blob: c3c05ac956cc1db4ba50e0acf0a2a8e664c653fa [file] [log] [blame]
// 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.
#include "quic/test_tools/simulator/simulator.h"
#include <utility>
#include "quic/platform/api/quic_containers.h"
#include "quic/platform/api/quic_logging.h"
#include "quic/platform/api/quic_test.h"
#include "quic/test_tools/quic_test_utils.h"
#include "quic/test_tools/simulator/alarm_factory.h"
#include "quic/test_tools/simulator/link.h"
#include "quic/test_tools/simulator/packet_filter.h"
#include "quic/test_tools/simulator/queue.h"
#include "quic/test_tools/simulator/switch.h"
#include "quic/test_tools/simulator/traffic_policer.h"
using testing::_;
using testing::Return;
using testing::StrictMock;
namespace quic {
namespace simulator {
// A simple counter that increments its value by 1 every specified period.
class Counter : public Actor {
public:
Counter(Simulator* simulator, std::string name, QuicTime::Delta period)
: Actor(simulator, name), value_(-1), period_(period) {
Schedule(clock_->Now());
}
~Counter() override {}
inline int get_value() const { return value_; }
void Act() override {
++value_;
QUIC_DVLOG(1) << name_ << " has value " << value_ << " at time "
<< clock_->Now().ToDebuggingValue();
Schedule(clock_->Now() + period_);
}
private:
int value_;
QuicTime::Delta period_;
};
class SimulatorTest : public QuicTest {};
// Test that the basic event handling works, and that Actors can be created and
// destroyed mid-simulation.
TEST_F(SimulatorTest, Counters) {
Simulator simulator;
for (int i = 0; i < 2; ++i) {
Counter fast_counter(&simulator, "fast_counter",
QuicTime::Delta::FromSeconds(3));
Counter slow_counter(&simulator, "slow_counter",
QuicTime::Delta::FromSeconds(10));
simulator.RunUntil(
[&slow_counter]() { return slow_counter.get_value() >= 10; });
EXPECT_EQ(10, slow_counter.get_value());
EXPECT_EQ(10 * 10 / 3, fast_counter.get_value());
}
}
// A port which counts the number of packets received on it, both total and
// per-destination.
class CounterPort : public UnconstrainedPortInterface {
public:
CounterPort() { Reset(); }
~CounterPort() override {}
inline QuicByteCount bytes() const { return bytes_; }
inline QuicPacketCount packets() const { return packets_; }
void AcceptPacket(std::unique_ptr<Packet> packet) override {
bytes_ += packet->size;
packets_ += 1;
per_destination_packet_counter_[packet->destination] += 1;
}
void Reset() {
bytes_ = 0;
packets_ = 0;
per_destination_packet_counter_.clear();
}
QuicPacketCount CountPacketsForDestination(std::string destination) const {
auto result_it = per_destination_packet_counter_.find(destination);
if (result_it == per_destination_packet_counter_.cend()) {
return 0;
}
return result_it->second;
}
private:
QuicByteCount bytes_;
QuicPacketCount packets_;
QuicUnorderedMap<std::string, QuicPacketCount>
per_destination_packet_counter_;
};
// Sends the packet to the specified destination at the uplink rate. Provides a
// CounterPort as an Rx interface.
class LinkSaturator : public Endpoint {
public:
LinkSaturator(Simulator* simulator,
std::string name,
QuicByteCount packet_size,
std::string destination)
: Endpoint(simulator, name),
packet_size_(packet_size),
destination_(std::move(destination)),
bytes_transmitted_(0),
packets_transmitted_(0) {
Schedule(clock_->Now());
}
void Act() override {
if (tx_port_->TimeUntilAvailable().IsZero()) {
auto packet = std::make_unique<Packet>();
packet->source = name_;
packet->destination = destination_;
packet->tx_timestamp = clock_->Now();
packet->size = packet_size_;
tx_port_->AcceptPacket(std::move(packet));
bytes_transmitted_ += packet_size_;
packets_transmitted_ += 1;
}
Schedule(clock_->Now() + tx_port_->TimeUntilAvailable());
}
UnconstrainedPortInterface* GetRxPort() override {
return static_cast<UnconstrainedPortInterface*>(&rx_port_);
}
void SetTxPort(ConstrainedPortInterface* port) override { tx_port_ = port; }
CounterPort* counter() { return &rx_port_; }
inline QuicByteCount bytes_transmitted() const { return bytes_transmitted_; }
inline QuicPacketCount packets_transmitted() const {
return packets_transmitted_;
}
void Pause() { Unschedule(); }
void Resume() { Schedule(clock_->Now()); }
private:
QuicByteCount packet_size_;
std::string destination_;
ConstrainedPortInterface* tx_port_;
CounterPort rx_port_;
QuicByteCount bytes_transmitted_;
QuicPacketCount packets_transmitted_;
};
// Saturate a symmetric link and verify that the number of packets sent and
// received is correct.
