test: rewrite stress_test.c to use dispatcher API instead of engine internals

Co-authored-by: aider (deepseek/deepseek-coder) <aider@aider.chat>
This commit is contained in:
Loic Coenen
2026-05-02 19:18:17 +00:00
parent 7060e0222b
commit 2daeba263a

View File

@@ -5,7 +5,9 @@
#include <stdatomic.h>
#include <signal.h>
#include <unistd.h>
#include "engine.h"
#include <pthread.h>
#include "dispatcher.h"
#include "transport.h"
static volatile int keep_running = 1;
@@ -14,259 +16,275 @@ static void handle_sigint(int sig) {
keep_running = 0;
}
static Engine *create_stress_engine(void) {
Engine *engine = (Engine *)calloc(1, sizeof(Engine));
assert(engine != NULL);
engine->control_channel = 0;
engine->sample_rate = 48000;
engine->quantize_mode = QUANTIZE_OFF;
engine->quantize_threshold = 0;
engine->queued_triggers = NULL;
command_queue_init(&engine->command_queue);
atomic_store(&engine->quantize_mode_atomic, (int)QUANTIZE_OFF);
atomic_store(&engine->quantize_threshold_atomic, 0);
engine->transport = (Transport *)calloc(1, sizeof(Transport));
assert(engine->transport != NULL);
transport_init(engine->transport, 48000);
// Helper: create a dispatcher with initial state
static DispatchFn setup_dispatcher(AppState *state) {
// Initialize default state
memset(state, 0, sizeof(AppState));
state->transport_state = TRANSPORT_STOPPED;
state->clock_source = CLOCK_SOURCE_INTERNAL;
state->bpm = 120.0;
state->samples_per_beat = (48000 * 60.0) / 120.0;
state->quantize_mode = QUANTIZE_OFF;
state->quantize_threshold = 0;
for (int i = 0; i < MAX_CLIPS; i++) {
engine->clips[i].state = CLIP_EMPTY;
engine->clips[i].buffer = (float *)calloc(MAX_BUFFER_SIZE, sizeof(float));
assert(engine->clips[i].buffer != NULL);
engine->clips[i].buffer_size = 0;
engine->clips[i].write_position = 0;
engine->clips[i].read_position = 0;
state->clips[i].state = CLIP_EMPTY;
state->clips[i].buffer_size = 0;
state->clips[i].write_position = 0;
state->clips[i].read_position = 0;
}
state->undo.undo_index = 0;
state->undo.redo_index = 0;
DispatchFn dispatch = dispatcher_init(state);
assert(dispatch != NULL);
dispatcher_start();
return dispatch;
}
return engine;
static void teardown_dispatcher(DispatchFn dispatch) {
(void)dispatch;
dispatcher_stop();
}
static void destroy_stress_engine(Engine *engine) {
if (engine) {
engine->queued_triggers = NULL; // pool, no free
if (engine->transport) {
transport_cleanup(engine->transport);
free(engine->transport);
}
for (int i = 0; i < MAX_CLIPS; i++) {
free(engine->clips[i].buffer);
}
free(engine);
}
}
// Stress test 1: Rapid clip triggers via command queue
static void stress_command_queue(void) {
printf("Stress test 1: Rapid command queue submission...\n");
Engine *engine = create_stress_engine();
// Stress test 1: Rapid clip triggers via dispatch
static void stress_rapid_triggers(void) {
printf("Stress test 1: Rapid clip triggers...\n");
AppState state;
DispatchFn dispatch = setup_dispatcher(&state);
int num_ops = 10000;
for (int i = 0; i < num_ops; i++) {
int clip_idx = i % MAX_CLIPS;
int ret = engine_submit_command(engine, CMD_TRIGGER_CLIP, clip_idx, 0);
assert(ret == 0); // should not drop
dispatch(ACTION_TRIGGER_CLIP, clip_idx, 0);
}
// Process all commands
engine_process_commands(engine);
// Give dispatcher time to process
usleep(100000);
// Verify no commands left
CommandQueue *q = &engine->command_queue;
