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The config block of a scenery is read like the settings files, after the test mode settings were applied, so a scenery with soundenabled, multiplayer, execonexit, feedbackmode or the like in it got them back in a test run. The test mode settings now are applied again after each config block of the scenery; apply_test_mode_settings() moved to simulationtest.cpp for that.
180 lines
5.8 KiB
C++
180 lines
5.8 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "simulation/simulationtest.h"
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#include "application/application.h"
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#include "scene/scene.h"
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#include "simulation/simulation.h"
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#include "utilities/Globals.h"
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#include "utilities/Logs.h"
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#include "utilities/utilities.h"
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#include "vehicle/DynObj.h"
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#include "world/Event.h"
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#include "world/MemCell.h"
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#ifdef _WIN32
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#include "Console.h"
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#endif
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#include <algorithm>
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#include <chrono>
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#include <cmath>
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#include <cstdio>
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#include <format>
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#include <memory>
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namespace simulation {
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test_manager &test()
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{
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static test_manager instance;
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return instance;
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}
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void apply_test_mode_settings()
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{
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// nobody watches nor listens: no player vehicle, nothing drawn, no sound, no window in the way
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Global.editor_session = false;
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Global.local_start_vehicle = "ghostview";
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Global.GfxRenderer = "null";
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Global.NvRenderer = false;
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Global.bSoundEnabled = false;
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Global.python_enabled = false;
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Global.bInactivePause = false;
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Global.bFullScreen = false;
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Global.fullscreen_windowed = false;
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Global.VSync = false;
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Global.iMultisampling = 0;
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Global.gfx_usegles = false;
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Global.minframetime = std::chrono::duration<float>(0.0f);
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Global.extra_viewports.clear();
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Global.headtrack_conf.joy.clear();
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// a test runs on its own: no network, and no input from outside (eu07/maszyna#541)
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Global.network_servers.clear();
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Global.network_client.reset();
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Global.InputGamepad = false;
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Global.InputMouse = false;
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Global.uart_conf.enable = false;
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Global.motiontelemetry_conf.enable = false;
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#ifdef WITH_ZMQ
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Global.zmq_address.clear();
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#endif
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// nor anything to the outside: no keyboard leds, LPT or PoKeys desk (feedbackmode), no messages to a
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// multiplayer server (multiplayer, which also holds some events back for it), no program run at the end
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Global.iFeedbackMode = 0;
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#ifdef _WIN32
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Console::ModeSet(Global.iFeedbackMode, Global.iFeedbackPort);
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#endif
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Global.iMultiplayer = 0;
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Global.exec_on_exit.clear();
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// and the same way every time, unless given another seed (-seed, or randomseed in the settings)
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if (!Global.random_seed)
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Global.random_seed = seed_of("test");
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}
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void test_manager::init_result_cell() const
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{
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auto cell { std::make_unique<TMemCell>(scene::node_data{0, -1, std::string(result_cell), "memcell"}) };
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// neither of the reported values, so that a cell nobody wrote to says nothing
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cell->UpdateValues("", -1.0, 0.0, basic_event::flags::value1 | basic_event::flags::value2);
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simulation::Region->insert(cell.get());
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// the table owns its cells
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simulation::Memory.insert(cell.release());
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}
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void test_manager::start()
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{
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if (m_started)
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return;
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m_started = true;
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m_progress = test_progress {};
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if (simulation::Vehicles.sequence().empty())
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{
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// most likely the scenery wasn't found, or it isn't a test scenery
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finish(test_result::error, "the scenery has no vehicles");
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return;
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}
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// a pause set by the scenery or the settings would never be lifted, nobody is there to press the key
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Global.iPause = 0;
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WriteLog(std::format("test: started, timeout {:.0f} s, standstill {:.0f} s{}{}{}", Global.test.timeout, Global.test.standstill,
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Global.test.pass_on_standstill ? ", standstill passes" : "",
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Global.test.fail_if_stop_overran ? "" : ", signals passed at danger allowed",
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Global.test.no_movement_before_pass ? "" : ", pass without waiting for a stop"));
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}
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void test_manager::update(double const Deltatime)
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{
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if (false == m_started || m_finished)
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return;
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test_frame frame { Deltatime, std::nullopt, {},
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std::ranges::none_of(simulation::Vehicles.sequence(), [](TDynamicObject const *Vehicle) { return std::abs(Vehicle->GetVelocity()) > 0.01; }) };
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if (auto const *cell = simulation::Memory.find(std::string(result_cell)))
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{
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frame.reported = cell->Value1();
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frame.reason = cell->Text();
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}
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auto const requestedbefore { m_progress.passrequested };
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auto const verdict { evaluate_frame(m_progress, frame, test_limits { Global.test.timeout, Global.test.standstill, Global.test.pass_on_standstill, Global.test.no_movement_before_pass }) };
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if (verdict.has_value())
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{
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finish(verdict->result, verdict->reason);
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return;
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}
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if (m_progress.passrequested && false == requestedbefore)
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{
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WriteLog(std::format("test: pass requested at {:.1f} s{}, waiting for every vehicle to stop", m_progress.time,
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frame.reason.empty() ? std::string() : std::format(" ({})", frame.reason)));
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}
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}
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void test_manager::signal_passed_at_danger(std::string_view const Vehicle, std::string_view const Signal)
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{
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auto const reason { std::format("{} passed signal {} at danger", Vehicle, Signal) };
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if (false == Global.test.enabled)
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{
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WriteLog(reason, logtype::generic);
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return;
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}
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if (false == Global.test.fail_if_stop_overran)
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{
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WriteLog(std::format("test: {} at {:.1f} s, allowed by test.fail_if_stop_overran", reason, m_progress.time));
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return;
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}
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finish(test_result::signal_passed_at_danger, reason);
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}
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void test_manager::finish(test_result const Result, std::string_view const Reason)
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{
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if (conclude(Result, Reason))
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Application.queue_quit(true);
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}
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bool test_manager::conclude(test_result const Result, std::string_view const Reason)
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{
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if (m_finished || false == Global.test.enabled)
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return false;
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m_finished = true;
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m_result = Result;
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auto const line { std::format("test: {} (exit code {}) after {:.1f} s of simulation time: {}", to_string(Result), static_cast<int>(Result), m_progress.time, Reason) };
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if (Result == test_result::pass)
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WriteLog(line);
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else
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ErrorLog(line);
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// the process has no console of its own; whoever started it with a redirected output gets the verdict there too
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std::fprintf(stdout, "%s\n", line.c_str());
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std::fflush(stdout);
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return true;
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}
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} // namespace simulation
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