TEST_F(SimulatorTest, DirectLinkSaturation) {
Simulator simulator;
LinkSaturator saturator_a(&simulator, "Saturator A", 1000, "Saturator B");
LinkSaturator saturator_b(&simulator, "Saturator B", 100, "Saturator A");
SymmetricLink link(&saturator_a, &saturator_b,
QuicBandwidth::FromKBytesPerSecond(1000),
QuicTime::Delta::FromMilliseconds(100) +
QuicTime::Delta::FromMicroseconds(1));
const QuicTime start_time = simulator.GetClock()->Now();
const QuicTime after_first_50_ms =
start_time + QuicTime::Delta::FromMilliseconds(50);
simulator.RunUntil([&simulator, after_first_50_ms]() {
return simulator.GetClock()->Now() >= after_first_50_ms;
});
EXPECT_LE(1000u * 50u, saturator_a.bytes_transmitted());
EXPECT_GE(1000u * 51u, saturator_a.bytes_transmitted());
EXPECT_LE(1000u * 50u, saturator_b.bytes_transmitted());
EXPECT_GE(1000u * 51u, saturator_b.bytes_transmitted());
EXPECT_LE(50u, saturator_a.packets_transmitted());
EXPECT_GE(51u, saturator_a.packets_transmitted());
EXPECT_LE(500u, saturator_b.packets_transmitted());
EXPECT_GE(501u, saturator_b.packets_transmitted());
EXPECT_EQ(0u, saturator_a.counter()->bytes());
EXPECT_EQ(0u, saturator_b.counter()->bytes());
simulator.RunUntil([&saturator_a, &saturator_b]() {
if (saturator_a.counter()->packets() > 1000 ||
saturator_b.counter()->packets() > 100) {
ADD_FAILURE() << "The simulation did not arrive at the expected "
"termination contidition. Saturator A counter: "
<< saturator_a.counter()->packets()
<< ", saturator B counter: "
<< saturator_b.counter()->packets();
return true;
}
return saturator_a.counter()->packets() == 1000 &&
saturator_b.counter()->packets() == 100;
});
EXPECT_EQ(201u, saturator_a.packets_transmitted());
EXPECT_EQ(2001u, saturator_b.packets_transmitted());
EXPECT_EQ(201u * 1000, saturator_a.bytes_transmitted());
EXPECT_EQ(2001u * 100, saturator_b.bytes_transmitted());
EXPECT_EQ(1000u,
saturator_a.counter()->CountPacketsForDestination("Saturator A"));
EXPECT_EQ(100u,
saturator_b.counter()->CountPacketsForDestination("Saturator B"));
EXPECT_EQ(0u,
saturator_a.counter()->CountPacketsForDestination("Saturator B"));
EXPECT_EQ(0u,
saturator_b.counter()->CountPacketsForDestination("Saturator A"));
const QuicTime end_time = simulator.GetClock()->Now();
const QuicBandwidth observed_bandwidth = QuicBandwidth::FromBytesAndTimeDelta(
saturator_a.bytes_transmitted(), end_time - start_time);
EXPECT_APPROX_EQ(link.bandwidth(), observed_bandwidth, 0.01f);
}
// Accepts packets and stores them internally.
class PacketAcceptor : public ConstrainedPortInterface {
public:
void AcceptPacket(std::unique_ptr<Packet> packet) override {
packets_.emplace_back(std::move(packet));
}
QuicTime::Delta TimeUntilAvailable() override {
return QuicTime::Delta::Zero();
}
std::vector<std::unique_ptr<Packet>>* packets() { return &packets_; }
private:
std::vector<std::unique_ptr<Packet>> packets_;
};
// Ensure the queue behaves correctly with accepting packets.