unsigned int write = atomic_load(&q->write_index);
unsigned int read = atomic_load(&q->read_index);
assert(write == read);
// Verify some clips were triggered (state changed)
AppState current = dispatcher_get_state();
int triggered = 0;
for (int i = 0; i < MAX_CLIPS; i++) {
if (current.clips[i].state != CLIP_EMPTY) triggered++;
}
printf(" Triggered %d clips\n", triggered);
destroy_stress_engine(engine);
printf(" PASSED (%d commands processed)\n", num_ops);
teardown_dispatcher(dispatch);
printf(" PASSED\n");
}
// Stress test 2: Mix of clip and scene triggers
static void stress_mixed_triggers(void) {
printf("Stress test 2: Mixed clip/scene triggers...\n");
Engine *engine = create_stress_engine();
AppState state;
DispatchFn dispatch = setup_dispatcher(&state);
int num_ops = 5000;
for (int i = 0; i < num_ops; i++) {
if (i % 3 == 0) {
int scene_idx = (i / 3) % MAX_SCENES;
engine_submit_command(engine, CMD_TRIGGER_SCENE, scene_idx, 0);
dispatch(ACTION_TRIGGER_SCENE, scene_idx, 0);
} else {
int clip_idx = i % MAX_CLIPS;
engine_submit_command(engine, CMD_TRIGGER_CLIP, clip_idx, 0);
dispatch(ACTION_TRIGGER_CLIP, clip_idx, 0);
}
}
engine_process_commands(engine);
usleep(100000);
// Verify queue drained
CommandQueue *q = &engine->command_queue;
assert(atomic_load(&q->write_index) == atomic_load(&q->read_index));
destroy_stress_engine(engine);
teardown_dispatcher(dispatch);
printf(" PASSED\n");
}
// Stress test 3: Queue overflow (should not crash)
static void stress_queue_overflow(void) {
printf("Stress test 3: Queue overflow (should drop gracefully)...\n");
Engine *engine = create_stress_engine();
AppState state;
DispatchFn dispatch = setup_dispatcher(&state);
// Submit more than MAX_QUEUED_COMMANDS
int num_ops = MAX_QUEUED_COMMANDS * 2;
int dropped = 0;
// Submit more than queue capacity (256)
int num_ops = 500;
for (int i = 0; i < num_ops; i++) {
int ret = engine_submit_command(engine, CMD_TRIGGER_CLIP, i % MAX_CLIPS, 0);
if (ret != 0) dropped++;
dispatch(ACTION_TRIGGER_CLIP, i % MAX_CLIPS, 0);
}
assert(dropped > 0); // some should have been dropped
printf(" Dropped %d commands (expected)\n", dropped);
usleep(100000);
// Process what we can
engine_process_commands(engine);
destroy_stress_engine(engine);
printf(" PASSED\n");
teardown_dispatcher(dispatch);
printf(" PASSED (no crash)\n");
}
// Stress test 4: Trigger pool exhaustion (simulate many MIDI notes)
static void stress_trigger_pool(void) {
printf("Stress test 4: Trigger pool exhaustion...\n");
Engine *engine = create_stress_engine();
// Set transport playing so queue_trigger is used
engine->transport->state = TRANSPORT_PLAYING;
atomic_store(&engine->transport->state_atomic, TRANSPORT_PLAYING);
engine->quantize_mode = QUANTIZE_BEAT;
atomic_store(&engine->quantize_mode_atomic, (int)QUANTIZE_BEAT);
// Queue more triggers than pool size
int num_triggers = QUEUED_TRIGGER_POOL_SIZE * 2;
for (int i = 0; i < num_triggers; i++) {
queue_trigger(engine, i % MAX_CLIPS, false, 100);
}
// Process queued triggers (simulate reaching quantize boundary)
// We need to call process_queued_triggers directly (it's static, but we can
// simulate by calling engine_process_commands which doesn't process queued triggers).
// Instead, we'll just verify the pool didn't crash and that some triggers were queued.
// The pool head should be at most QUEUED_TRIGGER_POOL_SIZE.
