refactor(app): define ordered composition contract

This commit is contained in:
Erik 2026-07-22 15:03:40 +02:00
parent 1d04b94da2
commit adb204560d
6 changed files with 927 additions and 0 deletions

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using System.Runtime.ExceptionServices;
using AcDream.App.Rendering;
namespace AcDream.App.Composition;
/// <summary>
/// Owns resources acquired inside one startup-composition phase until each
/// resource is published to its long-lived owner. Unpublished resources roll
/// back in reverse dependency order; successful cleanup never replays.
/// </summary>
internal sealed class CompositionAcquisitionScope : IRetryableResourceCleanup
{
internal enum EntryState
{
Owned,
Transferred,
Released,
}
internal sealed class Entry(string name, object resource, Action release)
{
public string Name { get; } = name;
public object Resource { get; } = resource;
public Action Release { get; } = release;
public EntryState State { get; set; } = EntryState.Owned;
}
private readonly List<Entry> _entries = [];
private bool _cleanupActive;
private bool _closed;
public bool IsCleanupComplete =>
_entries.All(static entry => entry.State is not EntryState.Owned);
public CompositionAcquisitionLease<T> Acquire<T>(
string name,
Func<T> factory,
Action<T> release)
where T : class
{
ArgumentException.ThrowIfNullOrWhiteSpace(name);
ArgumentNullException.ThrowIfNull(factory);
ArgumentNullException.ThrowIfNull(release);
EnsureAcceptingOwnership();
T resource = factory()
?? throw new InvalidOperationException(
$"Composition factory '{name}' returned null.");
return Own(name, resource, release);
}
public CompositionAcquisitionLease<T> Own<T>(
string name,
T resource,
Action<T> release)
where T : class
{
ArgumentException.ThrowIfNullOrWhiteSpace(name);
ArgumentNullException.ThrowIfNull(resource);
ArgumentNullException.ThrowIfNull(release);
EnsureAcceptingOwnership();
var entry = new Entry(name, resource, () => release(resource));
_entries.Add(entry);
return new CompositionAcquisitionLease<T>(
this,
entry,
resource);
}
/// <summary>
/// Closes a successful phase. Every acquisition must already have moved to
/// a typed long-lived owner or aggregate owner.
/// </summary>
public void Complete()
{
if (_cleanupActive)
throw new InvalidOperationException(
"Composition cleanup is currently active.");
if (_closed)
return;
if (!IsCleanupComplete)
{
string pending = string.Join(
", ",
_entries
.Where(static entry => entry.State == EntryState.Owned)
.Select(static entry => entry.Name));
throw new InvalidOperationException(
$"Composition phase completed with unpublished resources: {pending}.");
}
_closed = true;
}
/// <summary>
/// Rolls back the unpublished prefix and then rethrows the construction
/// failure. If cleanup itself fails, the returned exception retains this
/// exact scope as retry ownership.