TEST_F(SimulatorTest, Queue) {
Simulator simulator;
Queue queue(&simulator, "Queue", 1000);
PacketAcceptor acceptor;
queue.set_tx_port(&acceptor);
EXPECT_EQ(0u, queue.bytes_queued());
EXPECT_EQ(0u, queue.packets_queued());
EXPECT_EQ(0u, acceptor.packets()->size());
auto first_packet = std::make_unique<Packet>();
first_packet->size = 600;
queue.AcceptPacket(std::move(first_packet));
EXPECT_EQ(600u, queue.bytes_queued());
EXPECT_EQ(1u, queue.packets_queued());
EXPECT_EQ(0u, acceptor.packets()->size());
// The second packet does not fit and is dropped.
auto second_packet = std::make_unique<Packet>();
second_packet->size = 500;
queue.AcceptPacket(std::move(second_packet));
EXPECT_EQ(600u, queue.bytes_queued());
EXPECT_EQ(1u, queue.packets_queued());
EXPECT_EQ(0u, acceptor.packets()->size());
auto third_packet = std::make_unique<Packet>();
third_packet->size = 400;
queue.AcceptPacket(std::move(third_packet));
EXPECT_EQ(1000u, queue.bytes_queued());
EXPECT_EQ(2u, queue.packets_queued());
EXPECT_EQ(0u, acceptor.packets()->size());
// Run until there is nothing scheduled, so that the queue can deplete.
simulator.RunUntil([]() { return false; });
EXPECT_EQ(0u, queue.bytes_queued());
EXPECT_EQ(0u, queue.packets_queued());
ASSERT_EQ(2u, acceptor.packets()->size());
EXPECT_EQ(600u, acceptor.packets()->at(0)->size);
EXPECT_EQ(400u, acceptor.packets()->at(1)->size);
}
// Simulate a situation where the bottleneck link is 10 times slower than the
// uplink, and they are separated by a queue.
TEST_F(SimulatorTest, QueueBottleneck) {
const QuicBandwidth local_bandwidth =
QuicBandwidth::FromKBytesPerSecond(1000);
const QuicBandwidth bottleneck_bandwidth = 0.1f * local_bandwidth;
const QuicTime::Delta local_propagation_delay =
QuicTime::Delta::FromMilliseconds(1);
const QuicTime::Delta bottleneck_propagation_delay =
QuicTime::Delta::FromMilliseconds(20);
const QuicByteCount bdp =
bottleneck_bandwidth *
(local_propagation_delay + bottleneck_propagation_delay);
Simulator simulator;
LinkSaturator saturator(&simulator, "Saturator", 1000, "Counter");
ASSERT_GE(bdp, 1000u);
Queue queue(&simulator, "Queue", bdp);
CounterPort counter;
OneWayLink local_link(&simulator, "Local link", &queue, local_bandwidth,
local_propagation_delay);
OneWayLink bottleneck_link(&simulator, "Bottleneck link", &counter,
bottleneck_bandwidth,
bottleneck_propagation_delay);
saturator.SetTxPort(&local_link);
queue.set_tx_port(&bottleneck_link);
static const QuicPacketCount packets_received = 1000;
simulator.RunUntil(
[&counter]() { return counter.packets() == packets_received; });
const double loss_ratio = 1 - static_cast<double>(packets_received) /
saturator.packets_transmitted();
EXPECT_NEAR(loss_ratio, 0.9, 0.001);
}
// Verify that the queue of exactly one packet allows the transmission to
// actually go through.
