]) { mChannels[i]->updateBuffer(); mChannels[i]->update3DPosition(); mChannels[i]->updateLoop(); #ifdef SHOW_ASSERT if(mChannels[i]->getSource()) llassert(mChannels[i]->mCurrentBufferp == mChannels[i]->getSource()->getCurrentBuffer()); if(mChannels[i]->mCurrentBufferp) { bool found_buffer = false; for (S32 j = 0; j < MAX_BUFFERS; j++) { if (mBuffers[j]) { if(mChannels[i]->mCurrentBufferp == mBuffers[j]) found_buffer = true; } } llassert(found_buffer); } #endif //SHOW_ASSERT } } checkStates(); }
void HandMonitor::monitor(long **skelMatrix) { rhX_ = skelMatrix[KINECT_HAND_RIGHT][X_POS]; rhY_ = skelMatrix[KINECT_HAND_RIGHT][Y_POS]; rhZ_ = skelMatrix[KINECT_HAND_RIGHT][Z_POS]; lhX_ = skelMatrix[KINECT_HAND_LEFT][X_POS]; lhY_ = skelMatrix[KINECT_HAND_LEFT][Y_POS]; lhZ_ = skelMatrix[KINECT_HAND_LEFT][Z_POS]; if(initialDepth_ == 0 && lhZ_ > 0) { initialDepth_ = lhZ_; } checkStates(); gui_->setButtonStates(buttonStates_); gui_->displayFrame(skelMatrix); }
int main (int argc, char** argv) { struct gameState G; struct gameState previousG; int k[10] = {adventurer, gardens, embargo, village, minion, mine, cutpurse, sea_hag, tribute, smithy}; int seed = 2; int* test = malloc(last_tester * sizeof(int)); createCompareStateArray(test,1); int discard = 0; int deck = 1; int hand = 2; int i=0; int player = 0; signal(SIGALRM,timeout); signal(SIGSEGV,handle_segfault); printf("\n-------------------- Testing gainCard --------------------\n\n"); for (i = 1; i <= 1; i++){ //for some fuzzing, set seed to i resetError(); initTestGame(2, k, seed, &G); if (whoseTurn(&G) == 0) { player = 0; /*************************************************** Gain a card to discard ***************************************************/ printf("TEST1: Gain a card to discard\n"); test[supply_count] = 0; test[player_discard] = 0; test[player_discard_count] = 0; alarm(2); previousG = G; checkError(gainCard(smithy, &G, discard, player) == 0); checkError(checkStates(&previousG,&G,test,0) == 1); checkError(previousG.discardCount[player] + 1 == G.discardCount[player]); checkError(fullDeckCount(player,smithy,&G) == 1); //make sure there is a smithy checkError((previousG.supplyCount[smithy] - 1) == G.supplyCount[smithy]); alarm(0); printResults(); resetError(); createCompareStateArray(test,1); //reset the excludes /*************************************************** Gain a card to deck ***************************************************/ printf("TEST2: Gain a card to deck\n"); test[player_deck] = 0; //player deck will change test[player_deck_count] = 0; //deck count will change test[supply_count] = 0; //supply count will change alarm(2); previousG = G; checkError(gainCard(gold, &G, deck, player) == 0); checkError(checkStates(&previousG,&G,test,0) == 1); checkError((previousG.deckCount[player] + 1) == G.deckCount[player]); checkError(fullDeckCount(player,gold,&G) == 1); //make sure 1 gold now in deck checkError((previousG.supplyCount[gold] - 1) == G.supplyCount[gold]); alarm(0); printResults(); resetError(); createCompareStateArray(test,1); //reset the excludes /*************************************************** Gain a card to hand ***************************************************/ printf("TEST3: Gain a card to hand\n"); test[player_hand] = 0; test[player_hand_count] = 0; test[supply_count] = 0; alarm(2); previousG = G; checkError(gainCard(gold, &G, hand, player) == 0); checkError(checkStates(&previousG,&G,test,0) == 1); checkError(previousG.handCount[player] + 1 == G.handCount[player]); checkError(previousG.supplyCount[gold] - 1 == G.supplyCount[gold]); //make sure last card gained is a gold checkError(handCard(G.handCount[player] - 1,&G) == gold); alarm(0); printResults(); resetError(); createCompareStateArray(test,1); //reset the excludes /*************************************************** Gain a card with 0 supply. Nothing changes ***************************************************/ printf("TEST4: Gain a card with 0 supply\n"); alarm(2); G.supplyCount[great_hall] = 0; // set supply count to 0 previousG = G; //we want an error returned checkError(gainCard(great_hall, &G, discard, player) == -1); checkError(checkStates(&previousG,&G,test,0) == 1); alarm(0); printResults(); resetError(); createCompareStateArray(test,1); //reset the excludes /*************************************************** Gain a card that is not in game. Nothing changes. Assumes salvager is not in game. ***************************************************/ printf("TEST5: Gain a card that is not in game\n"); alarm(2); previousG = G; checkError(gainCard(salvager, &G, discard, player) == -1); //we want an error returned checkError(checkStates(&previousG,&G,test,0) == 1); alarm(0); printResults(); resetError(); createCompareStateArray(test,1); //reset the excludes } } // end of main for printf(">>>>>>>>>>> SUCCESS: Testing gainCard complete <<<<<<<<<<<\n\n"); return 0; }