Files
unison/src/core/model/realtime-simulator-impl.cc
2023-05-07 19:06:35 +01:00

835 lines
26 KiB
C++

/*
* Copyright (c) 2008 University of Washington
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 2 as
* published by the Free Software Foundation;
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "realtime-simulator-impl.h"
#include "assert.h"
#include "boolean.h"
#include "enum.h"
#include "event-impl.h"
#include "fatal-error.h"
#include "log.h"
#include "pointer.h"
#include "ptr.h"
#include "scheduler.h"
#include "simulator.h"
#include "synchronizer.h"
#include "wall-clock-synchronizer.h"
#include <cmath>
#include <mutex>
#include <thread>
/**
* \file
* \ingroup realtime
* ns3::RealTimeSimulatorImpl implementation.
*/
namespace ns3
{
// Note: Logging in this file is largely avoided due to the
// number of calls that are made to these functions and the possibility
// of causing recursions leading to stack overflow
NS_LOG_COMPONENT_DEFINE("RealtimeSimulatorImpl");
NS_OBJECT_ENSURE_REGISTERED(RealtimeSimulatorImpl);
TypeId
RealtimeSimulatorImpl::GetTypeId()
{
static TypeId tid =
TypeId("ns3::RealtimeSimulatorImpl")
.SetParent<SimulatorImpl>()
.SetGroupName("Core")
.AddConstructor<RealtimeSimulatorImpl>()
.AddAttribute(
"SynchronizationMode",
"What to do if the simulation cannot keep up with real time.",
EnumValue(SYNC_BEST_EFFORT),
MakeEnumAccessor(&RealtimeSimulatorImpl::SetSynchronizationMode),
MakeEnumChecker(SYNC_BEST_EFFORT, "BestEffort", SYNC_HARD_LIMIT, "HardLimit"))
.AddAttribute("HardLimit",
"Maximum acceptable real-time jitter (used in conjunction with "
"SynchronizationMode=HardLimit)",
TimeValue(Seconds(0.1)),
MakeTimeAccessor(&RealtimeSimulatorImpl::m_hardLimit),
MakeTimeChecker());
return tid;
}
RealtimeSimulatorImpl::RealtimeSimulatorImpl()
{
NS_LOG_FUNCTION(this);
m_stop = false;
m_running = false;
m_uid = EventId::UID::VALID;
m_currentUid = EventId::UID::INVALID;
m_currentTs = 0;
m_currentContext = Simulator::NO_CONTEXT;
m_unscheduledEvents = 0;
m_eventCount = 0;
m_main = std::this_thread::get_id();
// Be very careful not to do anything that would cause a change or assignment
// of the underlying reference counts of m_synchronizer or you will be sorry.
m_synchronizer = CreateObject<WallClockSynchronizer>();
}
RealtimeSimulatorImpl::~RealtimeSimulatorImpl()
{
NS_LOG_FUNCTION(this);
}
void
RealtimeSimulatorImpl::DoDispose()
{
NS_LOG_FUNCTION(this);
while (!m_events->IsEmpty())
{
Scheduler::Event next = m_events->RemoveNext();
next.impl->Unref();
}
m_events = nullptr;
m_synchronizer = nullptr;
SimulatorImpl::DoDispose();
}
void
RealtimeSimulatorImpl::Destroy()
{
NS_LOG_FUNCTION(this);
//
// This function is only called with the private version "disconnected" from
// the main simulator functions. We rely on the user not calling
// Simulator::Destroy while there is a chance that a worker thread could be
// accessing the current instance of the private object. In practice this
// means shutting down the workers and doing a Join() before calling the
// Simulator::Destroy().
