c11788574e
List_PreviewMouseMove reorders StagedScene.Elements via RemoveAt/Insert, bypassing SceneGraph's mutation surface, but never scheduled a save — the new z-order was lost on restart. The drop now sets _dragReordered and EndListDrag funnels it through MainViewModel.OnSceneElementsReordered() (InvalidateBake + ScheduleSave, same background-save path as every other mutation). Integration test (RealApp + temp DB) reproduces the exact code-behind mutation and asserts the debounced save lands the new Source SortOrder. Derivation reference: standard WPF ItemsControl drag-reorder pattern (OBS layering semantics: bottom-most layer = index 0).
158 lines
5.9 KiB
C#
158 lines
5.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Windows.Threading;
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using Microsoft.Data.Sqlite;
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using Xunit;
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using ytLive.Models;
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using ytLive.Services;
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using ytLive.ViewModels;
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namespace ytLive.Tests;
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/// <summary>
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/// Layer-list drag-to-reorder: the code-behind reorders StagedScene.Elements
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/// directly (RemoveAt/Insert), bypassing SceneGraph's mutation surface, so the
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/// drop must be trapped as a data change and persisted. Real-App + temp-DB
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/// pattern (see WebcamOutputKeyTests); reuses the exact code-behind mutation and
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/// asserts the new order is written to the DB after the debounced background save.
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/// </summary>
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[Collection("RealApp")]
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public sealed class LayerReorderPersistenceTests
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{
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private readonly RealAppHost _app;
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public LayerReorderPersistenceTests(RealAppHost app) => _app = app;
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[Fact]
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public void DragReorder_SurvivesTheDebouncedBackgroundSave()
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{
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_app.Run(Run);
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}
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private void Run()
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{
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var tempDb = Path.Combine(Path.GetTempPath(), $"ytLlive-reorder-{Guid.NewGuid():N}.db");
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MainViewModel.LayoutPathOverride = tempDb;
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var window = default(MainWindow);
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try
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{
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using (var schema = new LayoutStore(tempDb)) { }
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SqliteConnection.ClearAllPools();
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SeedThreeLayers(tempDb);
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window = new MainWindow();
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var vm = (MainViewModel)window.DataContext;
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vm.StagedScene = vm.Scenes.Single(s => SceneCatalog.Is(s.Name, SceneCatalog.Live));
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Assert.True(vm.StagedScene!.Elements.OfType<Source>().Count() >= 4,
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"3 seeded layers + the healed Background must load");
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// Mirrors Controls/LeftPanel.List_PreviewMouseMove: drag the last layer
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// to the front of the user layers (the healed Background stays pinned
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// at index 0, so index 1 is the first user layer).
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var elements = vm.StagedScene.Elements;
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var dragged = elements[^1];
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elements.RemoveAt(elements.Count - 1);
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elements.Insert(1, dragged);
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var expected = vm.StagedScene.Elements.OfType<Source>().Select(s => s.Name).ToArray();
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vm.OnSceneElementsReordered();
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Assert.True(PumpUntil(() => SourceNamesInDb(tempDb).SequenceEqual(expected),
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TimeSpan.FromSeconds(10)),
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"the drag reorder must be persisted by the debounced background save");
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Assert.Equal(expected, SourceNamesInDb(tempDb));
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}
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finally
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{
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if (window != null) window.Close();
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MainViewModel.LayoutPathOverride = null;
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SqliteConnection.ClearAllPools();
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try { File.Delete(tempDb); } catch { /* best-effort cleanup */ }
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}
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}
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/// <summary>Pumps the app dispatcher (so the VM's debounce timer fires) until
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/// <paramref name="isDone"/> or the deadline passes. True when the condition
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/// became true, false on deadline.</summary>
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private static bool PumpUntil(Func<bool> isDone, TimeSpan timeout)
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{
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var frame = new DispatcherFrame();
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var poll = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(100) };
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var deadline = DateTime.UtcNow + timeout;
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poll.Tick += (_, _) =>
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{
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if (isDone() || DateTime.UtcNow >= deadline)
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{
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poll.Stop();
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frame.Continue = false;
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}
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};
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poll.Start();
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Dispatcher.PushFrame(frame);
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return isDone();
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}
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private static string[] SourceNamesInDb(string path)
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{
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try
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{
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using var connection = new SqliteConnection($"Data Source={path}");
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connection.Open();
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using var cmd = connection.CreateCommand();
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cmd.CommandText = "SELECT Name FROM Source WHERE SceneId = 'scene-live' ORDER BY SortOrder;";
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using var reader = cmd.ExecuteReader();
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var names = new List<string>();
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while (reader.Read()) names.Add(reader.GetString(0));
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return names.ToArray();
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}
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catch (SqliteException)
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{
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// The debounced save may hold the write lock mid-transaction — not yet.
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return [];
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}
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}
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private static void SeedThreeLayers(string path)
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{
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using var connection = new SqliteConnection($"Data Source={path}");
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connection.Open();
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var scenes = new (string Id, string Name)[]
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{
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("scene-starting", "Starting"),
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("scene-live", "Live"),
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("scene-brb", "BRB"),
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("scene-chat", "Chat"),
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("scene-ending", "Ending"),
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};
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foreach (var (id, name) in scenes)
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{
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using var cmd = connection.CreateCommand();
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cmd.CommandText = "INSERT INTO Scene (Id, Name, HasBackground, SortOrder) VALUES ($id, $name, 1, $order);";
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cmd.Parameters.AddWithValue("$id", id);
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cmd.Parameters.AddWithValue("$name", name);
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cmd.Parameters.AddWithValue("$order", Array.IndexOf(scenes, (id, name)));
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cmd.ExecuteNonQuery();
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}
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var layers = new[] { "ImgA", "ImgB", "ImgC" };
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using (var source = connection.CreateCommand())
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{
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source.CommandText =
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@"INSERT INTO Source (Id, SceneId, Type, Name, IsEnabled, X, Y, Width, Height, IsBackground, SortOrder)
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VALUES ($id, 'scene-live', 'Image', $name, 1, 0, 0, 640, 480, 0, $sort);";
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var idP = source.Parameters.Add("$id", SqliteType.Text);
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var nameP = source.Parameters.Add("$name", SqliteType.Text);
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var sortP = source.Parameters.Add("$sort", SqliteType.Integer);
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for (var i = 0; i < layers.Length; i++)
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{
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idP.Value = $"img-{i}";
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nameP.Value = layers[i];
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sortP.Value = i;
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source.ExecuteNonQuery();
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}
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}
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}
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} |