Files
react-native/ReactCommon/react/renderer/animations/tests/LayoutAnimationTest.cpp
T
Joshua Gross 967eeff86e Add unit tests for Layout Animations
Summary:
Add unit tests for Layout Animations.

This first batch generates a random mutation, then animates it to completion.

I found one issue with UPDATE+REMOVE+INSERT animation consistency. That shouldn't cause any crashes in production, but is a chance to improve consistency of mutations overall - and could in theory point to memory corruption, though it's somewhat unlikely.

I ran with randomized seeds, found issues, fixed them, re-ran to ensure issues were fixed, rinsed and repeated. At the end I was able to run dozens of times (with random seeds) and found nothing.

The next step is to repeatedly generate mutations that conflict with ongoing animations.

Changelog: [Internal]

Reviewed By: sammy-SC

Differential Revision: D28343750

fbshipit-source-id: c1c60d89a31be3ac05d57482f0af3c482b866abe
2021-05-11 12:11:35 -07:00

385 lines
12 KiB
C++

/*
* Copyright (c) Facebook, Inc. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#include <vector>
#include <glog/logging.h>
#include <gtest/gtest.h>
#include <react/renderer/componentregistry/ComponentDescriptorProvider.h>
#include <react/renderer/componentregistry/ComponentDescriptorProviderRegistry.h>
#include <react/renderer/componentregistry/ComponentDescriptorRegistry.h>
#include <ReactCommon/RuntimeExecutor.h>
#include <react/renderer/components/root/RootComponentDescriptor.h>
#include <react/renderer/components/view/ViewComponentDescriptor.h>
#include <react/renderer/mounting/Differentiator.h>
#include <react/renderer/mounting/ShadowViewMutation.h>
#include <react/renderer/mounting/stubs.h>
#include <react/test_utils/Entropy.h>
#include <react/test_utils/MockClock.h>
#include <react/test_utils/shadowTreeGeneration.h>
// Uncomment when random test blocks are uncommented below.
// #include <algorithm>
// #include <random>
#include "LayoutAnimationDriver.h"
MockClock::time_point MockClock::time_ = {};
namespace facebook {
namespace react {
static void testShadowNodeTreeLifeCycleLayoutAnimations(
uint_fast32_t seed,
int treeSize,
int repeats,
int stages,
int animation_duration,
int animation_frames,
int delay_ms_between_frames,
int delay_ms_between_stages,
int delay_ms_between_repeats) {
auto entropy = seed == 0 ? Entropy() : Entropy(seed);
auto eventDispatcher = EventDispatcher::Shared{};
auto contextContainer = std::make_shared<ContextContainer>();
auto componentDescriptorParameters =
ComponentDescriptorParameters{eventDispatcher, contextContainer, nullptr};
auto viewComponentDescriptor =
ViewComponentDescriptor(componentDescriptorParameters);
auto rootComponentDescriptor =
RootComponentDescriptor(componentDescriptorParameters);
auto noopEventEmitter =
std::make_shared<ViewEventEmitter const>(nullptr, -1, eventDispatcher);
// Create a RuntimeExecutor
RuntimeExecutor runtimeExecutor =
[](std::function<void(jsi::Runtime & runtime)> fn) {};
// Create component descriptor registry for animation driver
auto providerRegistry =
std::make_shared<ComponentDescriptorProviderRegistry>();
auto componentDescriptorRegistry =
providerRegistry->createComponentDescriptorRegistry(
componentDescriptorParameters);
providerRegistry->add(
concreteComponentDescriptorProvider<ViewComponentDescriptor>());
providerRegistry->add(
concreteComponentDescriptorProvider<RootComponentDescriptor>());
// Create Animation Driver
auto animationDriver =
std::make_shared<LayoutAnimationDriver>(runtimeExecutor, nullptr);
animationDriver->setComponentDescriptorRegistry(componentDescriptorRegistry);
// Mock animation timers
animationDriver->setClockNow([]() {