//
while (!m_destroyEvents.empty())
{
Ptr<EventImpl> ev = m_destroyEvents.front().PeekEventImpl();
m_destroyEvents.pop_front();
NS_LOG_LOGIC("handle destroy " << ev);
if (!ev->IsCancelled())
{
ev->Invoke();
}
}
}
void
RealtimeSimulatorImpl::SetScheduler(ObjectFactory schedulerFactory)
{
NS_LOG_FUNCTION(this << schedulerFactory);
Ptr<Scheduler> scheduler = schedulerFactory.Create<Scheduler>();
{
std::unique_lock lock{m_mutex};
if (m_events)
{
while (!m_events->IsEmpty())
{
Scheduler::Event next = m_events->RemoveNext();
scheduler->Insert(next);
}
}
m_events = scheduler;
}
}
void
RealtimeSimulatorImpl::ProcessOneEvent()
{
//
// The idea here is to wait until the next event comes due. In the case of
// a realtime simulation, we want real time to be consumed between events.
// It is the realtime synchronizer that causes real time to be consumed by
// doing some kind of a wait.
//
// We need to be able to have external events (such as a packet reception event)
// cause us to re-evaluate our state. The way this works is that the synchronizer
// gets interrupted and returns. So, there is a possibility that things may change
// out from under us dynamically. In this case, we need to re-evaluate how long to
// wait in a for-loop until we have waited successfully (until a timeout) for the
// event at the head of the event list.
//
// m_synchronizer->Synchronize will return true if the wait was completed without
// interruption, otherwise it will return false indicating that something has changed
// out from under us. If we sit in the for-loop trying to synchronize until
// Synchronize() returns true, we will have successfully synchronized the execution
// time of the next event with the wall clock time of the synchronizer.
//
for (;;)
{
uint64_t tsDelay = 0;
uint64_t tsNext = 0;
//
// It is important to understand that m_currentTs is interpreted only as the
// timestamp of the last event we executed. Current time can a bit of a
// slippery concept in realtime mode. What we have here is a discrete event
// simulator, so the last event is, by definition, executed entirely at a single
// discrete time. This is the definition of m_currentTs. It really has
// nothing to do with the current real time, except that we are trying to arrange
// that at the instant of the beginning of event execution, the current real time
// and m_currentTs coincide.
//
// We use tsNow as the indication of the current real time.
//
uint64_t tsNow;
{
std::unique_lock lock{m_mutex};
//
// Since we are in realtime mode, the time to delay has got to be the
// difference between the current realtime and the timestamp of the next
// event. Since m_currentTs is actually the timestamp of the last event we
// executed, it's not particularly meaningful for us here since real time has
// certainly elapsed since it was last updated.
//
// It is possible that the current realtime has drifted past the next event
// time so we need to be careful about that and not delay in that case.
//
NS_ASSERT_MSG(
m_synchronizer->Realtime(),
"RealtimeSimulatorImpl::ProcessOneEvent (): Synchronizer reports not Realtime ()");
//
// tsNow is set to the normalized current real time. When the simulation was
// started, the current real time was effectively set to zero; so tsNow is
// the current "real" simulation time.
//
// tsNext is the simulation time of the next event we want to execute.
//
tsNow = m_synchronizer->GetCurrentRealtime();
tsNext = NextTs();
//
// tsDelay is therefore the real time we need to delay in order to bring the
// real time in sync with the simulation time. If we wait for this amount of
// real time, we will accomplish moving the simulation time at the same rate
// as the real time. This is typically called "pacing" the simulation time.
//
// We do have to be careful if we are falling behind. If so, tsDelay must be
// zero. If we're late, don't dawdle.
//
if (tsNext <= tsNow)
{
tsDelay = 0;
}
else
{
tsDelay = tsNext - tsNow;
}
//
// We've figured out how long we need to delay in order to pace the
// simulation time with the real time. We're going to sleep, but need
// to work with the synchronizer to make sure we're awakened if something
// external happens (like a packet is received). This next line resets
// the synchronizer so that any future event will cause it to interrupt.
//
m_synchronizer->SetCondition(false);
}
//
// We have a time to delay. This time may actually not be valid anymore
// since we released the critical section immediately above, and a real-time
// ScheduleReal or ScheduleRealNow may have snuck in, well, between the
// closing brace above and this comment so to speak. If this is the case,
// that schedule operation will have done a synchronizer Signal() that
// will set the condition variable to true and cause the Synchronize call
// below to return immediately.