/// </summary>
public void RollbackAndThrow(Exception constructionFailure)
{
ArgumentNullException.ThrowIfNull(constructionFailure);
_closed = true;
try
{
RetryCleanup();
}
catch (AggregateException cleanupFailure)
{
var failures = new List<Exception> { constructionFailure };
failures.AddRange(cleanupFailure.InnerExceptions);
throw new CompositionAcquisitionException(
"Startup composition failed and rollback remains incomplete.",
this,
failures);
}
ExceptionDispatchInfo.Capture(constructionFailure).Throw();
}
public void RetryCleanup()
{
if (_cleanupActive || IsCleanupComplete)
return;
_closed = true;
_cleanupActive = true;
List<Exception>? failures = null;
try
{
for (int i = _entries.Count - 1; i >= 0; i--)
{
Entry entry = _entries[i];
if (entry.State != EntryState.Owned)
continue;
try
{
entry.Release();
entry.State = EntryState.Released;
}
catch (Exception failure)
{
(failures ??= []).Add(new InvalidOperationException(
$"Composition cleanup operation '{entry.Name}' failed.",
failure));
}
}
}
finally
{
_cleanupActive = false;
}
if (failures is not null)
{
throw new AggregateException(
"Startup composition rollback remains incomplete.",
failures);
}
}
private void EnsureAcceptingOwnership()
{
if (_closed || _cleanupActive)
throw new InvalidOperationException(
"The composition acquisition scope is no longer accepting ownership.");
}
private void Transfer<T>(Entry entry, T expected)
where T : class
{
if (_closed || _cleanupActive)
throw new InvalidOperationException(
"The composition acquisition scope is no longer transferable.");
if (!ReferenceEquals(entry.Resource, expected))
throw new InvalidOperationException(
"The acquisition lease does not own the expected resource.");
if (entry.State != EntryState.Owned)
throw new InvalidOperationException(
$"Composition resource '{entry.Name}' has already been transferred.");
entry.State = EntryState.Transferred;
}
internal sealed class CompositionAcquisitionLease<T>
where T : class
{
private readonly CompositionAcquisitionScope _scope;
private readonly Entry _entry;
internal CompositionAcquisitionLease(
CompositionAcquisitionScope scope,
Entry entry,
T resource)
{
_scope = scope;
_entry = entry;
Resource = resource;
}
public T Resource { get; }
public T Transfer()
{
_scope.Transfer(_entry, Resource);
return Resource;
}
public T Publish(Action<T> publish)
{
ArgumentNullException.ThrowIfNull(publish);
publish(Resource);
return Transfer();
}
}
}
/// <summary>
/// Construction failure whose incomplete rollback remains retryable by the
/// process lifetime cleanup ledger.
/// </summary>
internal sealed class CompositionAcquisitionException : AggregateException,
IRetryableResourceCleanup
{
private readonly IRetryableResourceCleanup _cleanup;
public CompositionAcquisitionException(
string message,
IRetryableResourceCleanup cleanup,
IEnumerable<Exception> failures)
: base(message, failures)
{
_cleanup = cleanup ?? throw new ArgumentNullException(nameof(cleanup));
}
public bool IsCleanupComplete => _cleanup.IsCleanupComplete;
public void RetryCleanup() => _cleanup.RetryCleanup();
}

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namespace AcDream.App.Composition;
internal interface IHostInputCameraCompositionPhase<in TPlatform, out TResult>
{
TResult Compose(TPlatform platform);
}
internal interface IContentEffectsAudioCompositionPhase<in TPlatform, in THost, out TResult>
{
TResult Compose(TPlatform platform, THost host);
}
internal interface ISettingsDevToolsCompositionPhase<in TPlatform, in THost, in TContent, out TResult>
{
TResult Compose(TPlatform platform, THost host, TContent content);
}
internal interface IWorldRenderCompositionPhase<in TPlatform, in TContent, in TSettings, out TResult>
{
TResult Compose(TPlatform platform, TContent content, TSettings settings);
}
internal interface IInteractionUiCompositionPhase<in THost, in TContent, in TSettings, in TWorld, out TResult>
{
TResult Compose(THost host, TContent content, TSettings settings, TWorld world);
}
internal interface ILivePresentationCompositionPhase<in THost, in TContent, in TWorld, in TInteraction, out TResult>
{
TResult Compose(THost host, TContent content, TWorld world, TInteraction interaction);
}
internal interface ISessionPlayerCompositionPhase<in THost, in TContent, in TWorld, in TInteraction, in TLive, out TResult>
{
TResult Compose(
THost host,
TContent content,
TWorld world,
TInteraction interaction,
TLive live);
}
internal interface IFrameRootCompositionPhase<in THost, in TSettings, in TWorld, in TInteraction, in TLive, in TSession, out TResult>
{
TResult Compose(
THost host,
TSettings settings,
TWorld world,
TInteraction interaction,
TLive live,
TSession session);
}
internal interface ISessionStartCompositionPhase<in TFrame>
{
void Start(TFrame frame);
}
/// <summary>
/// Fixed startup topology. It intentionally retains no cumulative context or
/// final runtime graph; immutable phase results exist only as locals during
/// one composition run.