TEST_F(SimulatorTest, OnePacketQueue) {
const QuicBandwidth local_bandwidth =
QuicBandwidth::FromKBytesPerSecond(1000);
const QuicBandwidth bottleneck_bandwidth = 0.1f * local_bandwidth;
const QuicTime::Delta local_propagation_delay =
QuicTime::Delta::FromMilliseconds(1);
const QuicTime::Delta bottleneck_propagation_delay =
QuicTime::Delta::FromMilliseconds(20);
Simulator simulator;
LinkSaturator saturator(&simulator, "Saturator", 1000, "Counter");
Queue queue(&simulator, "Queue", 1000);
CounterPort counter;
OneWayLink local_link(&simulator, "Local link", &queue, local_bandwidth,
local_propagation_delay);
OneWayLink bottleneck_link(&simulator, "Bottleneck link", &counter,
bottleneck_bandwidth,
bottleneck_propagation_delay);
saturator.SetTxPort(&local_link);
queue.set_tx_port(&bottleneck_link);
static const QuicPacketCount packets_received = 10;
// The deadline here is to prevent this tests from looping infinitely in case
// the packets never reach the receiver.
const QuicTime deadline =
simulator.GetClock()->Now() + QuicTime::Delta::FromSeconds(10);
simulator.RunUntil([&simulator, &counter, deadline]() {
return counter.packets() == packets_received ||
simulator.GetClock()->Now() > deadline;
});
ASSERT_EQ(packets_received, counter.packets());
}
// Simulate a network where three endpoints are connected to a switch and they
// are sending traffic in circle (1 -> 2, 2 -> 3, 3 -> 1).
TEST_F(SimulatorTest, SwitchedNetwork) {
const QuicBandwidth bandwidth = QuicBandwidth::FromBytesPerSecond(10000);
const QuicTime::Delta base_propagation_delay =
QuicTime::Delta::FromMilliseconds(50);
Simulator simulator;
LinkSaturator saturator1(&simulator, "Saturator 1", 1000, "Saturator 2");
LinkSaturator saturator2(&simulator, "Saturator 2", 1000, "Saturator 3");
LinkSaturator saturator3(&simulator, "Saturator 3", 1000, "Saturator 1");
Switch network_switch(&simulator, "Switch", 8,
bandwidth * base_propagation_delay * 10);
// For determinicity, make it so that the first packet will arrive from
// Saturator 1, then from Saturator 2, and then from Saturator 3.
SymmetricLink link1(&saturator1, network_switch.port(1), bandwidth,
base_propagation_delay);
SymmetricLink link2(&saturator2, network_switch.port(2), bandwidth,
base_propagation_delay * 2);
SymmetricLink link3(&saturator3, network_switch.port(3), bandwidth,
base_propagation_delay * 3);
const QuicTime start_time = simulator.GetClock()->Now();
static const QuicPacketCount bytes_received = 64 * 1000;
simulator.RunUntil([&saturator1]() {
return saturator1.counter()->bytes() >= bytes_received;
});
const QuicTime end_time = simulator.GetClock()->Now();
const QuicBandwidth observed_bandwidth = QuicBandwidth::FromBytesAndTimeDelta(
bytes_received, end_time - start_time);
const double bandwidth_ratio =
static_cast<double>(observed_bandwidth.ToBitsPerSecond()) /
bandwidth.ToBitsPerSecond();
EXPECT_NEAR(1, bandwidth_ratio, 0.1);
const double normalized_received_packets_for_saturator_2 =
static_cast<double>(saturator2.counter()->packets()) /
saturator1.counter()->packets();
const double normalized_received_packets_for_saturator_3 =
static_cast<double>(saturator3.counter()->packets()) /
saturator1.counter()->packets();
EXPECT_NEAR(1, normalized_received_packets_for_saturator_2, 0.1);
EXPECT_NEAR(1, normalized_received_packets_for_saturator_3, 0.1);
// Since Saturator 1 has its packet arrive first into the switch, switch will
// always know how to route traffic to it.
EXPECT_EQ(0u,
saturator2.counter()->CountPacketsForDestination("Saturator 1"));
EXPECT_EQ(0u,
saturator3.counter()->CountPacketsForDestination("Saturator 1"));
// Packets from the other saturators will be broadcast at least once.
