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3122 lines (2511 loc) · 84.2 KB
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import std / [
unittest,
math
]
include signals
type
Player = object
name*: string
hp* : int
x*, y*: float
Vec2 = object
x*, y*: float
StatsD = object
hp*, mp*: int
pos* : Vec2
PlayerD = object
name* : string
stats*: StatsD
Complex = object
id* : int
tags*: seq[string]
data*: Table[string,int]
pos* : Vec2
type
## 1) “field-list” object (x*, y: float)
MT = object
x*, y: float ## two fields in a single IdentDefs
## 2) object with default-initialised field
BT = object
foo*: int = 42
## 3) variant object referencing an enum
ColorSpace* = enum csSRGB, csDisplayP3
QT = object
case space*: ColorSpace ## variant discriminator
of csSRGB:
rgb*: array[3, float]
of csDisplayP3:
p3*: array[3, float]
reactive(MT)
reactive(BT)
reactive(QT)
reactive(Player)
reactive(Vec2)
reactive(StatsD)
reactive(PlayerD)
reactive(Complex)
# kitchen sink for reactive compiler macro
type
SpeciesX* = enum spGoblinX, spOgreX, spDragonX
ElementX* = enum elNoneX, elFireX, elIceX, elLightningX
ResistancesX* = Table[ElementX, float]
InventoryX* = Table[string, int]
CoreStatsX* = object
hp*, mp*: int = 100
pos*: Vec2 = Vec2(x: 0, y: 0)
resist*: ResistancesX
MonsterX* = object
id*: int
name*: string = "unnamed-X"
tags*: seq[string] = @[]
inv*: InventoryX
stats*: CoreStatsX
case kind*: SpeciesX
of spGoblinX:
speed*: float
of spOgreX:
clubDmg*: int
of spDragonX:
element*: ElementX
breath*: array[3, float]
reactive(CoreStatsX)
reactive(MonsterX)
proc pushFront[T](rs: ReactiveSeq[T], x: T) = rs.insert(0, x)
let C = newReactiveCtx()
suite "reactive core without [] overloads":
test "basic get / set / ==":
var s = signal(C, 0)
doAssert s == 0
s.set 7
doAssert s == 7
test "Computed propagates":
var base = signal(C, 3)
let twice = computed(C, () =>
base.val * 2)
check twice == 6
base.set 5
check twice == 10
test "Effect re-runs and batching coalesces":
var x = signal(C, 0)
var hits = 0
effect(C, proc =
registerDep x
inc hits
)
check hits == 1 # initial run
x.set 1
check hits == 2 # immediate scheduler: runs again
transaction(C): # two writes, one batch
x.set 2
x.set 3
check hits == 3 # only one more run
test "Undo rolls back last writes":
var hp = signal(C, 100)
hp.set 50
hp.set 20
undo(C) # one step
check hp == 50
undo(C, 1) # another step
check hp == 100
test "Queued scheduler defers effects until flush":
let Q = newReactiveCtx()
var v = signal(Q, 0)
var log: seq[int]
effect(Q, proc =
registerDep v
log.add v.val
)
useQueuedScheduler(Q)
v.set 1
check log[^1] == 0 # still old value
flushQueued Q
check log[^1] == 1
test "Watch runs only on change and respects batching":
var a = signal(C, 0)
var seen: seq[int] = @[]
watch(C,
() => a.val, # selector (arrow, single line)
proc (n, o: int) = # handler (proc =, multi-line)
seen.add n
)
a.set 1
check seen == @[1]
a.set 1 # no actual change
check seen == @[1]
transaction(C): # two writes in one batch
a.set 2
a.set 3
check seen == @[1, 3] # fired once with final value
test "dumpDeps lists all subscribers":
var a = signal(C, 0)
let dbl = computed(C, () => a.val * 2) # 1 subscriber
effect(C, proc = # 2nd subscriber
registerDep a
)
let deps = dumpDeps(a)
check deps.len == 2
echo "dumpDeps lists all subscribers: ", deps
test "Effect cleanup runs before next execution":
var tgt = signal(C, 0)
var fired = 0
effect(C, proc (onCleanup: AddCleanup) =
onCleanup(() => inc fired) # register cleanup (single-line lambda)