/// </summary>
internal sealed class GameWindowCompositionPipeline<
TPlatform,
THost,
TContent,
TSettings,
TWorld,
TInteraction,
TLive,
TSession,
TFrame>
{
private readonly IHostInputCameraCompositionPhase<TPlatform, THost> _host;
private readonly IContentEffectsAudioCompositionPhase<TPlatform, THost, TContent> _content;
private readonly ISettingsDevToolsCompositionPhase<TPlatform, THost, TContent, TSettings> _settings;
private readonly IWorldRenderCompositionPhase<TPlatform, TContent, TSettings, TWorld> _world;
private readonly IInteractionUiCompositionPhase<THost, TContent, TSettings, TWorld, TInteraction> _interaction;
private readonly ILivePresentationCompositionPhase<THost, TContent, TWorld, TInteraction, TLive> _live;
private readonly ISessionPlayerCompositionPhase<THost, TContent, TWorld, TInteraction, TLive, TSession> _session;
private readonly IFrameRootCompositionPhase<THost, TSettings, TWorld, TInteraction, TLive, TSession, TFrame> _frame;
private readonly ISessionStartCompositionPhase<TFrame> _start;
public GameWindowCompositionPipeline(
IHostInputCameraCompositionPhase<TPlatform, THost> host,
IContentEffectsAudioCompositionPhase<TPlatform, THost, TContent> content,
ISettingsDevToolsCompositionPhase<TPlatform, THost, TContent, TSettings> settings,
IWorldRenderCompositionPhase<TPlatform, TContent, TSettings, TWorld> world,
IInteractionUiCompositionPhase<THost, TContent, TSettings, TWorld, TInteraction> interaction,
ILivePresentationCompositionPhase<THost, TContent, TWorld, TInteraction, TLive> live,
ISessionPlayerCompositionPhase<THost, TContent, TWorld, TInteraction, TLive, TSession> session,
IFrameRootCompositionPhase<THost, TSettings, TWorld, TInteraction, TLive, TSession, TFrame> frame,
ISessionStartCompositionPhase<TFrame> start)
{
_host = host ?? throw new ArgumentNullException(nameof(host));
_content = content ?? throw new ArgumentNullException(nameof(content));
_settings = settings ?? throw new ArgumentNullException(nameof(settings));
_world = world ?? throw new ArgumentNullException(nameof(world));
_interaction = interaction ?? throw new ArgumentNullException(nameof(interaction));
_live = live ?? throw new ArgumentNullException(nameof(live));
_session = session ?? throw new ArgumentNullException(nameof(session));
_frame = frame ?? throw new ArgumentNullException(nameof(frame));
_start = start ?? throw new ArgumentNullException(nameof(start));
}
public void Run(TPlatform platform)
{
THost host = _host.Compose(platform);
TContent content = _content.Compose(platform, host);
TSettings settings = _settings.Compose(platform, host, content);
TWorld world = _world.Compose(platform, content, settings);
TInteraction interaction = _interaction.Compose(host, content, settings, world);
TLive live = _live.Compose(host, content, world, interaction);
TSession session = _session.Compose(host, content, world, interaction, live);
TFrame frame = _frame.Compose(host, settings, world, interaction, live, session);
_start.Start(frame);
}
}

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namespace AcDream.App.Composition;
internal interface IGameWindowPlatformPublication<in TGraphics, in TInput>
where TGraphics : class
where TInput : class
{
void PublishGraphics(TGraphics graphics);
void PublishInput(TInput input);
}
internal sealed record GameWindowPlatformResult<TGraphics, TInput>(
TGraphics Graphics,
TInput Input)
where TGraphics : class
where TInput : class;
internal enum GameWindowPlatformAcquisitionPoint
{
GraphicsPublished,
InputPublished,
}
/// <summary>
/// Exact host-platform acquisition prelude. Graphics ownership publishes
/// before input construction starts so a later input failure remains
/// recoverable through the normal lifetime transaction.
