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