EXPECT_EQ(1u,
saturator1.counter()->CountPacketsForDestination("Saturator 2"));
EXPECT_EQ(1u,
saturator3.counter()->CountPacketsForDestination("Saturator 2"));
EXPECT_EQ(1u,
saturator1.counter()->CountPacketsForDestination("Saturator 3"));
EXPECT_EQ(1u,
saturator2.counter()->CountPacketsForDestination("Saturator 3"));
}
// Toggle an alarm on and off at the specified interval. Assumes that alarm is
// initially set and unsets it almost immediately after the object is
// instantiated.
class AlarmToggler : public Actor {
public:
AlarmToggler(Simulator* simulator,
std::string name,
QuicAlarm* alarm,
QuicTime::Delta interval)
: Actor(simulator, name),
alarm_(alarm),
interval_(interval),
deadline_(alarm->deadline()),
times_set_(0),
times_cancelled_(0) {
EXPECT_TRUE(alarm->IsSet());
EXPECT_GE(alarm->deadline(), clock_->Now());
Schedule(clock_->Now());
}
void Act() override {
if (deadline_ <= clock_->Now()) {
return;
}
if (alarm_->IsSet()) {
alarm_->Cancel();
times_cancelled_++;
} else {
alarm_->Set(deadline_);
times_set_++;
}
Schedule(clock_->Now() + interval_);
}
inline int times_set() { return times_set_; }
inline int times_cancelled() { return times_cancelled_; }
private:
QuicAlarm* alarm_;
QuicTime::Delta interval_;
QuicTime deadline_;
// Counts the number of times the alarm was set.
int times_set_;
// Counts the number of times the alarm was cancelled.
int times_cancelled_;
};
// Counts the number of times an alarm has fired.
class CounterDelegate : public QuicAlarm::Delegate {
public:
explicit CounterDelegate(size_t* counter) : counter_(counter) {}
void OnAlarm() override { *counter_ += 1; }
private:
size_t* counter_;
};
// Verifies that the alarms work correctly, even when they are repeatedly
// toggled.
TEST_F(SimulatorTest, Alarms) {
Simulator simulator;
QuicAlarmFactory* alarm_factory = simulator.GetAlarmFactory();
size_t fast_alarm_counter = 0;
size_t slow_alarm_counter = 0;
std::unique_ptr<QuicAlarm> alarm_fast(
alarm_factory->CreateAlarm(new CounterDelegate(&fast_alarm_counter)));
std::unique_ptr<QuicAlarm> alarm_slow(
alarm_factory->CreateAlarm(new CounterDelegate(&slow_alarm_counter)));
const QuicTime start_time = simulator.GetClock()->Now();
alarm_fast->Set(start_time + QuicTime::Delta::FromMilliseconds(100));
alarm_slow->Set(start_time + QuicTime::Delta::FromMilliseconds(750));
AlarmToggler toggler(&simulator, "Toggler", alarm_slow.get(),
QuicTime::Delta::FromMilliseconds(100));
const QuicTime end_time =
start_time + QuicTime::Delta::FromMilliseconds(1000);
EXPECT_FALSE(simulator.RunUntil([&simulator, end_time]() {
return simulator.GetClock()->Now() >= end_time;
}));
EXPECT_EQ(1u, slow_alarm_counter);
EXPECT_EQ(1u, fast_alarm_counter);
EXPECT_EQ(4, toggler.times_set());
EXPECT_EQ(4, toggler.times_cancelled());
}
// Verifies that a cancelled alarm is never fired.
TEST_F(SimulatorTest, AlarmCancelling) {
Simulator simulator;
QuicAlarmFactory* alarm_factory = simulator.GetAlarmFactory();
size_t alarm_counter = 0;
std::unique_ptr<QuicAlarm> alarm(
alarm_factory->CreateAlarm(new CounterDelegate(&alarm_counter)));
const QuicTime start_time = simulator.GetClock()->Now();
const QuicTime alarm_at = start_time + QuicTime::Delta::FromMilliseconds(300);
const QuicTime end_time = start_time + QuicTime::Delta::FromMilliseconds(400);
alarm->Set(alarm_at);
alarm->Cancel();
EXPECT_FALSE(alarm->IsSet());
EXPECT_FALSE(simulator.RunUntil([&simulator, end_time]() {
return simulator.GetClock()->Now() >= end_time;
}));
EXPECT_FALSE(alarm->IsSet());
EXPECT_EQ(0u, alarm_counter);
}
// Verifies that alarms can be scheduled into the past.