/// </summary>
internal static class GameWindowPlatformAcquisition
{
public static GameWindowPlatformResult<TGraphics, TInput> Acquire<TGraphics, TInput>(
Func<TGraphics> graphicsFactory,
Action<TGraphics> releaseUnpublishedGraphics,
Func<TInput> inputFactory,
Action<TInput> releaseUnpublishedInput,
IGameWindowPlatformPublication<TGraphics, TInput> publication,
Action<GameWindowPlatformAcquisitionPoint>? faultInjection = null)
where TGraphics : class
where TInput : class
{
ArgumentNullException.ThrowIfNull(graphicsFactory);
ArgumentNullException.ThrowIfNull(releaseUnpublishedGraphics);
ArgumentNullException.ThrowIfNull(inputFactory);
ArgumentNullException.ThrowIfNull(releaseUnpublishedInput);
ArgumentNullException.ThrowIfNull(publication);
var scope = new CompositionAcquisitionScope();
try
{
var graphicsLease = scope.Acquire(
"graphics API",
graphicsFactory,
releaseUnpublishedGraphics);
TGraphics graphics = graphicsLease.Publish(publication.PublishGraphics);
faultInjection?.Invoke(GameWindowPlatformAcquisitionPoint.GraphicsPublished);
var inputLease = scope.Acquire(
"input context",
inputFactory,
releaseUnpublishedInput);
TInput input = inputLease.Publish(publication.PublishInput);
faultInjection?.Invoke(GameWindowPlatformAcquisitionPoint.InputPublished);
scope.Complete();
return new GameWindowPlatformResult<TGraphics, TInput>(graphics, input);
}
catch (Exception failure)
{
scope.RollbackAndThrow(failure);
throw new System.Diagnostics.UnreachableException();
}
}
}

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using AcDream.App.Composition;
namespace AcDream.App.Tests.Composition;
public sealed class CompositionAcquisitionScopeTests
{
[Fact]
public void RollbackReleasesOnlyUnpublishedResourcesInReverseOrder()
{
var calls = new List<string>();
var scope = new CompositionAcquisitionScope();
var first = scope.Own("first", new Resource("first"), value => calls.Add(value.Name));
var published = scope.Own("published", new Resource("published"), value => calls.Add(value.Name));
scope.Own("last", new Resource("last"), value => calls.Add(value.Name));
published.Transfer();
InvalidOperationException original = Assert.Throws<InvalidOperationException>(() =>
scope.RollbackAndThrow(new InvalidOperationException("construction failed")));
Assert.Equal("construction failed", original.Message);
Assert.Equal(["last", "first"], calls);
Assert.True(scope.IsCleanupComplete);
Assert.Equal("first", first.Resource.Name);
}
[Fact]
public void CleanupFailureRetainsOriginalAndRetriesOnlyUnfinishedAction()
{
var calls = new List<string>();
int middleFailures = 1;
var scope = new CompositionAcquisitionScope();
scope.Own("first", new Resource("first"), value => calls.Add(value.Name));
scope.Own("middle", new Resource("middle"), value =>
{
calls.Add(value.Name);
if (middleFailures-- > 0)
throw new InvalidOperationException("release failed");
});
scope.Own("last", new Resource("last"), value => calls.Add(value.Name));
CompositionAcquisitionException failure =
Assert.Throws<CompositionAcquisitionException>(() =>
scope.RollbackAndThrow(new InvalidOperationException("construction failed")));
Assert.False(failure.IsCleanupComplete);
Assert.Contains(
failure.InnerExceptions,
error => error.Message == "construction failed");
Assert.Equal(["last", "middle", "first"], calls);
failure.RetryCleanup();
failure.RetryCleanup();
Assert.True(failure.IsCleanupComplete);
Assert.Equal(["last", "middle", "first", "middle"], calls);
}
[Fact]
public void PublicationTransfersOnlyAfterPublisherReturns()
{
int releases = 0;
var failing = new CompositionAcquisitionScope();
var lease = failing.Own(
"resource",
new Resource("resource"),