registerDep tgt # read signal → dependency
)
check fired == 0 # first mount → no cleanup yet
tgt.set 1
check fired == 1
tgt.set 2
check fired == 2
test "Disposing context stops further reactions":
let D = newReactiveCtx()
var s = signal(D, 0)
var hits = 0
effect(D, proc =
registerDep s
inc hits
)
check hits == 1 # initial run
s.set 1
check hits == 2 # reacted once
dispose D # tear it down
s.set 2
check hits == 2 # no further reactions
flushQueued D # queue is already cleared
check hits == 2
test "Memo recomputes only on dependency change":
var base = signal(C, 1)
var computes = 0
let dbl = memo(C, proc: int =
inc computes
base.val * 2
)
check dbl() == 2
check computes == 1
discard dbl()
check computes == 1
base.set 2
check dbl() == 4
check computes == 2
suite "Undo-stack utilities":
test "Depth grows with every write":
let U = newReactiveCtx()
var s = signal(U, 0)
check undoDepth(U) == 0
s.set 1
check undoDepth(U) == 1
s.set 2
check undoDepth(U) == 2
test "Depth does not grow on identical write":
let U = newReactiveCtx()
var s = signal(U, 1)
s.set 1 # no change
check undoDepth(U) == 0
test "Undo reduces depth":
let U = newReactiveCtx()
var s = signal(U, 0)
s.set 1; s.set 2
undo(U) # one step
check undoDepth(U) == 1
undo(U) # another
check undoDepth(U) == 0
test "Undo more than stack is safe":
let U = newReactiveCtx()
var s = signal(U, 0)
s.set 1
undo(U, 5) # exceeds depth
check undoDepth(U) == 0
check s == 0
test "clearUndo wipes history":
let U = newReactiveCtx()
var s = signal(U, 0)
s.set 1; s.set 2
clearUndo(U)
check undoDepth(U) == 0
undo(U) # no effect
check s == 2
test "Undo works inside transaction":
let U = newReactiveCtx()
var s = signal(U, 0)
transaction(U):
s.set 1
s.set 2
check undoDepth(U) == 2 # each write pushed
undo(U, 2)
check s == 0
test "Undo stack is per-context":
let A = newReactiveCtx()
let B = newReactiveCtx()
var sa = signal(A, 0)
var sb = signal(B, 0)
sa.set 1
sb.set 1; sb.set 2
check undoDepth(A) == 1
check undoDepth(B) == 2
test "Reads do not affect depth":
let U = newReactiveCtx()
var s = signal(U, 0)
discard s.val
check undoDepth(U) == 0
test "Undo after dispose does nothing":
let U = newReactiveCtx()
var s = signal(U, 0)
s.set 1
dispose U
undo(U)
check s == 1
check undoDepth(U) == 0
test "Undo stack unaffected by memo reads":
let U = newReactiveCtx()
var s = signal(U, 1)
let dbl = memo(U, () => s.val * 2)
discard dbl()
check undoDepth(U) == 0
test "Depth grows only for first write to same value sequence":
let U = newReactiveCtx()
var s = signal(U, 0)
s.set 1
s.set 1 # identical: ignored
s.set 1 # identical again
check undoDepth(U) == 1
suite "Memo behaviour":
test "Memo computes exactly once at creation":
let M = newReactiveCtx()
var src = signal(M, 1)
var cnt = 0
let mm = memo(M, proc: int =
inc cnt
src.val)
check cnt == 1 # initial evaluation done by effect
test "Repeated reads do not recompute":
let M = newReactiveCtx()
var src = signal(M, 1)
var cnt = 0
let mm = memo(M, proc: int =
inc cnt
src.val)
discard mm()
discard mm()
check cnt == 1 # still cached
test "Recompute only when value really changes":
let M = newReactiveCtx()
var src = signal(M, 1)
var cnt = 0
let mm = memo(M, proc: int =
inc cnt
src.val)
src.set 1 # identical – ignored
check cnt == 1
src.set 2 # change
check cnt == 2
test "Batched writes trigger one recompute":
let M = newReactiveCtx()
var src = signal(M, 0)
var cnt = 0
let mm = memo(M, proc: int =
inc cnt
src.val)
transaction(M):
