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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-14 14:33:16 +01:00
Files
maszyna/simulation/simulationtest.cpp
jerrrrycho e5aafd154f feat(simulation): the pass and the standstill wait for the train under test only
Both waited for every vehicle of the scenery to stand still, so on a scenery
with AI traffic a test could pass only when the traffic happened to stand too,
and the standstill end hardly ever came.

A test scenery names the train under test with test.vehicle <name> in its
config block (once for each train, if several): the pass and the standstill wait
for the consists of these vehicles as they are at the moment, so a train the
tested one couples to counts with it. A name the scenery doesn't have ends the
test with the error code. Without test.vehicle every vehicle counts, as before.
A signal passed at danger counts for every train either way.

run.py puts the case's lead vehicle into test.vehicle. test_mode_standstill_traffic
has the train under test standing on track 2 of Stacja1 while AI traffic leaves
track 1 on the timetable: it ends on its 100 s standstill, where counting every
vehicle runs into the 300 s timeout. Physicslogs of the other trains of a case
(<something>_<vehicle>) are moved out of the game dir too.
2026-11-08 11:39:52 +01:00

271 lines
8.7 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "simulation/simulationtest.h"
#include "application/application.h"
#include "scene/scene.h"
#include "simulation/simulation.h"
#include "utilities/Globals.h"
#include "utilities/Logs.h"
#include "utilities/utilities.h"
#include "vehicle/DynObj.h"
#include "world/Event.h"
#include "world/MemCell.h"
#ifdef _WIN32
#include "Console.h"
#endif
#include <algorithm>
#include <chrono>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <format>
#include <memory>
namespace {
bool is_moving(TDynamicObject const *Vehicle)
{
return std::abs(Vehicle->GetVelocity()) > 0.01;
}
// [s] of real time since the start of the simulator
double elapsed_wall_time()
{
return std::chrono::duration<double>(std::chrono::steady_clock::now() - Global.startTimestamp).count();
}
} // namespace
namespace simulation {
test_manager &test()
{
static test_manager instance;
return instance;
}
void apply_test_mode_settings()
{
// nobody watches nor listens: no player vehicle, nothing drawn, no sound, no window in the way
Global.editor_session = false;
Global.local_start_vehicle = "ghostview";
Global.GfxRenderer = "null";
Global.NvRenderer = false;
Global.bSoundEnabled = false;
Global.python_enabled = false;
Global.bInactivePause = false;
Global.bFullScreen = false;
Global.fullscreen_windowed = false;
Global.VSync = false;
Global.iMultisampling = 0;
Global.gfx_usegles = false;
Global.minframetime = std::chrono::duration<float>(0.0f);
Global.extra_viewports.clear();
Global.headtrack_conf.joy.clear();
// a test runs on its own: no network, and no input from outside (eu07/maszyna#541)
Global.network_servers.clear();
Global.network_client.reset();
Global.InputGamepad = false;
Global.InputMouse = false;
Global.uart_conf.enable = false;
Global.motiontelemetry_conf.enable = false;
#ifdef WITH_ZMQ
Global.zmq_address.clear();
#endif
// nor anything to the outside: no keyboard leds, LPT or PoKeys desk (feedbackmode), no messages to a
// multiplayer server (multiplayer, which also holds some events back for it), no program run at the end
Global.iFeedbackMode = 0;
#ifdef _WIN32
Console::ModeSet(Global.iFeedbackMode, Global.iFeedbackPort);
#endif
Global.iMultiplayer = 0;
Global.exec_on_exit.clear();
// and the same way every time, unless given another seed (-seed, or randomseed in the settings)
if (!Global.random_seed)
Global.random_seed = seed_of("test");
// the real time limit, which the scenery may set too
test().watch_wall_clock(wall_clock_limit(Global.test.wall_timeout, Global.test.timeout));
}
void test_manager::init_result_cell() const
{
auto cell { std::make_unique<TMemCell>(scene::node_data{0, -1, std::string(result_cell), "memcell"}) };
// neither of the reported values, so that a cell nobody wrote to says nothing
cell->UpdateValues("", -1.0, 0.0, basic_event::flags::value1 | basic_event::flags::value2);
simulation::Region->insert(cell.get());
// the table owns its cells
simulation::Memory.insert(cell.release());
}
void test_manager::start()
{
if (m_started)
return;
m_started = true;
{
std::scoped_lock lock { m_lock };
m_progress = test_progress {};
}
if (simulation::Vehicles.sequence().empty())
{
// most likely the scenery wasn't found, or it isn't a test scenery
finish(test_result::error, "the scenery has no vehicles");
return;
}
for (auto const &name : Global.test.vehicles)
{
if (simulation::Vehicles.find(name) == nullptr)
{
finish(test_result::error, std::format("the scenery has no vehicle {} (test.vehicle)", name));