_ => releases++);
Assert.Throws<InvalidOperationException>(() =>
lease.Publish(_ => throw new InvalidOperationException("publish failed")));
Assert.Throws<InvalidOperationException>(() =>
failing.RollbackAndThrow(new InvalidOperationException("phase failed")));
Assert.Equal(1, releases);
var successful = new CompositionAcquisitionScope();
var transferred = successful.Own(
"resource",
new Resource("resource"),
_ => releases++);
transferred.Publish(_ => { });
successful.Complete();
Assert.Equal(1, releases);
Assert.Throws<InvalidOperationException>(transferred.Transfer);
}
[Fact]
public void CompleteRejectsAnUnpublishedAcquisition()
{
var scope = new CompositionAcquisitionScope();
scope.Own("pending", new Resource("pending"), _ => { });
InvalidOperationException failure = Assert.Throws<InvalidOperationException>(scope.Complete);
Assert.Contains("pending", failure.Message, StringComparison.Ordinal);
}
[Fact]
public void ThrowingFactoryNeverCreatesCleanupOwnership()
{
var scope = new CompositionAcquisitionScope();
int releases = 0;
Assert.Throws<InvalidOperationException>(() =>
scope.Acquire<Resource>(
"resource",
() => throw new InvalidOperationException("factory failed"),
_ => releases++));
Assert.True(scope.IsCleanupComplete);
Assert.Equal(0, releases);
}
private sealed record Resource(string Name);
}

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using AcDream.App.Composition;
namespace AcDream.App.Tests.Composition;
public sealed class GameWindowCompositionPipelineTests
{
[Theory]
[InlineData(1)]
[InlineData(2)]
[InlineData(3)]
[InlineData(4)]
[InlineData(5)]
[InlineData(6)]
[InlineData(7)]
[InlineData(8)]
[InlineData(9)]
public void FailureRunsExactlyTheRequiredPrefix(int failingPhase)
{
var phases = new RecordingPhases(failingPhase);
GameWindowCompositionPipeline<Token, Token, Token, Token, Token, Token, Token, Token, Token>
pipeline = phases.BuildPipeline();
Assert.Throws<InvalidOperationException>(() => pipeline.Run(phases.Platform));
Assert.Equal(
Enumerable.Range(1, failingPhase).Select(value => $"phase-{value}"),
phases.Calls);
}
[Fact]
public void SuccessPassesExactResultsAndStartsSessionLast()
{
var phases = new RecordingPhases(failingPhase: 0);
GameWindowCompositionPipeline<Token, Token, Token, Token, Token, Token, Token, Token, Token>
pipeline = phases.BuildPipeline();
pipeline.Run(phases.Platform);
Assert.Equal(
Enumerable.Range(1, 9).Select(value => $"phase-{value}"),
phases.Calls);
Assert.Equal("phase-9", phases.Calls[^1]);
}
private sealed record Token(int Phase);
private sealed class RecordingPhases(int failingPhase) :
IHostInputCameraCompositionPhase<Token, Token>,
IContentEffectsAudioCompositionPhase<Token, Token, Token>,
ISettingsDevToolsCompositionPhase<Token, Token, Token, Token>,
IWorldRenderCompositionPhase<Token, Token, Token, Token>,
IInteractionUiCompositionPhase<Token, Token, Token, Token, Token>,
ILivePresentationCompositionPhase<Token, Token, Token, Token, Token>,
ISessionPlayerCompositionPhase<Token, Token, Token, Token, Token, Token>,
IFrameRootCompositionPhase<Token, Token, Token, Token, Token, Token, Token>,
ISessionStartCompositionPhase<Token>
{
public Token Platform { get; } = new(0);
public List<string> Calls { get; } = [];
private readonly Token _host = new(1);
private readonly Token _content = new(2);
private readonly Token _settings = new(3);
private readonly Token _world = new(4);
private readonly Token _interaction = new(5);
private readonly Token _live = new(6);
private readonly Token _session = new(7);
private readonly Token _frame = new(8);
public GameWindowCompositionPipeline<Token, Token, Token, Token, Token, Token, Token, Token, Token>