//
// It's easiest to understand if you just consider a short tsDelay that only
// requires a SpinWait down in the synchronizer. What will happen is that
// when Synchronize calls SpinWait, SpinWait will look directly at its
// condition variable. Note that we set this condition variable to false
// inside the critical section above.
//
// SpinWait will go into a forever loop until either the time has expired or
// until the condition variable becomes true. A true condition indicates that
// the wait should stop. The condition is set to true by one of the Schedule
// methods of the simulator; so if we are in a wait down in Synchronize, and
// a Simulator::ScheduleReal is done, the wait down in Synchronize will exit and
// Synchronize will return false. This means we have not actually synchronized
// to the event expiration time. If no real-time schedule operation is done
// while down in Synchronize, the wait will time out and Synchronize will return
// true. This indicates that we have synchronized to the event time.
//
// So we need to stay in this for loop, looking for the next event timestamp and
// attempting to sleep until its due. If we've slept until the timestamp is due,
// Synchronize returns true and we break out of the sync loop. If an external
// event happens that requires a re-schedule, Synchronize returns false and
// we re-evaluate our timing by continuing in the loop.
//
// It is expected that tsDelay become shorter as external events interrupt our
// waits.
//
if (m_synchronizer->Synchronize(tsNow, tsDelay))
{
NS_LOG_LOGIC("Interrupted ...");
break;
}
//
// If we get to this point, we have been interrupted during a wait by a real-time
// schedule operation. This means all bets are off regarding tsDelay and we need
// to re-evaluate what it is we want to do. We'll loop back around in the
// for-loop and start again from scratch.
//
}
//
// If we break out of the for-loop above, we have waited until the time specified
// by the event that was at the head of the event list when we started the process.
// Since there is a bunch of code that was executed outside a critical section (the
// Synchronize call) we cannot be sure that the event at the head of the event list
// is the one we think it is. What we can be sure of is that it is time to execute
// whatever event is at the head of this list if the list is in time order.
//
Scheduler::Event next;
{
std::unique_lock lock{m_mutex};
//
// We do know we're waiting for an event, so there had better be an event on the
// event queue. Let's pull it off. When we release the critical section, the
// event we're working on won't be on the list and so subsequent operations won't
// mess with us.
//
NS_ASSERT_MSG(m_events->IsEmpty() == false,
"RealtimeSimulatorImpl::ProcessOneEvent(): event queue is empty");
next = m_events->RemoveNext();
PreEventHook(EventId(next.impl, next.key.m_ts, next.key.m_context, next.key.m_uid));
m_unscheduledEvents--;
m_eventCount++;
//
// We cannot make any assumption that "next" is the same event we originally waited
// for. We can only assume that only that it must be due and cannot cause time
// to move backward.
//
NS_ASSERT_MSG(next.key.m_ts >= m_currentTs,
"RealtimeSimulatorImpl::ProcessOneEvent(): "
"next.GetTs() earlier than m_currentTs (list order error)");
NS_LOG_LOGIC("handle " << next.key.m_ts);
//
// Update the current simulation time to be the timestamp of the event we're
// executing. From the rest of the simulation's point of view, simulation time
// is frozen until the next event is executed.
//
m_currentTs = next.key.m_ts;
m_currentContext = next.key.m_context;
m_currentUid = next.key.m_uid;
//
// We're about to run the event and we've done our best to synchronize this
// event execution time to real time. Now, if we're in SYNC_HARD_LIMIT mode
// we have to decide if we've done a good enough job and if we haven't, we've
// been asked to commit ritual suicide.
//
// We check the simulation time against the current real time to make this
// judgement.
