| // 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 "net/third_party/quiche/src/quic/core/quic_connection.h" | 
 | #include "net/third_party/quiche/src/quic/core/quic_simple_buffer_allocator.h" | 
 | #include "net/third_party/quiche/src/quic/platform/api/quic_bug_tracker.h" | 
 | #include "net/third_party/quiche/src/quic/platform/api/quic_containers.h" | 
 | #include "net/third_party/quiche/src/quic/test_tools/simulator/actor.h" | 
 | #include "net/third_party/quiche/src/quic/test_tools/simulator/alarm_factory.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; | 
 |   QuicBufferAllocator* GetStreamSendBufferAllocator() override; | 
 |   // End QuicConnectionHelperInterface implementation. | 
 |  | 
 |   QuicAlarmFactory* GetAlarmFactory(); | 
 |  | 
 |   inline void set_random_generator(QuicRandom* random) { | 
 |     random_generator_ = random; | 
 |   } | 
 |  | 
 |   inline 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::Delegate { | 
 |    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_; | 
 |   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(). | 
 |   QuicUnorderedMap<Actor*, QuicTime> scheduled_times_; | 
 |   QuicUnorderedSet<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_ |