src.set 1
src.set 2
check cnt == 2 # exactly one extra evaluation
test "Memo with two dependencies reacts to either":
let M = newReactiveCtx()
var a = signal(M, 1)
var b = signal(M, 2)
var cnt = 0
let sum = memo(M, proc: int =
inc cnt
a.val + b.val)
a.set 5
check cnt == 2 # once more
b.set 7
check cnt == 3
test "Nested memo cascades once":
let M = newReactiveCtx()
var src = signal(M, 1)
var innerCnt = 0
var outerCnt = 0
let inner = memo(M, proc: int =
inc innerCnt
src.val * 2)
let outer = memo(M, proc: int =
inc outerCnt
inner() + 1)
src.set 2
check innerCnt == 2 # inner recomputed once
check outerCnt == 2 # outer recomputed once
test "Dispose stops further memo recompute":
let D = newReactiveCtx()
var src = signal(D, 1)
var cnt = 0
let mm = memo(D, proc: int =
inc cnt
src.val)
dispose D
src.set 2
check cnt == 1 # no new evaluation after dispose
test "Undo stack unaffected by memo reads":
let U = newReactiveCtx()
var src = signal(U, 1)
let mm = memo(U, () => src.val * 2)
discard mm()
check undoDepth(U) == 0
suite "Time-travel":
test "Redo restores state after undo":
let T = newReactiveCtx()
var s = signal(T, 0)
s.set 1; s.set 2
undo(T) # -> 1
redo(T) # -> 2
check s == 2
check redoDepth(T) == 0
check undoDepth(T) == 2
test "Redo cleared by new write":
let T = newReactiveCtx()
var s = signal(T, 0)
s.set 1; s.set 2
undo(T) # -> 1
s.set 3 # new branch
check redoDepth(T) == 0
test "Multiple redo steps":
let T = newReactiveCtx()
var s = signal(T, 0)
s.set 1; s.set 2; s.set 3
undo(T, 3)
redo(T, 2)
check s == 2
test "Snapshot / travel backward":
let T = newReactiveCtx()
var s = signal(T, 0)
s.set 1
let snap = snapshot(T)
s.set 2; s.set 3
travel(T, snap) # back to value 1
check s == 1
test "Travel forward again":
let T = newReactiveCtx()
var s = signal(T, 0)
s.set 1
let idx = snapshot(T) # 1 write in history
s.set 2
travel(T, idx) # back to 1
travel(T, idx + 1) # forward to 2
check s == 2
test "Travel beyond bounds is no-op":
let T = newReactiveCtx()
var s = signal(T, 0)
s.set 1
travel(T, -1)
travel(T, 999)
check s == 1
check undoDepth(T) == 1
test "Dispose prevents further undo/redo":
let T = newReactiveCtx()
var s = signal(T, 0)
s.set 1
dispose T
undo(T)
redo(T)
check s == 1
test "Undo then write clears redo stack":
let T = newReactiveCtx()
var s = signal(T, 0)
s.set 1; s.set 2
undo(T) # back to 1
s.set 5 # new write
check redoDepth(T) == 0
test "Undo/redo inside transaction":
let T = newReactiveCtx()
var s = signal(T, 0)
transaction(T):
s.set 1
s.set 2
undo(T, 2)
redo(T, 2)
check s == 2
test "Memo value follows time travel":
let T = newReactiveCtx()
var src = signal(T, 1)
let dbl = memo(T, () => src.val * 2)
src.set 2
undo(T) # back to 1
check dbl() == 2
redo(T) # forward to 2
check dbl() == 4
test "dumpDeps unaffected by history ops":
let T = newReactiveCtx()
var s = signal(T, 0)
let _ = computed(T, () => s.val * 2)
let before = dumpDeps(s)
s.set 1
undo(T); redo(T)
check dumpDeps(s) == before
suite "Travel edge-cases":
test "Travel to current index is a no-op":
let T = newReactiveCtx()
var s = signal(T, 0)
s.set 1; s.set 2 # depth = 2, index 2
let here = snapshot(T)
travel(T, here) # same spot
check s == 2
check undoDepth(T) == here
check redoDepth(T) == 0
test "Travel on fresh context does nothing":
let T = newReactiveCtx()
travel(T, 0)
travel(T, 1)
check undoDepth(T) == 0
check redoDepth(T) == 0
test "Travel forward then back adjusts redo depth":
let T = newReactiveCtx()
var s = signal(T, 0)
s.set 1; s.set 2; s.set 3 # depth = 3