//
if (m_synchronizationMode == SYNC_HARD_LIMIT)
{
uint64_t tsFinal = m_synchronizer->GetCurrentRealtime();
uint64_t tsJitter;
if (tsFinal >= m_currentTs)
{
tsJitter = tsFinal - m_currentTs;
}
else
{
tsJitter = m_currentTs - tsFinal;
}
if (tsJitter > static_cast<uint64_t>(m_hardLimit.GetTimeStep()))
{
NS_FATAL_ERROR("RealtimeSimulatorImpl::ProcessOneEvent (): "
"Hard real-time limit exceeded (jitter = "
<< tsJitter << ")");
}
}
}
//
// We have got the event we're about to execute completely disentangled from the
// event list so we can execute it outside a critical section without fear of someone
// changing things out from under us.
EventImpl* event = next.impl;
m_synchronizer->EventStart();
event->Invoke();
m_synchronizer->EventEnd();
event->Unref();
}
bool
RealtimeSimulatorImpl::IsFinished() const
{
bool rc;
{
std::unique_lock lock{m_mutex};
rc = m_events->IsEmpty() || m_stop;
}
return rc;
}
//
// Peeks into event list. Should be called with critical section locked.
//
uint64_t
RealtimeSimulatorImpl::NextTs() const
{
NS_ASSERT_MSG(m_events->IsEmpty() == false,
"RealtimeSimulatorImpl::NextTs(): event queue is empty");
Scheduler::Event ev = m_events->PeekNext();
return ev.key.m_ts;
}
void
RealtimeSimulatorImpl::Run()
{
NS_LOG_FUNCTION(this);
NS_ASSERT_MSG(m_running == false, "RealtimeSimulatorImpl::Run(): Simulator already running");
// Set the current threadId as the main threadId
m_main = std::this_thread::get_id();
m_stop = false;
m_running = true;
m_synchronizer->SetOrigin(m_currentTs);
// Sleep until signalled
uint64_t tsNow = 0;
uint64_t tsDelay = 1000000000; // wait time of 1 second (in nanoseconds)
while (!m_stop)
{
bool process = false;
{
std::unique_lock lock{m_mutex};
if (!m_events->IsEmpty())
{
process = true;
}
else
{
// Get current timestamp while holding the critical section
tsNow = m_synchronizer->GetCurrentRealtime();
}
}
if (!process)
{
// Sleep until signalled
tsNow = m_synchronizer->Synchronize(tsNow, tsDelay);
// Re-check event queue
continue;
}
ProcessOneEvent();
}
//
// If the simulator stopped naturally by lack of events, make a
// consistency test to check that we didn't lose any events along the way.
//
{
std::unique_lock lock{m_mutex};
NS_ASSERT_MSG(m_events->IsEmpty() == false || m_unscheduledEvents == 0,
"RealtimeSimulatorImpl::Run(): Empty queue and unprocessed events");
}
m_running = false;
}
bool
RealtimeSimulatorImpl::Running() const
{
return m_running;
}
bool
RealtimeSimulatorImpl::Realtime() const
{
return m_synchronizer->Realtime();
}
void
RealtimeSimulatorImpl::Stop()
{
NS_LOG_FUNCTION(this);
m_stop = true;
}
void
RealtimeSimulatorImpl::Stop(const Time& delay)
{
NS_LOG_FUNCTION(this << delay);
Simulator::Schedule(delay, &Simulator::Stop);
}
//
// Schedule an event for a _relative_ time in the future.
//
EventId
RealtimeSimulatorImpl::Schedule(const Time& delay, EventImpl* impl)
{
NS_LOG_FUNCTION(this << delay << impl);
Scheduler::Event ev;
{
std::unique_lock lock{m_mutex};
//
// This is the reason we had to bring the absolute time calculation in from the
// simulator.h into the implementation. Since the implementations may be
// multi-threaded, we need this calculation to be atomic. You can see it is
// here since we are running in a CriticalSection.
