mirror of
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148 lines
4.3 KiB
C++
148 lines
4.3 KiB
C++
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "net/quic/core/crypto/quic_random.h"
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#include "net/quic/platform/api/quic_logging.h"
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#include "net/quic/test_tools/simulator/simulator.h"
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namespace net {
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namespace simulator {
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Simulator::Simulator()
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: random_generator_(nullptr),
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alarm_factory_(this, "Default Alarm Manager"),
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run_for_should_stop_(false),
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enable_random_delays_(false) {
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run_for_alarm_.reset(
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alarm_factory_.CreateAlarm(new RunForDelegate(&run_for_should_stop_)));
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}
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Simulator::~Simulator() {}
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Simulator::Clock::Clock() : now_(kStartTime) {}
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QuicTime Simulator::Clock::ApproximateNow() const {
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return now_;
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}
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QuicTime Simulator::Clock::Now() const {
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return now_;
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}
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QuicWallTime Simulator::Clock::WallNow() const {
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return QuicWallTime::FromUNIXMicroseconds(
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(now_ - QuicTime::Zero()).ToMicroseconds());
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}
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void Simulator::AddActor(Actor* actor) {
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auto emplace_times_result =
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scheduled_times_.insert(std::make_pair(actor, QuicTime::Infinite()));
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auto emplace_names_result = actor_names_.insert(actor->name());
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// Ensure that the object was actually placed into the map.
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DCHECK(emplace_times_result.second);
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DCHECK(emplace_names_result.second);
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}
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void Simulator::Schedule(Actor* actor, QuicTime new_time) {
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auto scheduled_time_it = scheduled_times_.find(actor);
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DCHECK(scheduled_time_it != scheduled_times_.end());
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QuicTime scheduled_time = scheduled_time_it->second;
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if (scheduled_time <= new_time) {
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return;
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}
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if (scheduled_time != QuicTime::Infinite()) {
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Unschedule(actor);
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}
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scheduled_time_it->second = new_time;
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schedule_.insert(std::make_pair(new_time, actor));
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}
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void Simulator::Unschedule(Actor* actor) {
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auto scheduled_time_it = scheduled_times_.find(actor);
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DCHECK(scheduled_time_it != scheduled_times_.end());
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QuicTime scheduled_time = scheduled_time_it->second;
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DCHECK(scheduled_time != QuicTime::Infinite());
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auto range = schedule_.equal_range(scheduled_time);
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for (auto it = range.first; it != range.second; ++it) {
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if (it->second == actor) {
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schedule_.erase(it);
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scheduled_time_it->second = QuicTime::Infinite();
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return;
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}
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}
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DCHECK(false);
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}
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const QuicClock* Simulator::GetClock() const {
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return &clock_;
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}
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QuicRandom* Simulator::GetRandomGenerator() {
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if (random_generator_ == nullptr) {
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random_generator_ = QuicRandom::GetInstance();
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}
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return random_generator_;
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}
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QuicBufferAllocator* Simulator::GetStreamSendBufferAllocator() {
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return &buffer_allocator_;
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}
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QuicAlarmFactory* Simulator::GetAlarmFactory() {
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return &alarm_factory_;
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}
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Simulator::RunForDelegate::RunForDelegate(bool* run_for_should_stop)
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: run_for_should_stop_(run_for_should_stop) {}
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void Simulator::RunForDelegate::OnAlarm() {
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*run_for_should_stop_ = true;
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}
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void Simulator::RunFor(QuicTime::Delta time_span) {
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DCHECK(!run_for_alarm_->IsSet());
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// RunFor() ensures that the simulation stops at the exact time specified by
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// scheduling an alarm at that point and using that alarm to abort the
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// simulation. An alarm is necessary because otherwise it is possible that
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// nothing is scheduled at |end_time|, so the simulation will either go
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// further than requested or stop before reaching |end_time|.
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const QuicTime end_time = clock_.Now() + time_span;
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run_for_alarm_->Set(end_time);
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run_for_should_stop_ = false;
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bool simulation_result = RunUntil([this]() { return run_for_should_stop_; });
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DCHECK(simulation_result);
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DCHECK(clock_.Now() == end_time);
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}
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void Simulator::HandleNextScheduledActor() {
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const auto current_event_it = schedule_.begin();
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QuicTime event_time = current_event_it->first;
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Actor* actor = current_event_it->second;
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QUIC_DVLOG(3) << "At t = " << event_time.ToDebuggingValue() << ", calling "
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<< actor->name();
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Unschedule(actor);
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if (clock_.Now() > event_time) {
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QUIC_BUG << "Error: event registered by [" << actor->name()
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<< "] requires travelling back in time. Current time: "
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<< clock_.Now().ToDebuggingValue()
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<< ", scheduled time: " << event_time.ToDebuggingValue();
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}
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clock_.now_ = event_time;
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actor->Act();
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}
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} // namespace simulator
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} // namespace net
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