return std::chrono::duration_cast<std::chrono::milliseconds>(
MockClock::now().time_since_epoch())
.count();
});
auto allNodes = std::vector<ShadowNode::Shared>{};
for (int i = 0; i < repeats; i++) {
allNodes.clear();
int surfaceIdInt = 1;
auto surfaceId = SurfaceId(surfaceIdInt);
auto family = rootComponentDescriptor.createFamily(
{Tag(surfaceIdInt), surfaceId, nullptr}, nullptr);
// Creating an initial root shadow node.
auto emptyRootNode = std::const_pointer_cast<RootShadowNode>(
std::static_pointer_cast<RootShadowNode const>(
rootComponentDescriptor.createShadowNode(
ShadowNodeFragment{RootShadowNode::defaultSharedProps()},
family)));
// Applying size constraints.
emptyRootNode = emptyRootNode->clone(
LayoutConstraints{
Size{512, 0}, Size{512, std::numeric_limits<Float>::infinity()}},
LayoutContext{});
// Generation of a random tree.
auto singleRootChildNode =
generateShadowNodeTree(entropy, viewComponentDescriptor, treeSize);
// Injecting a tree into the root node.
auto currentRootNode = std::static_pointer_cast<RootShadowNode const>(
emptyRootNode->ShadowNode::clone(ShadowNodeFragment{
ShadowNodeFragment::propsPlaceholder(),
std::make_shared<SharedShadowNodeList>(
SharedShadowNodeList{singleRootChildNode})}));
// Building an initial view hierarchy.
auto viewTree = buildStubViewTreeWithoutUsingDifferentiator(*emptyRootNode);
viewTree.mutate(
calculateShadowViewMutations(*emptyRootNode, *currentRootNode, true));
for (int j = 0; j < stages; j++) {
auto nextRootNode = currentRootNode;
// Mutating the tree.
alterShadowTree(
entropy,
nextRootNode,
{
&messWithChildren,
&messWithYogaStyles,
&messWithLayoutableOnlyFlag,
});
std::vector<LayoutableShadowNode const *> affectedLayoutableNodes{};
affectedLayoutableNodes.reserve(1024);
// Laying out the tree.
std::const_pointer_cast<RootShadowNode>(nextRootNode)
->layoutIfNeeded(&affectedLayoutableNodes);
nextRootNode->sealRecursive();
allNodes.push_back(nextRootNode);
// Calculating mutations.
auto originalMutations =
calculateShadowViewMutations(*currentRootNode, *nextRootNode, true);
// If tree randomization produced no changes in the form of mutations,
// don't bother trying to animate because this violates a bunch of our
// assumptions in this test
if (originalMutations.size() == 0) {
continue;
}
// Configure animation
animationDriver->uiManagerDidConfigureNextLayoutAnimation(
{surfaceId,
0,
false,
{(double)animation_duration,
{/* Create */ AnimationType::EaseInEaseOut,
AnimationProperty::Opacity,
(double)animation_duration,
0,
0,
0},
{/* Update */ AnimationType::EaseInEaseOut,
AnimationProperty::ScaleXY,
(double)animation_duration,
0,
0,
0},
{/* Delete */ AnimationType::EaseInEaseOut,
AnimationProperty::Opacity,
(double)animation_duration,
0,
0,
0}},
{},
{},
{}});
// Get mutations for each frame
for (int k = 0; k < animation_frames + 2; k++) {
auto mutationsInput = ShadowViewMutation::List{};
if (k == 0) {
mutationsInput = originalMutations;
}
if (k != (animation_frames + 1)) {
EXPECT_TRUE(animationDriver->shouldOverridePullTransaction());
} else {
EXPECT_FALSE(animationDriver->shouldOverridePullTransaction());
}
auto telemetry = TransactionTelemetry{};
telemetry.willLayout();
telemetry.willCommit();
telemetry.willDiff();
auto transaction = animationDriver->pullTransaction(
surfaceId, 0, telemetry, mutationsInput);
EXPECT_TRUE(transaction.has_value() || k == animation_frames);
// We have something to validate.
if (transaction.has_value()) {
auto mutations = transaction->getMutations();
// Mutating the view tree.
viewTree.mutate(mutations);
// We don't do any validation on this until all animations are
// finished!
}
MockClock::advance_by(
std::chrono::milliseconds(delay_ms_between_frames));
}