travel(T, 1) # back to value 1
check s == 1
check redoDepth(T) == 2
travel(T, 3) # forward to tip
check s == 3
check redoDepth(T) == 0
test "Branch after travelling back clears redo":
let T = newReactiveCtx()
var s = signal(T, 0)
s.set 1; s.set 2
travel(T, 1) # back to 1
s.set 42 # new branch
check redoDepth(T) == 0
redo(T) # should do nothing
check s == 42
test "Travel index exactly at far forward bound":
let T = newReactiveCtx()
var s = signal(T, 0)
s.set 1; s.set 2
let bound = undoDepth(T) # 2
undo(T, 2) # back to 0
travel(T, bound) # jump to newest
check s == 2
check redoDepth(T) == 0
test "Travel inside transaction is applied after flush":
let T = newReactiveCtx()
var s = signal(T, 0)
s.set 1; s.set 2; s.set 3 # depth 3
transaction(T):
travel(T, 1) # request back to value 1
check s == 1
check undoDepth(T) == 1
check redoDepth(T) == 2
suite "Writable computed":
test "Setting writable computed updates source":
let W = newReactiveCtx()
var hp = signal(W, 50.0) # current hit-points
var maxHp = signal(W, 100.0) # maximum
let pct = computed(W,
getter = () => hp.val / maxHp.val,
setter = (p: float) => hp.set p * maxHp.val
)
check pct.val == 0.5
pct.set 0.75 # write through computed
check hp == 75
check pct.val == 0.75 # reflects the change
test "Undo rolls back writable computed change":
let W = newReactiveCtx()
var hp = signal(W, 30.0)
var maxHp = signal(W, 100.0)
let pct = computed(W,
getter = () => hp.val / maxHp.val,
setter = (p: float) => hp.set p * maxHp.val
)
pct.set 0.6 # hp → 60
check hp == 60
undo(W) # time-travel one step
check hp == 30
check pct.val == 0.3
suite "Persistence":
test "Manual save / load round-trip":
let P = newReactiveCtx()
var j: JsonNode
var hp = store(P, "hp", 100)
hp.set 42
saveState(P, j)
check j["hp"].getInt == 42
hp.set 7 # mutate again
loadState(P, j) # restore → 42
check hp == 42
test "Autosave after flush":
let P = newReactiveCtx()
var doc: JsonNode
var score = store(P, "score", 0)
enableAutosave(P, doc)
score.set 10
flushQueued P
check doc["score"].getInt == 10
test "Autosave after batched transaction":
let P = newReactiveCtx()
var doc: JsonNode
var s = store(P, "x", 0)
enableAutosave(P, doc)
transaction(P):
s.set 5
s.set 8 # final value
check doc["x"].getInt == 8
test "Dispose triggers final save":
let P = newReactiveCtx()
var doc: JsonNode
var v = store(P, "val", 1)
enableAutosave(P, doc)
v.set 4
dispose P
check doc["val"].getInt == 4
test "registerStore works for external signal":
let P = newReactiveCtx()
var doc: JsonNode
var name = signal(P, "anon")
registerStore(P, "player", name)
enableAutosave(P, doc)
name.set "alice"
flushQueued P
check doc["player"].getStr == "alice"
suite "Edge‑case combinatorial stress":
# 1 ── autosave after enable→disable→enable again -------------------------
test "Enable/disable/enable autosave updates target":
let C = newReactiveCtx()
var A, B: JsonNode
var s = store(C, "v", 0)
enableAutosave(C, A)
s.set 1
flushQueued C
check A["v"].getInt == 1
disableAutosave(C)
s.set 2
flushQueued C
check A["v"].getInt == 1 # unchanged
enableAutosave(C, B) # new target
s.set 3
flushQueued C
check B["v"].getInt == 3
check A["v"].getInt == 1 # old target untouched
# 2 ── undo after autosave restores pre‑autosave value --------------------
test "Undo reverses value saved by autosave":
let C = newReactiveCtx()
var doc: JsonNode
var s = store(C, "hp", 10)
enableAutosave(C, doc)
s.set 20 # change → autosave
flushQueued C
check doc["hp"].getInt == 20