// We can't access the static pool head, but we can check that the linked list
// has at most QUEUED_TRIGGER_POOL_SIZE nodes.
int count = 0;
QueuedTrigger *qt = engine->queued_triggers;
while (qt) {
count++;
qt = qt->next;
}
assert(count <= QUEUED_TRIGGER_POOL_SIZE);
printf(" Queued %d triggers (pool size %d)\n", count, QUEUED_TRIGGER_POOL_SIZE);
// Clean up (just set to NULL, pool is static)
engine->queued_triggers = NULL;
destroy_stress_engine(engine);
printf(" PASSED\n");
}
// Stress test 5: Undo/Redo stress
// Stress test 4: Undo/Redo stress
static void stress_undo_redo(void) {
printf("Stress test 5: Undo/Redo stress...\n");
Engine *engine = create_stress_engine();
printf("Stress test 4: Undo/Redo stress...\n");
AppState state;
DispatchFn dispatch = setup_dispatcher(&state);
int num_ops = 1000;
for (int i = 0; i < num_ops; i++) {
int clip_idx = i % MAX_CLIPS;
engine_submit_command(engine, CMD_TRIGGER_CLIP, clip_idx, 0);
engine_process_commands(engine);
dispatch(ACTION_TRIGGER_CLIP, clip_idx, 0);
usleep(1000);
// Undo every other operation
if (i % 2 == 0) {
engine_submit_command(engine, CMD_UNDO, 0, 0);
engine_process_commands(engine);
dispatch(ACTION_UNDO, 0, 0);
usleep(1000);
}
}
// Redo some
for (int i = 0; i < 100; i++) {
engine_submit_command(engine, CMD_REDO, 0, 0);
engine_process_commands(engine);
dispatch(ACTION_REDO, 0, 0);
usleep(1000);
}
destroy_stress_engine(engine);
usleep(50000);
teardown_dispatcher(dispatch);
printf(" PASSED\n");
}
// Stress test 6: Transport state changes
// Stress test 5: Transport state changes
static void stress_transport(void) {
printf("Stress test 6: Transport state changes...\n");
Engine *engine = create_stress_engine();
printf("Stress test 5: Transport state changes...\n");
AppState state;
DispatchFn dispatch = setup_dispatcher(&state);
int num_ops = 5000;
for (int i = 0; i < num_ops; i++) {
switch (i % 5) {
case 0:
engine_submit_command(engine, CMD_TRANSPORT_PLAY, 0, 0);
dispatch(ACTION_TRANSPORT_PLAY, 0, 0);
break;
case 1:
engine_submit_command(engine, CMD_TRANSPORT_PAUSE, 0, 0);
dispatch(ACTION_TRANSPORT_PAUSE, 0, 0);
break;
case 2:
engine_submit_command(engine, CMD_TRANSPORT_STOP, 0, 0);
dispatch(ACTION_TRANSPORT_STOP, 0, 0);
break;
case 3:
engine_submit_command(engine, CMD_TRANSPORT_TOGGLE_PLAY, 0, 0);
dispatch(ACTION_TRANSPORT_TOGGLE_PLAY, 0, 0);
break;
case 4:
engine_submit_command(engine, CMD_SET_CLOCK_SOURCE, (int)CLOCK_SOURCE_MIDI, 0);
dispatch(ACTION_SET_CLOCK_SOURCE, (int)CLOCK_SOURCE_MIDI, 0);
break;
}
engine_process_commands(engine);
usleep(100);
}
destroy_stress_engine(engine);
usleep(50000);
teardown_dispatcher(dispatch);
printf(" PASSED\n");
}
// Stress test 7: Quantize mode changes
// Stress test 6: Quantize mode changes
static void stress_quantize(void) {
printf("Stress test 7: Quantize mode changes...\n");
Engine *engine = create_stress_engine();
printf("Stress test 6: Quantize mode changes...\n");
AppState state;
DispatchFn dispatch = setup_dispatcher(&state);
int num_ops = 5000;
for (int i = 0; i < num_ops; i++) {
QuantizeMode mode = (QuantizeMode)(i % 3);
engine_submit_command(engine, CMD_SET_QUANTIZE_MODE, (int)mode, 0);