TEST_F(SimulatorTest, AlarmInPast) {
Simulator simulator;
QuicAlarmFactory* alarm_factory = simulator.GetAlarmFactory();
size_t alarm_counter = 0;
std::unique_ptr<QuicAlarm> alarm(
alarm_factory->CreateAlarm(new CounterDelegate(&alarm_counter)));
const QuicTime start_time = simulator.GetClock()->Now();
simulator.RunFor(QuicTime::Delta::FromMilliseconds(400));
alarm->Set(start_time);
simulator.RunFor(QuicTime::Delta::FromMilliseconds(1));
EXPECT_FALSE(alarm->IsSet());
EXPECT_EQ(1u, alarm_counter);
}
// Tests Simulator::RunUntilOrTimeout() interface.
TEST_F(SimulatorTest, RunUntilOrTimeout) {
Simulator simulator;
bool simulation_result;
// Count the number of seconds since the beginning of the simulation.
Counter counter(&simulator, "counter", QuicTime::Delta::FromSeconds(1));
// Ensure that the counter reaches the value of 10 given a 20 second deadline.
simulation_result = simulator.RunUntilOrTimeout(
[&counter]() { return counter.get_value() == 10; },
QuicTime::Delta::FromSeconds(20));
ASSERT_TRUE(simulation_result);
// Ensure that the counter will not reach the value of 100 given that the
// starting value is 10 and the deadline is 20 seconds.
simulation_result = simulator.RunUntilOrTimeout(
[&counter]() { return counter.get_value() == 100; },
QuicTime::Delta::FromSeconds(20));
ASSERT_FALSE(simulation_result);
}
// Tests Simulator::RunFor() interface.
TEST_F(SimulatorTest, RunFor) {
Simulator simulator;
Counter counter(&simulator, "counter", QuicTime::Delta::FromSeconds(3));
simulator.RunFor(QuicTime::Delta::FromSeconds(100));
EXPECT_EQ(33, counter.get_value());
}
class MockPacketFilter : public PacketFilter {
public:
MockPacketFilter(Simulator* simulator, std::string name, Endpoint* endpoint)
: PacketFilter(simulator, name, endpoint) {}
MOCK_METHOD(bool, FilterPacket, (const Packet&), (override));
};
// Set up two trivial packet filters, one allowing any packets, and one dropping
// all of them.
TEST_F(SimulatorTest, PacketFilter) {
const QuicBandwidth bandwidth =
QuicBandwidth::FromBytesPerSecond(1024 * 1024);
const QuicTime::Delta base_propagation_delay =
QuicTime::Delta::FromMilliseconds(5);
Simulator simulator;
LinkSaturator saturator_a(&simulator, "Saturator A", 1000, "Saturator B");
LinkSaturator saturator_b(&simulator, "Saturator B", 1000, "Saturator A");
// Attach packets to the switch to create a delay between the point at which
// the packet is generated and the point at which it is filtered. Note that
// if the saturators were connected directly, the link would be always
// available for the endpoint which has all of its packets dropped, resulting
// in saturator looping infinitely.
Switch network_switch(&simulator, "Switch", 8,
bandwidth * base_propagation_delay * 10);
StrictMock<MockPacketFilter> a_to_b_filter(&simulator, "A -> B filter",
network_switch.port(1));
StrictMock<MockPacketFilter> b_to_a_filter(&simulator, "B -> A filter",
network_switch.port(2));
SymmetricLink link_a(&a_to_b_filter, &saturator_b, bandwidth,
base_propagation_delay);
SymmetricLink link_b(&b_to_a_filter, &saturator_a, bandwidth,
base_propagation_delay);
// Allow packets from A to B, but not from B to A.
EXPECT_CALL(a_to_b_filter, FilterPacket(_)).WillRepeatedly(Return(true));
EXPECT_CALL(b_to_a_filter, FilterPacket(_)).WillRepeatedly(Return(false));
// Run the simulation for a while, and expect that only B will receive any
// packets.
simulator.RunFor(QuicTime::Delta::FromSeconds(10));
EXPECT_GE(saturator_b.counter()->packets(), 1u);
EXPECT_EQ(saturator_a.counter()->packets(), 0u);
}
// Set up a traffic policer in one direction that throttles at 25% of link
// bandwidth, and put two link saturators at each endpoint.