return;
}
}
// a pause set by the scenery or the settings would never be lifted, nobody is there to press the key
Global.iPause = 0;
auto tested { std::string("every vehicle") };
if (false == Global.test.vehicles.empty())
{
tested = "the consists of";
for (auto const &name : Global.test.vehicles)
tested += " " + name;
}
auto const walllimit { m_walllimit.load() };
WriteLog(std::format("test: started, testing {}, timeout {:.0f} s, real time limit {}, standstill {:.0f} s{}{}{}", tested, Global.test.timeout,
walllimit > 0.0 ? std::format("{:.0f} s", walllimit) : std::string("none"), Global.test.standstill,
Global.test.pass_on_standstill ? ", standstill passes" : "",
Global.test.fail_if_stop_overran ? "" : ", signals passed at danger allowed",
Global.test.no_movement_before_pass ? "" : ", pass without waiting for a stop"));
}
void test_manager::update(double const Deltatime)
{
if (false == m_started || m_finished)
return;
test_frame frame { Deltatime, std::nullopt, {}, tested_trains_at_rest() };
if (auto const *cell = simulation::Memory.find(std::string(result_cell)))
{
frame.reported = cell->Value1();
frame.reason = cell->Text();
}
auto const limits { test_limits { Global.test.timeout, Global.test.standstill, Global.test.pass_on_standstill, Global.test.no_movement_before_pass } };
std::optional<test_verdict> verdict;
auto passrequested { false };
{
std::scoped_lock lock { m_lock };
auto const requestedbefore { m_progress.passrequested };
verdict = evaluate_frame(m_progress, frame, limits);
passrequested = m_progress.passrequested && false == requestedbefore;
}
if (verdict.has_value())
{
finish(verdict->result, verdict->reason);
return;
}
if (passrequested)
{
WriteLog(std::format("test: pass requested at {:.1f} s{}, waiting for the tested trains to stop", m_progress.time,
frame.reason.empty() ? std::string() : std::format(" ({})", frame.reason)));
}
}
bool test_manager::tested_trains_at_rest() const
{
if (Global.test.vehicles.empty())
return std::ranges::none_of(simulation::Vehicles.sequence(), is_moving);
// the consists as they are now: a train the tested one couples to joins it, one it leaves behind doesn't
return std::ranges::none_of(Global.test.vehicles, [](std::string const &Name) {
auto *vehicle { simulation::Vehicles.find(Name) };
return vehicle != nullptr && vehicle->find_vehicle(coupling::coupler, is_moving) != nullptr;
});
}
void test_manager::signal_passed_at_danger(std::string_view const Vehicle, std::string_view const Signal)
{
auto const reason { std::format("{} passed signal {} at danger", Vehicle, Signal) };
if (false == Global.test.enabled)
{
WriteLog(reason, logtype::generic);
return;
}
if (false == Global.test.fail_if_stop_overran)
{
WriteLog(std::format("test: {} at {:.1f} s, allowed by test.fail_if_stop_overran", reason, m_progress.time));
return;
}
finish(test_result::signal_passed_at_danger, reason);
}
void test_manager::finish(test_result const Result, std::string_view const Reason)
{
if (conclude(Result, Reason))
Application.queue_quit(true);
}
bool test_manager::conclude(test_result const Result, std::string_view const Reason)
{
std::scoped_lock lock { m_lock };
if (m_finished || false == Global.test.enabled)
return false;
m_result = Result;
m_finished = true;
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) };
if (Result == test_result::pass)
WriteLog(line);
else
ErrorLog(line);
// the process has no console of its own; whoever started it with a redirected output gets the verdict there too
std::fprintf(stdout, "%s\n", line.c_str());
std::fflush(stdout);
return true;
}
int test_manager::exit_code() const
{
std::scoped_lock lock { m_lock };
return static_cast<int>(m_finished ? m_result : test_result::error);
}
void test_manager::watch_wall_clock(double const Limit)
{
m_walllimit = Limit;
if (Limit <= 0.0 || m_watchdog.joinable())
return;
m_watchdog = std::jthread([this](std::stop_token const &Stop) {
while (false == Stop.stop_requested())
{
std::this_thread::sleep_for(std::chrono::milliseconds(100));
check_wall_clock(elapsed_wall_time());
}
});
}
void test_manager::check_wall_clock(double const Elapsed)
{
auto const limit { m_walllimit.load() };
if (limit <= 0.0 || Elapsed < limit)
return;
// the run hangs, or is too slow: it ends here, whatever the main thread is doing. a run whose test has ended
// but which doesn't close ends with its result
if (false == conclude(test_result::timeout, std::format("still running after {:.0f} s of real time (test.wall_timeout)", limit)))
ErrorLog(std::format("test: the simulator was still running {:.0f} s of real time after the start, ended", limit));
// what was logged last gets written, unless the log is held up by a hung thread
StopLogService();
std::this_thread::sleep_for(std::chrono::milliseconds(250));
std::_Exit(exit_code());
}
} // namespace simulation