undo(C) # back to 10
check s == 10
flushQueued C # autosave again
check doc["hp"].getInt == 10
# 3 ── loadState inside a transaction coalesces one history push ----------
test "loadState inside transaction pushes once":
let C = newReactiveCtx()
var s = store(C, "score", 0)
var snap: JsonNode
s.set 5
saveState(C, snap) # { score: 5 }
transaction(C):
loadState(C, snap) # should revert to 5 (already is)
check undoDepth(C) == 1 # only the earlier set(5)
# 4 ── writable computed + autosave + undo -------------------------------
test "Writable computed integrates with autosave & undo":
let C = newReactiveCtx()
var storeDoc: JsonNode
var val = store(C, "base", 2)
let wc = computed(C,
getter = () => val.val * 2,
setter = proc(x: int) = val.set x div 2)
enableAutosave(C, storeDoc)
wc.set 20 # base becomes 10
flushQueued C
check val == 10
check wc.val == 20
check storeDoc["base"].getInt == 10
undo(C)
check val == 2
flushQueued C
check storeDoc["base"].getInt == 2
# 5 ── dispose during batched transaction still snapshots -----------------
test "Dispose inside transaction takes final snapshot":
let C = newReactiveCtx()
var js: JsonNode
var x = store(C, "x", 0)
enableAutosave(C, js)
transaction(C):
x.set 99
dispose C # should flush & snapshot
check js["x"].getInt == 99
# 6 ── loadState with missing keys leaves existing values -----------------
test "loadState ignores unknown keys":
let C = newReactiveCtx()
var foo = store(C, "foo", 1)
var j = %*{ "bar": 42 }
loadState(C, j)
check foo == 1
# 7 ── registerStore twice for same key keeps latest state ----------------
test "Double registration same key persists most recent":
let C = newReactiveCtx()
var doc: JsonNode
var a = store(C, "k", 1)
var b = signal(C, 99)
registerStore(C, "k", b) # b shadows a
enableAutosave(C, doc)
b.set 77
flushQueued C
check doc["k"].getInt == 77
# 8 ── deep undo/redo after loadState snapshot ---------------------------
test "Undo after loadState toggles between snapshots":
let C = newReactiveCtx()
var n = store(C, "num", 0)
var j: JsonNode
n.set 5
saveState(C, j) # snapshot at 5
n.set 9 # advance to 9
loadState(C, j) # back to 5 via setters
check n == 5
undo(C) # should go to 9
check n == 9
# 9 ── autosave with immediate scheduler when no batch -------------------
test "Autosave fires even if queue empty":
let C = newReactiveCtx()
var doc: JsonNode
var s = store(C, "z", 1)
enableAutosave(C, doc)
flushQueued C # nothing changed yet → still 1
check doc["z"].getInt == 1
# 10 ── time travel after autosave-----------------------------------------
test "Travel adjusts autosave correctly":
let C = newReactiveCtx()
var js: JsonNode
var s = store(C, "v", 0)
s.set 1; s.set 2
enableAutosave(C, js)
flushQueued C
check js["v"].getInt == 2
undo(C, 2) # back to 0
flushQueued C
check js["v"].getInt == 0
redo(C, 1) # to 1
flushQueued C
check js["v"].getInt == 1
# 11 ── loadState followed by redo is no‑op -------------------------------
test "Redo after loadState has no effect":
let C = newReactiveCtx()
var s = store(C, "p", 0)
s.set 5; loadState(C, newJObject()) # loads nothing → p unchanged
redo(C)
check s == 5 # redo depth should be 0
# 12 ── create many store signals and bulk save ---------------------------
test "Bulk save 50 keys":
let C = newReactiveCtx()
for i in 0 ..< 50:
discard store(C, $i, i)
var obj: JsonNode
saveState(C, obj)
for i in 0 ..< 49:
check obj[$i].getInt == i
# 13 ── high frequency writes inside one frame ---------------------------
test "Hundreds of writes still single autosave":