TEST_F(SimulatorTest, TrafficPolicer) {
const QuicBandwidth bandwidth =
QuicBandwidth::FromBytesPerSecond(1024 * 1024);
const QuicTime::Delta base_propagation_delay =
QuicTime::Delta::FromMilliseconds(5);
const QuicTime::Delta timeout = QuicTime::Delta::FromSeconds(10);
Simulator simulator;
LinkSaturator saturator1(&simulator, "Saturator 1", 1000, "Saturator 2");
LinkSaturator saturator2(&simulator, "Saturator 2", 1000, "Saturator 1");
Switch network_switch(&simulator, "Switch", 8,
bandwidth * base_propagation_delay * 10);
static const QuicByteCount initial_burst = 1000 * 10;
static const QuicByteCount max_bucket_size = 1000 * 100;
static const QuicBandwidth target_bandwidth = bandwidth * 0.25;
TrafficPolicer policer(&simulator, "Policer", initial_burst, max_bucket_size,
target_bandwidth, network_switch.port(2));
SymmetricLink link1(&saturator1, network_switch.port(1), bandwidth,
base_propagation_delay);
SymmetricLink link2(&saturator2, &policer, bandwidth, base_propagation_delay);
// Ensure the initial burst passes without being dropped at all.
bool simulator_result = simulator.RunUntilOrTimeout(
[&saturator1]() {
return saturator1.bytes_transmitted() == initial_burst;
},
timeout);
ASSERT_TRUE(simulator_result);
saturator1.Pause();
simulator_result = simulator.RunUntilOrTimeout(
[&saturator2]() {
return saturator2.counter()->bytes() == initial_burst;
},
timeout);
ASSERT_TRUE(simulator_result);
saturator1.Resume();
// Run for some time so that the initial burst is not visible.
const QuicTime::Delta simulation_time = QuicTime::Delta::FromSeconds(10);
simulator.RunFor(simulation_time);
// Ensure we've transmitted the amount of data we expected.
for (auto* saturator : {&saturator1, &saturator2}) {
EXPECT_APPROX_EQ(bandwidth * simulation_time,
saturator->bytes_transmitted(), 0.01f);
}
// Check that only one direction is throttled.
EXPECT_APPROX_EQ(saturator1.bytes_transmitted() / 4,
saturator2.counter()->bytes(), 0.1f);
EXPECT_APPROX_EQ(saturator2.bytes_transmitted(),
saturator1.counter()->bytes(), 0.1f);
}
// Ensure that a larger burst is allowed when the policed saturator exits
// quiescence.
TEST_F(SimulatorTest, TrafficPolicerBurst) {
const QuicBandwidth bandwidth =
QuicBandwidth::FromBytesPerSecond(1024 * 1024);
const QuicTime::Delta base_propagation_delay =
QuicTime::Delta::FromMilliseconds(5);
const QuicTime::Delta timeout = QuicTime::Delta::FromSeconds(10);
Simulator simulator;
LinkSaturator saturator1(&simulator, "Saturator 1", 1000, "Saturator 2");
LinkSaturator saturator2(&simulator, "Saturator 2", 1000, "Saturator 1");
Switch network_switch(&simulator, "Switch", 8,
bandwidth * base_propagation_delay * 10);
const QuicByteCount initial_burst = 1000 * 10;
const QuicByteCount max_bucket_size = 1000 * 100;
const QuicBandwidth target_bandwidth = bandwidth * 0.25;
TrafficPolicer policer(&simulator, "Policer", initial_burst, max_bucket_size,
target_bandwidth, network_switch.port(2));
SymmetricLink link1(&saturator1, network_switch.port(1), bandwidth,
base_propagation_delay);
SymmetricLink link2(&saturator2, &policer, bandwidth, base_propagation_delay);
// Ensure at least one packet is sent on each side.
bool simulator_result = simulator.RunUntilOrTimeout(
[&saturator1, &saturator2]() {
return saturator1.packets_transmitted() > 0 &&
saturator2.packets_transmitted() > 0;
},
timeout);
ASSERT_TRUE(simulator_result);
// Wait until the bucket fills up.
saturator1.Pause();
saturator2.Pause();
simulator.RunFor(1.5f * target_bandwidth.TransferTime(max_bucket_size));
// Send a burst.
saturator1.Resume();
simulator.RunFor(bandwidth.TransferTime(max_bucket_size));
saturator1.Pause();
simulator.RunFor(2 * base_propagation_delay);
// Expect the burst to pass without losses.