//
Time tAbsolute = Simulator::Now() + delay;
NS_ASSERT_MSG(delay.IsPositive(), "RealtimeSimulatorImpl::Schedule(): Negative delay");
ev.impl = impl;
ev.key.m_ts = (uint64_t)tAbsolute.GetTimeStep();
ev.key.m_context = GetContext();
ev.key.m_uid = m_uid;
m_uid++;
m_unscheduledEvents++;
m_events->Insert(ev);
m_synchronizer->Signal();
}
return EventId(impl, ev.key.m_ts, ev.key.m_context, ev.key.m_uid);
}
void
RealtimeSimulatorImpl::ScheduleWithContext(uint32_t context, const Time& delay, EventImpl* impl)
{
NS_LOG_FUNCTION(this << context << delay << impl);
{
std::unique_lock lock{m_mutex};
uint64_t ts;
if (m_main == std::this_thread::get_id())
{
ts = m_currentTs + delay.GetTimeStep();
}
else
{
//
// If the simulator is running, we're pacing and have a meaningful
// realtime clock. If we're not, then m_currentTs is where we stopped.
//
ts = m_running ? m_synchronizer->GetCurrentRealtime() : m_currentTs;
ts += delay.GetTimeStep();
}
NS_ASSERT_MSG(ts >= m_currentTs,
"RealtimeSimulatorImpl::ScheduleRealtime(): schedule for time < m_currentTs");
Scheduler::Event ev;
ev.impl = impl;
ev.key.m_ts = ts;
ev.key.m_context = context;
ev.key.m_uid = m_uid;
m_uid++;
m_unscheduledEvents++;
m_events->Insert(ev);
m_synchronizer->Signal();
}
}
EventId
RealtimeSimulatorImpl::ScheduleNow(EventImpl* impl)
{
NS_LOG_FUNCTION(this << impl);
return Schedule(Time(0), impl);
}
Time
RealtimeSimulatorImpl::Now() const
{
return TimeStep(m_currentTs);
}
//
// Schedule an event for a _relative_ time in the future.
//
void
RealtimeSimulatorImpl::ScheduleRealtimeWithContext(uint32_t context,
const Time& time,
EventImpl* impl)
{
NS_LOG_FUNCTION(this << context << time << impl);
{
std::unique_lock lock{m_mutex};
uint64_t ts = m_synchronizer->GetCurrentRealtime() + time.GetTimeStep();
NS_ASSERT_MSG(ts >= m_currentTs,
"RealtimeSimulatorImpl::ScheduleRealtime(): schedule for time < m_currentTs");
Scheduler::Event ev;
ev.impl = impl;
ev.key.m_ts = ts;
ev.key.m_uid = m_uid;
m_uid++;
m_unscheduledEvents++;
m_events->Insert(ev);
m_synchronizer->Signal();
}
}
void
RealtimeSimulatorImpl::ScheduleRealtime(const Time& time, EventImpl* impl)
{
NS_LOG_FUNCTION(this << time << impl);
ScheduleRealtimeWithContext(GetContext(), time, impl);
}
void
RealtimeSimulatorImpl::ScheduleRealtimeNowWithContext(uint32_t context, EventImpl* impl)
{
NS_LOG_FUNCTION(this << context << impl);
{
std::unique_lock lock{m_mutex};
//
// If the simulator is running, we're pacing and have a meaningful
// realtime clock. If we're not, then m_currentTs is were we stopped.
//
uint64_t ts = m_running ? m_synchronizer->GetCurrentRealtime() : m_currentTs;
NS_ASSERT_MSG(ts >= m_currentTs,
"RealtimeSimulatorImpl::ScheduleRealtimeNowWithContext(): schedule for time "
"< m_currentTs");
Scheduler::Event ev;
ev.impl = impl;
ev.key.m_ts = ts;
ev.key.m_uid = m_uid;
ev.key.m_context = context;
m_uid++;
m_unscheduledEvents++;
m_events->Insert(ev);
m_synchronizer->Signal();
}
}
void
RealtimeSimulatorImpl::ScheduleRealtimeNow(EventImpl* impl)
{
NS_LOG_FUNCTION(this << impl);
ScheduleRealtimeNowWithContext(GetContext(), impl);
}
Time
RealtimeSimulatorImpl::RealtimeNow() const
{
return TimeStep(m_synchronizer->GetCurrentRealtime());
}
EventId
RealtimeSimulatorImpl::ScheduleDestroy(EventImpl* impl)
{
NS_LOG_FUNCTION(this << impl);
EventId id;
{
std::unique_lock lock{m_mutex};
//
// Time doesn't really matter here (especially in realtime mode). It is
// overridden by the uid of DESTROY which identifies this as an event to be
// executed at Simulator::Destroy time.
