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Add self-test for framework task scheduling
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2 changed files with 98 additions and 34 deletions
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@ -22,40 +22,40 @@ internal class SelfTestWindow : Window
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private static readonly ModuleLog Log = new("AGING");
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private readonly List<ISelfTestStep> steps =
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new()
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{
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new LoginEventSelfTestStep(),
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new WaitFramesSelfTestStep(1000),
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new EnterTerritorySelfTestStep(148, "Central Shroud"),
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new ItemPayloadSelfTestStep(),
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new ContextMenuSelfTestStep(),
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new NamePlateSelfTestStep(),
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new ActorTableSelfTestStep(),
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new FateTableSelfTestStep(),
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new AetheryteListSelfTestStep(),
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new ConditionSelfTestStep(),
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new ToastSelfTestStep(),
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new TargetSelfTestStep(),
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new KeyStateSelfTestStep(),
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new GamepadStateSelfTestStep(),
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new ChatSelfTestStep(),
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new HoverSelfTestStep(),
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new LuminaSelfTestStep<Item>(true),
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new LuminaSelfTestStep<Level>(true),
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new LuminaSelfTestStep<Lumina.Excel.Sheets.Action>(true),
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new LuminaSelfTestStep<Quest>(true),
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new LuminaSelfTestStep<TerritoryType>(false),
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new AddonLifecycleSelfTestStep(),
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new PartyFinderSelfTestStep(),
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new HandledExceptionSelfTestStep(),
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new DutyStateSelfTestStep(),
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new GameConfigSelfTestStep(),
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new MarketBoardSelfTestStep(),
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new SheetRedirectResolverSelfTestStep(),
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new NounProcessorSelfTestStep(),
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new SeStringEvaluatorSelfTestStep(),
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new LogoutEventSelfTestStep(),
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};
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[
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new LoginEventSelfTestStep(),
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new WaitFramesSelfTestStep(1000),
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new FrameworkTaskSchedulerSelfTestStep(),
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new EnterTerritorySelfTestStep(148, "Central Shroud"),
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new ItemPayloadSelfTestStep(),
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new ContextMenuSelfTestStep(),
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new NamePlateSelfTestStep(),
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new ActorTableSelfTestStep(),
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new FateTableSelfTestStep(),
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new AetheryteListSelfTestStep(),
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new ConditionSelfTestStep(),
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new ToastSelfTestStep(),
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new TargetSelfTestStep(),
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new KeyStateSelfTestStep(),
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new GamepadStateSelfTestStep(),
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new ChatSelfTestStep(),
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new HoverSelfTestStep(),
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new LuminaSelfTestStep<Item>(true),
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new LuminaSelfTestStep<Level>(true),
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new LuminaSelfTestStep<Lumina.Excel.Sheets.Action>(true),
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new LuminaSelfTestStep<Quest>(true),
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new LuminaSelfTestStep<TerritoryType>(false),
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new AddonLifecycleSelfTestStep(),
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new PartyFinderSelfTestStep(),
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new HandledExceptionSelfTestStep(),
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new DutyStateSelfTestStep(),
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new GameConfigSelfTestStep(),
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new MarketBoardSelfTestStep(),
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new SheetRedirectResolverSelfTestStep(),
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new NounProcessorSelfTestStep(),
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new SeStringEvaluatorSelfTestStep(),
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new LogoutEventSelfTestStep()
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];
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private readonly Dictionary<int, (SelfTestStepResult Result, TimeSpan? Duration)> testIndexToResult = new();
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@ -0,0 +1,64 @@
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using System.Threading.Tasks;
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using Dalamud.Game;
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using Dalamud.Utility;
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namespace Dalamud.Interface.Internal.Windows.SelfTest.Steps;
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/// <summary>
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/// Test setup for Framework task scheduling.
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/// </summary>
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internal class FrameworkTaskSchedulerSelfTestStep : ISelfTestStep
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{
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private bool passed = false;
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private Task? task;
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/// <inheritdoc/>
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public string Name => "Test Framework Task Scheduler";
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/// <inheritdoc/>
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public SelfTestStepResult RunStep()
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{
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var framework = Service<Framework>.Get();
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this.task ??= Task.Run(async () =>
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{
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ThreadSafety.AssertNotMainThread();
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await framework.RunOnTick(async () =>
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{
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ThreadSafety.AssertMainThread();
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await Task.Delay(100);
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// TODO: We used to be scheduled back to the framework thread here. Is that by design?
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//ThreadSafety.AssertMainThread();
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ThreadSafety.AssertNotMainThread();
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}).ConfigureAwait(false);
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ThreadSafety.AssertNotMainThread();
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await framework.RunOnTick(() =>
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{
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ThreadSafety.AssertMainThread();
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});
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ThreadSafety.AssertMainThread();
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this.passed = true;
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});
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if (this.task is { IsFaulted: true } or { IsCanceled: true })
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{
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return SelfTestStepResult.Fail;
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}
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return this.passed ? SelfTestStepResult.Pass : SelfTestStepResult.Waiting;
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}
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/// <inheritdoc/>
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public void CleanUp()
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{
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this.passed = false;
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this.task = null;
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}
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}
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