BuildPipeline() => new(this, this, this, this, this, this, this, this, this);
Token IHostInputCameraCompositionPhase<Token, Token>.Compose(Token platform)
{
Assert.Same(Platform, platform);
Record(1);
return _host;
}
Token IContentEffectsAudioCompositionPhase<Token, Token, Token>.Compose(
Token platform,
Token host)
{
Assert.Same(Platform, platform);
Assert.Same(_host, host);
Record(2);
return _content;
}
Token ISettingsDevToolsCompositionPhase<Token, Token, Token, Token>.Compose(
Token platform,
Token host,
Token content)
{
Assert.Same(Platform, platform);
Assert.Same(_host, host);
Assert.Same(_content, content);
Record(3);
return _settings;
}
Token IWorldRenderCompositionPhase<Token, Token, Token, Token>.Compose(
Token platform,
Token content,
Token settings)
{
Assert.Same(Platform, platform);
Assert.Same(_content, content);
Assert.Same(_settings, settings);
Record(4);
return _world;
}
Token IInteractionUiCompositionPhase<Token, Token, Token, Token, Token>.Compose(
Token host,
Token content,
Token settings,
Token world)
{
Assert.Same(_host, host);
Assert.Same(_content, content);
Assert.Same(_settings, settings);
Assert.Same(_world, world);
Record(5);
return _interaction;
}
Token ILivePresentationCompositionPhase<Token, Token, Token, Token, Token>.Compose(
Token host,
Token content,
Token world,
Token interaction)
{
Assert.Same(_host, host);
Assert.Same(_content, content);
Assert.Same(_world, world);
Assert.Same(_interaction, interaction);
Record(6);
return _live;
}
Token ISessionPlayerCompositionPhase<Token, Token, Token, Token, Token, Token>.Compose(
Token host,
Token content,
Token world,
Token interaction,
Token live)
{
Assert.Same(_host, host);
Assert.Same(_content, content);
Assert.Same(_world, world);
Assert.Same(_interaction, interaction);
Assert.Same(_live, live);
Record(7);
return _session;
}
Token IFrameRootCompositionPhase<Token, Token, Token, Token, Token, Token, Token>.Compose(
Token host,
Token settings,
Token world,
Token interaction,
Token live,
Token session)
{
Assert.Same(_host, host);
Assert.Same(_settings, settings);
Assert.Same(_world, world);
Assert.Same(_interaction, interaction);
Assert.Same(_live, live);
Assert.Same(_session, session);
Record(8);
return _frame;
}
void ISessionStartCompositionPhase<Token>.Start(Token frame)
{
Assert.Same(_frame, frame);
Record(9);
}
private void Record(int phase)
{
Calls.Add($"phase-{phase}");
if (failingPhase == phase)
throw new InvalidOperationException($"phase {phase} failed");
}
}
}

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using AcDream.App.Composition;
namespace AcDream.App.Tests.Composition;
public sealed class GameWindowPlatformAcquisitionTests
{
[Fact]
public void AcquirePublishesGraphicsBeforeInputConstruction()
{
var trace = new List<string>();
var owner = new Publication(trace);
var graphics = new Resource("graphics", trace);
var input = new Resource("input", trace);
GameWindowPlatformResult<Resource, Resource> result =
GameWindowPlatformAcquisition.Acquire(
() =>
{
trace.Add("gl.factory");
return graphics;
},
value => value.ReleaseUnpublished(),
() =>
{
Assert.Same(graphics, owner.Graphics);
trace.Add("input.factory");
return input;
},
value => value.ReleaseUnpublished(),
owner);
Assert.Same(graphics, result.Graphics);
Assert.Same(input, result.Input);
Assert.Equal(
["gl.factory", "gl.publish", "input.factory", "input.publish"],
trace);
owner.Dispose();
owner.Dispose();
Assert.Equal(1, graphics.OwnerReleaseCalls);
Assert.Equal(1, input.OwnerReleaseCalls);
Assert.Equal(0, graphics.UnpublishedReleaseCalls);
Assert.Equal(0, input.UnpublishedReleaseCalls);
Assert.Equal("input.owner-release", trace[^2]);
