doodle/pkg/level/chunk_test.go

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Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
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package level_test
import (
"fmt"
"testing"
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"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/go/render"
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
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)
// Test the high level Chunker.
func TestChunker(t *testing.T) {
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c := level.NewChunker(128)
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
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// Test swatches.
var (
grey = &level.Swatch{
Name: "solid",
Color: render.Grey,
}
)
type testCase struct {
name string
run func() error
}
tests := []testCase{
testCase{
name: "Access a pixel on the blank map and expect an error",
run: func() error {
p := render.NewPoint(65535, -214564545)
_, err := c.Get(p)
if err == nil {
return fmt.Errorf("unexpected success getting point %s", p)
}
return nil
},
},
testCase{
name: "Set a pixel",
run: func() error {
// Set a point.
p := render.NewPoint(100, 200)
err := c.Set(p, grey)
if err != nil {
return fmt.Errorf("unexpected error getting point %s: %s", p, err)
}
return nil
},
},
testCase{
name: "Verify the set pixel",
run: func() error {
p := render.NewPoint(100, 200)
px, err := c.Get(p)
if err != nil {
return err
}
if px != grey {
return fmt.Errorf("pixel at %s not the expected color:\n"+
"Expected: %s\n"+
" Got: %s",
p,
grey,
px,
)
}
return nil
},
},
testCase{
name: "Verify the neighboring pixel is unset",
run: func() error {
p := render.NewPoint(101, 200)
_, err := c.Get(p)
if err == nil {
return fmt.Errorf("unexpected success getting point %s", p)
}
return nil
},
},
testCase{
name: "Delete the set pixel",
run: func() error {
p := render.NewPoint(100, 200)
err := c.Delete(p)
if err != nil {
return err
}
return nil
},
},
testCase{
name: "Verify the deleted pixel is unset",
run: func() error {
p := render.NewPoint(100, 200)
_, err := c.Get(p)
if err == nil {
return fmt.Errorf("unexpected success getting point %s", p)
}
return nil
},
},
testCase{
name: "Delete a pixel that didn't exist",
run: func() error {
p := render.NewPoint(-100, -100)
err := c.Delete(p)
if err == nil {
return fmt.Errorf("unexpected success deleting point %s", p)
}
return nil
},
},
}
for _, test := range tests {
if err := test.run(); err != nil {
t.Errorf("Failed: %s\n%s", test.name, err)
}
}
}
// Test the map chunk accessor.
func TestMapAccessor(t *testing.T) {
a := level.NewMapAccessor()
_ = a
// Test action types
var (
Get = "Get"
Set = "Set"
Delete = "Delete"
)
// Test swatches.
var (
red = &level.Swatch{
Name: "fire",
Color: render.Red,
}
)
type testCase struct {
Action string
P render.Point
S *level.Swatch
Expect *level.Swatch
Err bool // expect error
}
tests := []testCase{
// Get a random point and expect to fail.
testCase{
Action: Get,
P: render.NewPoint(128, 128),
Err: true,
},
// Set a point.
testCase{
Action: Set,
S: red,
P: render.NewPoint(1024, 2048),
},
// Verify it exists.
testCase{
Action: Get,
P: render.NewPoint(1024, 2048),
Expect: red,
},
// A neighboring point does not exist.
testCase{
Action: Get,
P: render.NewPoint(1025, 2050),
Err: true,
},
// Delete a pixel that doesn't exist.
testCase{
Action: Delete,
P: render.NewPoint(1987, 2006),
Err: true,
},
// Delete one that does.
testCase{
Action: Delete,
P: render.NewPoint(1024, 2048),
},
// Verify gone
testCase{
Action: Get,
P: render.NewPoint(1024, 2048),
Err: true,
},
}
for _, test := range tests {
var px *level.Swatch
var err error
switch test.Action {
case Get:
px, err = a.Get(test.P)
case Set:
err = a.Set(test.P, test.S)
case Delete:
err = a.Delete(test.P)
}
if err != nil && !test.Err {
t.Errorf("unexpected error from %s %s: %s", test.Action, test.P, err)
continue
} else if err == nil && test.Err {
t.Errorf("didn't get error when we expected from %s %s", test.Action, test.P)
continue
}
if test.Action == Get {
if px != test.Expect {
t.Errorf("didn't get expected result\n"+
"Expected: %s\n"+
" Got: %s\n",
test.Expect,
px,
)
}
}
}
}
// Test the ChunkCoordinate function.
func TestChunkCoordinates(t *testing.T) {
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c := level.NewChunker(128)
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
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type testCase struct {
In render.Point
Expect render.Point
}
tests := []testCase{
testCase{
In: render.NewPoint(0, 0),
Expect: render.NewPoint(0, 0),
},
testCase{
In: render.NewPoint(128, 128),
Expect: render.NewPoint(0, 0),
},
testCase{
In: render.NewPoint(1024, 128),
Expect: render.NewPoint(1, 0),
},
testCase{
In: render.NewPoint(3600, 1228),
Expect: render.NewPoint(3, 1),
},
testCase{
In: render.NewPoint(-100, -1),
Expect: render.NewPoint(-1, -1),
},
testCase{
In: render.NewPoint(-950, 100),
Expect: render.NewPoint(-1, 0),
},
testCase{
In: render.NewPoint(-1001, -856),
Expect: render.NewPoint(-2, -1),
},
testCase{
In: render.NewPoint(-3600, -4800),
Expect: render.NewPoint(-4, -5),
},
}
for _, test := range tests {
actual := c.ChunkCoordinate(test.In)
if actual != test.Expect {
t.Errorf(
"Failed ChunkCoordinate conversion:\n"+
" Input: %s\n"+
"Expected: %s\n"+
" Got: %s",
test.In,
test.Expect,
actual,
)
}
}
}
func TestZeroChunkSize(t *testing.T) {
c := &level.Chunker{}
coord := c.ChunkCoordinate(render.NewPoint(1200, 3600))
if !coord.IsZero() {
t.Errorf("ChunkCoordinate didn't fail with a zero chunk size!")
}
}