//
id = EventId(Ptr<EventImpl>(impl, false), m_currentTs, 0xffffffff, EventId::UID::DESTROY);
m_destroyEvents.push_back(id);
m_uid++;
}
return id;
}
Time
RealtimeSimulatorImpl::GetDelayLeft(const EventId& id) const
{
//
// If the event has expired, there is no delay until it runs. It is not the
// case that there is a negative time until it runs.
//
if (IsExpired(id))
{
return TimeStep(0);
}
return TimeStep(id.GetTs() - m_currentTs);
}
void
RealtimeSimulatorImpl::Remove(const EventId& id)
{
if (id.GetUid() == EventId::UID::DESTROY)
{
// destroy events.
for (DestroyEvents::iterator i = m_destroyEvents.begin(); i != m_destroyEvents.end(); i++)
{
if (*i == id)
{
m_destroyEvents.erase(i);
break;
}
}
return;
}
if (IsExpired(id))
{
return;
}
{
std::unique_lock lock{m_mutex};
Scheduler::Event event;
event.impl = id.PeekEventImpl();
event.key.m_ts = id.GetTs();
event.key.m_context = id.GetContext();
event.key.m_uid = id.GetUid();
m_events->Remove(event);
m_unscheduledEvents--;
event.impl->Cancel();
event.impl->Unref();
}
}
void
RealtimeSimulatorImpl::Cancel(const EventId& id)
{
if (!IsExpired(id))
{
id.PeekEventImpl()->Cancel();
}
}
bool
RealtimeSimulatorImpl::IsExpired(const EventId& id) const
{
if (id.GetUid() == EventId::UID::DESTROY)
{
if (id.PeekEventImpl() == nullptr || id.PeekEventImpl()->IsCancelled())
{
return true;
}
// destroy events.
for (DestroyEvents::const_iterator i = m_destroyEvents.begin(); i != m_destroyEvents.end();
i++)
{
if (*i == id)
{
return false;
}
}
return true;
}
//
// If the time of the event is less than the current timestamp of the
// simulator, the simulator has gone past the invocation time of the
// event, so the statement ev.GetTs () < m_currentTs does mean that
// the event has been fired even in realtime mode.
//
// The same is true for the next line involving the m_currentUid.
//
return id.PeekEventImpl() == nullptr || id.GetTs() < m_currentTs ||
(id.GetTs() == m_currentTs && id.GetUid() <= m_currentUid) ||
id.PeekEventImpl()->IsCancelled();
}
Time
RealtimeSimulatorImpl::GetMaximumSimulationTime() const
{
return TimeStep(0x7fffffffffffffffLL);
}
// System ID for non-distributed simulation is always zero
uint32_t
RealtimeSimulatorImpl::GetSystemId() const
{
return 0;
}
uint32_t
RealtimeSimulatorImpl::GetContext() const
{
return m_currentContext;
}
uint64_t
RealtimeSimulatorImpl::GetEventCount() const
{
return m_eventCount;
}
void
RealtimeSimulatorImpl::SetSynchronizationMode(SynchronizationMode mode)
{
NS_LOG_FUNCTION(this << mode);
m_synchronizationMode = mode;
}
RealtimeSimulatorImpl::SynchronizationMode
RealtimeSimulatorImpl::GetSynchronizationMode() const
{
NS_LOG_FUNCTION(this);
return m_synchronizationMode;
}
void
RealtimeSimulatorImpl::SetHardLimit(Time limit)
{
NS_LOG_FUNCTION(this << limit);
m_hardLimit = limit;
}
Time
RealtimeSimulatorImpl::GetHardLimit() const
{
NS_LOG_FUNCTION(this);
return m_hardLimit;
}
} // namespace ns3