// After the animation is completed...
// Build a view tree to compare with.
// After all the synthetic mutations, at the end of the animation,
// the mutated and newly-constructed trees should be identical.
auto rebuiltViewTree =
buildStubViewTreeWithoutUsingDifferentiator(*nextRootNode);
// Comparing the newly built tree with the updated one.
if (rebuiltViewTree != viewTree) {
// Something went wrong.
LOG(ERROR)
<< "Entropy seed: " << entropy.getSeed()
<< ". To see why trees are different, define STUB_VIEW_TREE_VERBOSE and see logging in StubViewTree.cpp.\n";
EXPECT_TRUE(false);
}
currentRootNode = nextRootNode;
MockClock::advance_by(std::chrono::milliseconds(delay_ms_between_stages));
}
MockClock::advance_by(std::chrono::milliseconds(delay_ms_between_repeats));
}
SUCCEED();
}
} // namespace react
} // namespace facebook
using namespace facebook::react;
TEST(
LayoutAnimationTest,
stableSmallerTreeFewRepeatsFewStages_NonOverlapping_2029343357) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 2029343357, /* working seed found 5-10-2021 */
/* size */ 128,
/* repeats */ 128,
/* stages */ 10,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000);
}
TEST(
LayoutAnimationTest,
stableSmallerTreeFewRepeatsFewStages_NonOverlapping_3619914559) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 3619914559, /* working seed found 5-10-2021 */
/* size */ 128,
/* repeats */ 128,
/* stages */ 10,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000);
}
TEST(
LayoutAnimationTest,
stableSmallerTreeFewRepeatsFewStages_NonOverlapping_597132284) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 597132284, /* failing seed found 5-10-2021 */
/* size */ 128,
/* repeats */ 128,
/* stages */ 10,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000);
}
TEST(
LayoutAnimationTest,
stableSmallerTreeFewRepeatsFewStages_NonOverlapping_774986518) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 774986518, /* failing seed found 5-10-2021 */
/* size */ 128,
/* repeats */ 128,
/* stages */ 10,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000);
}
TEST(
LayoutAnimationTest,
stableSmallerTreeFewRepeatsFewStages_NonOverlapping_1450614414) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 1450614414, /* failing seed found 5-10-2021 */
/* size */ 128,
/* repeats */ 128,
/* stages */ 10,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000);
}
TEST(LayoutAnimationTest, stableBiggerTreeFewRepeatsFewStages_NonOverlapping) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 2029343357,
/* size */ 512,
/* repeats */ 32,
/* stages */ 10,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000);
}
TEST(LayoutAnimationTest, stableBiggerTreeFewRepeatsManyStages_NonOverlapping) {
testShadowNodeTreeLifeCycleLayoutAnimations(
/* seed */ 2029343357,
/* size */ 512,
/* repeats */ 32,
/* stages */ 128,
/* animation_duration */ 1000,
/* animation_frames*/ 10,
/* delay_ms_between_frames */ 100,
/* delay_ms_between_stages */ 100,
/* delay_ms_between_repeats */ 2000);
}
// You may uncomment this - locally only! - to generate failing seeds.
// TEST(LayoutAnimationTest, stableSmallerTreeFewRepeatsFewStages_Random) {
// std::random_device device;
// for (int i = 0; i < 10; i++) {
// uint_fast32_t seed = device();
// LOG(ERROR) << "Seed: " << seed;
// testShadowNodeTreeLifeCycleLayoutAnimations(
// /* seed */ seed,
// /* size */ 128,
// /* repeats */ 128,
// /* stages */ 10,
// /* animation_duration */ 1000,
// /* animation_frames*/ 10,
// /* delay_ms_between_frames */ 100,
// /* delay_ms_between_stages */ 100,
// /* delay_ms_between_repeats */ 2000);
// }
// // Fail if you want output to get seeds
// LOG(ERROR) << "ALL RUNS SUCCESSFUL";
// // react_native_assert(false);
// }