Assert.Equal("graphics.owner-release", trace[^1]);
}
[Fact]
public void GraphicsFactoryFailureNeverConstructsInput()
{
var trace = new List<string>();
var owner = new Publication(trace);
Assert.Throws<InvalidOperationException>(() =>
GameWindowPlatformAcquisition.Acquire<Resource, Resource>(
() => throw new InvalidOperationException("graphics failed"),
value => value.ReleaseUnpublished(),
() =>
{
trace.Add("input.factory");
return new Resource("input", trace);
},
value => value.ReleaseUnpublished(),
owner));
Assert.Empty(trace);
Assert.Null(owner.Graphics);
Assert.Null(owner.Input);
}
[Fact]
public void InputFactoryFailureLeavesPublishedGraphicsLifetimeOwned()
{
var trace = new List<string>();
var owner = new Publication(trace);
var graphics = new Resource("graphics", trace);
Assert.Throws<InvalidOperationException>(() =>
GameWindowPlatformAcquisition.Acquire<Resource, Resource>(
() =>
{
trace.Add("gl.factory");
return graphics;
},
value => value.ReleaseUnpublished(),
() =>
{
Assert.Same(graphics, owner.Graphics);
trace.Add("input.factory");
throw new InvalidOperationException("input failed");
},
value => value.ReleaseUnpublished(),
owner));
Assert.Equal(["gl.factory", "gl.publish", "input.factory"], trace);
Assert.Equal(0, graphics.UnpublishedReleaseCalls);
owner.Dispose();
Assert.Equal(1, graphics.OwnerReleaseCalls);
}
[Theory]
[InlineData((int)GameWindowPlatformAcquisitionPoint.GraphicsPublished)]
[InlineData((int)GameWindowPlatformAcquisitionPoint.InputPublished)]
public void FailureImmediatelyAfterPublicationNeverRollsBackPublishedOwner(
int failurePointValue)
{
var failurePoint = (GameWindowPlatformAcquisitionPoint)failurePointValue;
var trace = new List<string>();
var owner = new Publication(trace);
var graphics = new Resource("graphics", trace);
var input = new Resource("input", trace);
Assert.Throws<InvalidOperationException>(() =>
GameWindowPlatformAcquisition.Acquire(
() => graphics,
value => value.ReleaseUnpublished(),
() => input,
value => value.ReleaseUnpublished(),
owner,
point =>
{
if (point == failurePoint)
throw new InvalidOperationException("injected failure");
}));
Assert.Equal(0, graphics.UnpublishedReleaseCalls);
Assert.Equal(0, input.UnpublishedReleaseCalls);
Assert.NotNull(owner.Graphics);
Assert.Equal(
failurePoint == GameWindowPlatformAcquisitionPoint.InputPublished,
owner.Input is not null);
owner.Dispose();
Assert.Equal(1, graphics.OwnerReleaseCalls);
Assert.Equal(
failurePoint == GameWindowPlatformAcquisitionPoint.InputPublished ? 1 : 0,
input.OwnerReleaseCalls);
}
private sealed class Publication(List<string> trace) :
IGameWindowPlatformPublication<Resource, Resource>,
IDisposable
{
public Resource? Graphics { get; private set; }
public Resource? Input { get; private set; }
public void PublishGraphics(Resource graphics)
{
if (Graphics is not null)
throw new InvalidOperationException("graphics already published");
Graphics = graphics;
trace.Add("gl.publish");
}
public void PublishInput(Resource input)
{
if (Input is not null)
throw new InvalidOperationException("input already published");
Input = input;
trace.Add("input.publish");
}
public void Dispose()
{
Resource? input = Input;
Input = null;
input?.ReleaseFromOwner();
Resource? graphics = Graphics;
Graphics = null;
graphics?.ReleaseFromOwner();
}
}
private sealed class Resource(string name, List<string> trace)
{
public int UnpublishedReleaseCalls { get; private set; }
public int OwnerReleaseCalls { get; private set; }
public void ReleaseUnpublished()
{
UnpublishedReleaseCalls++;
trace.Add($"{name}.unpublished-release");
}
public void ReleaseFromOwner()
{
OwnerReleaseCalls++;
trace.Add($"{name}.owner-release");
}
}
}