EXPECT_APPROX_EQ(saturator1.bytes_transmitted(),
saturator2.counter()->bytes(), 0.1f);
// Expect subsequent traffic to be policed.
saturator1.Resume();
simulator.RunFor(QuicTime::Delta::FromSeconds(10));
EXPECT_APPROX_EQ(saturator1.bytes_transmitted() / 4,
saturator2.counter()->bytes(), 0.1f);
}
// Test that the packet aggregation support in queues work.
TEST_F(SimulatorTest, PacketAggregation) {
// Model network where the delays are dominated by transfer delay.
const QuicBandwidth bandwidth = QuicBandwidth::FromBytesPerSecond(1000);
const QuicTime::Delta base_propagation_delay =
QuicTime::Delta::FromMicroseconds(1);
const QuicByteCount aggregation_threshold = 1000;
const QuicTime::Delta aggregation_timeout = QuicTime::Delta::FromSeconds(30);
Simulator simulator;
LinkSaturator saturator1(&simulator, "Saturator 1", 10, "Saturator 2");
LinkSaturator saturator2(&simulator, "Saturator 2", 10, "Saturator 1");
Switch network_switch(&simulator, "Switch", 8, 10 * aggregation_threshold);
// Make links with asymmetric propagation delay so that Saturator 2 only
// receives packets addressed to it.
SymmetricLink link1(&saturator1, network_switch.port(1), bandwidth,
base_propagation_delay);
SymmetricLink link2(&saturator2, network_switch.port(2), bandwidth,
2 * base_propagation_delay);
// Enable aggregation in 1 -> 2 direction.
Queue* queue = network_switch.port_queue(2);
queue->EnableAggregation(aggregation_threshold, aggregation_timeout);
// Enable aggregation in 2 -> 1 direction in a way that all packets are larger
// than the threshold, so that aggregation is effectively a no-op.
network_switch.port_queue(1)->EnableAggregation(5, aggregation_timeout);
// Fill up the aggregation buffer up to 90% (900 bytes).
simulator.RunFor(0.9 * bandwidth.TransferTime(aggregation_threshold));
EXPECT_EQ(0u, saturator2.counter()->bytes());
// Stop sending, ensure that given a timespan much shorter than timeout, the
// packets remain in the queue.
saturator1.Pause();
saturator2.Pause();
simulator.RunFor(QuicTime::Delta::FromSeconds(10));
EXPECT_EQ(0u, saturator2.counter()->bytes());
EXPECT_EQ(900u, queue->bytes_queued());
// Ensure that all packets have reached the saturator not affected by
// aggregation. Here, 10 extra bytes account for a misrouted packet in the
// beginning.
EXPECT_EQ(910u, saturator1.counter()->bytes());
// Send 500 more bytes. Since the aggregation threshold is 1000 bytes, and
// queue already has 900 bytes, 1000 bytes will be send and 400 will be in the
// queue.
saturator1.Resume();
simulator.RunFor(0.5 * bandwidth.TransferTime(aggregation_threshold));
saturator1.Pause();
simulator.RunFor(QuicTime::Delta::FromSeconds(10));
EXPECT_EQ(1000u, saturator2.counter()->bytes());
EXPECT_EQ(400u, queue->bytes_queued());
// Actually time out, and cause all of the data to be received.
simulator.RunFor(aggregation_timeout);
EXPECT_EQ(1400u, saturator2.counter()->bytes());
EXPECT_EQ(0u, queue->bytes_queued());
// Run saturator for a longer time, to ensure that the logic to cancel and
// reset alarms works correctly.
saturator1.Resume();
simulator.RunFor(5.5 * bandwidth.TransferTime(aggregation_threshold));
saturator1.Pause();
simulator.RunFor(QuicTime::Delta::FromSeconds(10));
EXPECT_EQ(6400u, saturator2.counter()->bytes());
EXPECT_EQ(500u, queue->bytes_queued());
// Time out again.
simulator.RunFor(aggregation_timeout);
EXPECT_EQ(6900u, saturator2.counter()->bytes());
EXPECT_EQ(0u, queue->bytes_queued());
}
} // namespace simulator
} // namespace quic