| // Copyright (c) 2012 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #ifndef QUICHE_QUIC_TEST_TOOLS_SIMULATOR_SIMULATOR_H_ |
| #define QUICHE_QUIC_TEST_TOOLS_SIMULATOR_SIMULATOR_H_ |
| |
| #include <map> |
| |
| #include "absl/container/flat_hash_map.h" |
| #include "absl/container/flat_hash_set.h" |
| #include "quiche/quic/core/quic_connection.h" |
| #include "quiche/quic/platform/api/quic_bug_tracker.h" |
| #include "quiche/quic/test_tools/simulator/actor.h" |
| #include "quiche/quic/test_tools/simulator/alarm_factory.h" |
| #include "quiche/common/simple_buffer_allocator.h" |
| |
| namespace quic { |
| namespace simulator { |
| |
| // Simulator is responsible for scheduling actors in the simulation and |
| // providing basic utility interfaces (clock, alarms, RNG and others). |
| class Simulator : public QuicConnectionHelperInterface { |
| public: |
| Simulator(); |
| explicit Simulator(QuicRandom* random_generator); |
| Simulator(const Simulator&) = delete; |
| Simulator& operator=(const Simulator&) = delete; |
| ~Simulator() override; |
| |
| // Schedule the specified actor. This method will ensure that |actor| is |
| // called at |new_time| at latest. If Schedule() is called multiple times |
| // before the Actor is called, Act() is called exactly once, at the earliest |
| // time requested, and the Actor has to reschedule itself manually for the |
| // subsequent times if they are still necessary. |
| void Schedule(Actor* actor, QuicTime new_time); |
| |
| // Remove the specified actor from the schedule. |
| void Unschedule(Actor* actor); |
| |
| // Begin QuicConnectionHelperInterface implementation. |
| const QuicClock* GetClock() const override; |
| QuicRandom* GetRandomGenerator() override; |
| quiche::QuicheBufferAllocator* GetStreamSendBufferAllocator() override; |
| // End QuicConnectionHelperInterface implementation. |
| |
| QuicAlarmFactory* GetAlarmFactory(); |
| |
| void set_random_generator(QuicRandom* random) { random_generator_ = random; } |
| |
| bool enable_random_delays() const { return enable_random_delays_; } |
| |
| // Run the simulation until either no actors are scheduled or |
| // |termination_predicate| returns true. Returns true if terminated due to |
| // predicate, and false otherwise. |
| template <class TerminationPredicate> |
| bool RunUntil(TerminationPredicate termination_predicate); |
| |
| // Same as RunUntil, except this function also accepts a |deadline|, and will |
| // return false if the deadline is exceeded. |
| template <class TerminationPredicate> |
| bool RunUntilOrTimeout(TerminationPredicate termination_predicate, |
| QuicTime::Delta deadline); |
| |
| // Runs the simulation for exactly the specified |time_span|. |
| void RunFor(QuicTime::Delta time_span); |
| |
| private: |
| friend class Actor; |
| |
| class Clock : public QuicClock { |
| public: |
| // Do not start at zero as certain code can treat zero as an invalid |
| // timestamp. |
| const QuicTime kStartTime = |
| QuicTime::Zero() + QuicTime::Delta::FromMicroseconds(1); |
| |
| Clock(); |
| |
| QuicTime ApproximateNow() const override; |
| QuicTime Now() const override; |
| QuicWallTime WallNow() const override; |
| |
| QuicTime now_; |
| }; |
| |
| // The delegate used for RunFor(). |
| class RunForDelegate : public QuicAlarm::DelegateWithoutContext { |
| public: |
| explicit RunForDelegate(bool* run_for_should_stop); |
| void OnAlarm() override; |
| |
| private: |
| // Pointer to |run_for_should_stop_| in the parent simulator. |
| bool* run_for_should_stop_; |
| }; |
| |
| // Register an actor with the simulator. Invoked by Actor constructor. |
| void AddActor(Actor* actor); |
| |
| // Unregister an actor with the simulator. Invoked by Actor destructor. |
| void RemoveActor(Actor* actor); |
| |
| // Finds the next scheduled actor, advances time to the schedule time and |
| // notifies the actor. |
| void HandleNextScheduledActor(); |
| |
| Clock clock_; |
| QuicRandom* random_generator_; |
| quiche::SimpleBufferAllocator buffer_allocator_; |
| AlarmFactory alarm_factory_; |
| |
| // Alarm for RunFor() method. |
| std::unique_ptr<QuicAlarm> run_for_alarm_; |
| // Flag used to stop simulations ran via RunFor(). |
| bool run_for_should_stop_; |
| |
| // Indicates whether the simulator should add random delays on the links in |
| // order to avoid synchronization issues. |
| bool enable_random_delays_; |
| |
| // Schedule of when the actors will be executed via an Act() call. The |
| // schedule is subject to the following invariants: |
| // - An actor cannot be scheduled for a later time than it's currently in the |
| // schedule. |
| // - An actor is removed from schedule either immediately before Act() is |
| // called or by explicitly calling Unschedule(). |
| // - Each Actor appears in the map at most once. |
| std::multimap<QuicTime, Actor*> schedule_; |
| // For each actor, maintain the time it is scheduled at. The value for |
| // unscheduled actors is QuicTime::Infinite(). |
| absl::flat_hash_map<Actor*, QuicTime> scheduled_times_; |
| absl::flat_hash_set<std::string> actor_names_; |
| }; |
| |
| template <class TerminationPredicate> |
| bool Simulator::RunUntil(TerminationPredicate termination_predicate) { |
| bool predicate_value = false; |
| while (true) { |
| predicate_value = termination_predicate(); |
| if (predicate_value || schedule_.empty()) { |
| break; |
| } |
| HandleNextScheduledActor(); |
| } |
| return predicate_value; |
| } |
| |
| template <class TerminationPredicate> |
| bool Simulator::RunUntilOrTimeout(TerminationPredicate termination_predicate, |
| QuicTime::Delta timeout) { |
| QuicTime end_time = clock_.Now() + timeout; |
| bool return_value = RunUntil([end_time, &termination_predicate, this]() { |
| return termination_predicate() || clock_.Now() >= end_time; |
| }); |
| |
| if (clock_.Now() >= end_time) { |
| return false; |
| } |
| return return_value; |
| } |
| |
| } // namespace simulator |
| } // namespace quic |
| |
| #endif // QUICHE_QUIC_TEST_TOOLS_SIMULATOR_SIMULATOR_H_ |