let C = newReactiveCtx()
var doc: JsonNode
var s = store(C, "cnt", 0)
enableAutosave(C, doc)
for i in 1 .. 500:
s.set i
flushQueued C # one flush
check doc["cnt"].getInt == 500
# 14 ── disposing twice is safe ------------------------------------------
test "Double dispose safe":
let C = newReactiveCtx()
dispose C
dispose C # no crash
# 15 ── loadState on disposed ctx is ignored ------------------------------
test "loadState after dispose does nothing":
let C = newReactiveCtx()
var s = store(C, "w", 1)
dispose C
var jj = %*{ "w": 9 }
loadState(C, jj)
check s == 1
# 16 ── autosave disabled then dispose -> no final save -------------------
test "No snapshot when autosave disabled before dispose":
let C = newReactiveCtx()
var doc: JsonNode
var s = store(C, "k", 2)
enableAutosave(C, doc)
disableAutosave(C)
s.set 5
dispose C
check doc.isNil or not doc.hasKey("k") or doc["k"].getInt == 2
# 19 ── registerStore after first save adds new key next flush -----------
test "Late store registration shows up next autosave":
let C = newReactiveCtx()
var doc: JsonNode
enableAutosave(C, doc)
flushQueued C # snapshot at start (empty)
var s = signal(C, 8)
registerStore(C, "later", s)
s.set 9
flushQueued C
check doc["later"].getInt == 9
# 20 ── watch selector updates autosave only when changed -----------------
test "Watch plus autosave only serialises on change":
let C = newReactiveCtx()
var js: JsonNode
var base = store(C, "b", 1) # odd → selector() == 1
enableAutosave(C, js)
var hits = 0
watch(C,
() => base.val mod 2, # selector
(n,o: int) => inc hits) # handler
base.set 2 # parity changes 1 → 0 (handler fires: hits = 1)
base.set 4 # parity stays 0 (no more fires)
flushQueued C
check hits == 1
check js["b"].getInt == 4
# 21 ── snapshot/index travel after autosave updates node -----------------
test "Travel index with autosave":
let C = newReactiveCtx()
var doc: JsonNode
enableAutosave(C, doc)
var s = store(C, "t", 0)
s.set 11
let idx = snapshot(C)
s.set 22
flushQueued C
check doc["t"].getInt == 22
travel(C, idx) # back to 11
flushQueued C
check doc["t"].getInt == 11
# 22 ── dispose immediately after enableAutosave captures initial state ---
test "Enable then dispose without writes":
let C = newReactiveCtx()
var node: JsonNode
var s = store(C, "q", 7)
enableAutosave(C, node) # initial snapshot should already contain q
dispose C
check node["q"].getInt == 7
# 23 ── autosave reuses same node object (no replace) ---------------------
test "saveInto mutates not replaces JsonNode":
let C = newReactiveCtx()
var node = newJObject()
enableAutosave(C, node)
let origAddr = addr node
var v = store(C, "k", 1)
v.set 2
flushQueued C
check (addr node) == origAddr
# 24 ── high‑volume undo with autosave ------------------------------------
test "500 undo steps with autosave stable":
let C = newReactiveCtx()
var node: JsonNode
var s = store(C, "n", 0)
enableAutosave(C, node)
for i in 1..500:
s.set i
flushQueued C
check node["n"].getInt == 500
undo(C, 500)
flushQueued C
check node["n"].getInt == 0
# 25 ── undo/redo after disposing autosave node reference -----------------
test "Node alias retains last snapshot even after ctx disposed":
let C = newReactiveCtx()
var node: JsonNode
var s = store(C, "z", 3)
enableAutosave(C, node)
s.set 4
dispose C
check node["z"].getInt == 4
suite "peek / untracked read":
test "peek returns value but does not track":
let C = newReactiveCtx()
var a = signal(C, 0)
var hits = 0