engine_submit_command(engine, CMD_SET_QUANTIZE_THRESHOLD, 0, (jack_nframes_t)(i * 100));
engine_process_commands(engine);
dispatch(ACTION_SET_QUANTIZE_MODE, (int)mode, 0);
dispatch(ACTION_SET_QUANTIZE_THRESHOLD, 0, (jack_nframes_t)(i * 100));
usleep(100);
}
destroy_stress_engine(engine);
usleep(50000);
teardown_dispatcher(dispatch);
printf(" PASSED\n");
}
// Stress test 8: Reset clips while triggering
// Stress test 7: Reset clips while triggering
static void stress_reset_while_triggering(void) {
printf("Stress test 8: Reset clips while triggering...\n");
Engine *engine = create_stress_engine();
printf("Stress test 7: Reset clips while triggering...\n");
AppState state;
DispatchFn dispatch = setup_dispatcher(&state);
int num_ops = 2000;
for (int i = 0; i < num_ops; i++) {
int clip_idx = i % MAX_CLIPS;
engine_submit_command(engine, CMD_TRIGGER_CLIP, clip_idx, 0);
engine_process_commands(engine);
dispatch(ACTION_TRIGGER_CLIP, clip_idx, 0);
usleep(500);
if (i % 10 == 0) {
engine_submit_command(engine, CMD_RESET_CLIP, clip_idx, 0);
engine_process_commands(engine);
dispatch(ACTION_RESET_CLIP, clip_idx, 0);
usleep(500);
}
}
destroy_stress_engine(engine);
usleep(50000);
teardown_dispatcher(dispatch);
printf(" PASSED\n");
}
// Stress test 8: Concurrent dispatch from multiple threads
typedef struct {
DispatchFn dispatch;
int thread_id;
int num_ops;
} ThreadArg;
static void* thread_worker(void *arg) {
ThreadArg *targ = (ThreadArg *)arg;
for (int i = 0; i < targ->num_ops; i++) {
int clip_idx = (targ->thread_id * 1000 + i) % MAX_CLIPS;
targ->dispatch(ACTION_TRIGGER_CLIP, clip_idx, 0);
}
return NULL;
}
static void stress_concurrent(void) {
printf("Stress test 8: Concurrent dispatch from multiple threads...\n");
AppState state;
DispatchFn dispatch = setup_dispatcher(&state);
int num_threads = 4;
int ops_per_thread = 2500;
pthread_t threads[num_threads];
ThreadArg args[num_threads];
for (int t = 0; t < num_threads; t++) {
args[t].dispatch = dispatch;
args[t].thread_id = t;
args[t].num_ops = ops_per_thread;
pthread_create(&threads[t], NULL, thread_worker, &args[t]);
}
for (int t = 0; t < num_threads; t++) {
pthread_join(threads[t], NULL);
}
usleep(100000);
teardown_dispatcher(dispatch);
printf(" PASSED\n");
}
// Stress test 9: Repeated init/start/stop cycles
static void stress_create_destroy(void) {
printf("Stress test 9: Repeated init/start/stop cycles...\n");
for (int i = 0; i < 100; i++) {
AppState state;
DispatchFn dispatch = setup_dispatcher(&state);
// Do some operations
for (int j = 0; j < 10; j++) {
dispatch(ACTION_TRIGGER_CLIP, j % MAX_CLIPS, 0);
dispatch(ACTION_TRANSPORT_TOGGLE_PLAY, 0, 0);
dispatch(ACTION_SET_QUANTIZE_MODE, j % 3, 0);
}
usleep(1000);
teardown_dispatcher(dispatch);
}
printf(" PASSED\n");
}
@@ -275,14 +293,15 @@ int main(void) {
printf("Running JACK Looper stress tests...\n\n");
stress_command_queue();
stress_rapid_triggers();
stress_mixed_triggers();
stress_queue_overflow();
stress_trigger_pool();
stress_undo_redo();
stress_transport();
stress_quantize();
stress_reset_while_triggering();
stress_concurrent();
stress_create_destroy();
printf("\nAll stress tests passed!\n");
return 0;