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/* Copyright © 2018 Gianmarco Garrisi This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. 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, see <http://www.gnu.org/licenses/>. */ //! This crate implement a discrete event simulation framework //! inspired by the SimPy library for Python. It uses the generator //! feature that is nightly. Once the feature is stabilized, also this //! crate will use stable. Generators will be the only nightly feature //! used in this crate. //! //! # Simulation //! A simulation is performed scheduling one or more processes that //! models the environment you are going to simulate. Your model may //! consider some kind of finite resource that must be shared among //! the processes, e.g. a bunch of servers in a simulation on queues. //! //! After setting up the simulation, it can be run step-by-step, using //! the `step()` method, or all at once, with `run()`, until and ending //! condition is met. //! //! The simulation will generate a log of all the events. //! /* //! `nonblocking_run` lets you run the simulation in another thread //! so that your program can go on without waiting for the simulation //! to finish. //! */ //! # Process //! A process is implemented using the rust generators syntax. //! This let us avoid the overhead of spawning a new thread for each //! process, while still keeping the use of this framework quite simple. //! //! When a new process is created in the simulation, an identifier, of type //! `ProcessId` is assigned to it. That id can be used to schedule an event that //! resume the process. //! //! A process can be stopped and resumed later on. To stop the process, the //! generator yields an `Effect` that specify what the simulator should do. //! For example, a generator can set a timeout after witch it is executed again. //! The process may also return. In that case it can not be resumed anymore. //! //! //! # Resources //! A resource is a finite amount of entities that can be used by one process //! a time. When all the instances of the resource of interest are being used by //! a process, the requiring one is enqueued in a FIFO and is resumed when the //! resource become available again. When the process does not need the resource //! anymore, it must release it. //! //! A resource can be created in the simulation using the `create_resource` //! method, which requires the amount of resource and returns an identifier //! for that resource that can be used to require and release it. //! //! A resource can be required and reelased by a process yielding //! the corresponding `Effect`. There is no check on the fact that a process //! yielding `Release` was holding a resource with that ID, but if a resource //! gets more release then requests, the simulation will panic. //! #![feature(generators, generator_trait)] use std::ops::{Generator, GeneratorState}; use std::collections::{BinaryHeap, VecDeque}; use std::cmp::{Ordering, Reverse}; /// The effect is yelded by a process generator to /// interact with the simulation environment. #[derive(Debug, Copy, Clone)] pub enum Effect { /// The process that yields this effect will be resumed /// after the speified time TimeOut(f64), /// Yielding this effect it is possible to schedule the specified event Event(Event), /// This effect is yielded to request a resource Request(ResourceId), /// This effect is yielded to release a resource that is not needed anymore. Release(ResourceId), /// Keep the process' state until it is resumed by another event. Wait, } /// Identifies a process. Can be used to resume it from another one. pub type ProcessId = usize; /// Identifies a resource. Can be used to request and release it. pub type ResourceId = usize; #[derive(Debug)] struct Resource { allocated: usize, available: usize, queue: VecDeque<ProcessId>, } /// This struct provides the methods to create and run the simulation /// in a single thread. /// /// It provides methods to create processes and finite resources that /// must be shared among them. /// /// See the crate-level documentation for more information about how the /// simulation framework works pub struct Simulation { time: f64, processes: Vec<Box<Generator<Yield = Effect, Return = ()>>>, future_events: BinaryHeap<Reverse<Event>>, processed_events: Vec<Event>, resources: Vec<Resource>, } /* pub struct ParallelSimulation { processes: Vec<Box<Generator<Yield = Effect, Return = ()>>> } */ /// An event that can be scheduled by a process, yelding the `Event` `Effect` /// or by the owner of a `Simulation` through the `schedule` method #[derive(Debug, Copy, Clone)] pub struct Event { pub time: f64, pub process: ProcessId, } /// Specify which condition must be met for the simulation to stop. pub enum EndCondition { Time(f64), NoEvents, } impl Simulation { pub fn new() -> Simulation { Simulation::default() } /// Returns the current simulation time pub fn time(&self) -> f64 { self.time } /// Returns the log of processed events pub fn processed_events(&self) -> &[Event] { self.processed_events.as_slice() } /// Create a process. That is a generator that can Yield `Effect`s. /// An effect may be a new `Event` to schedule, a `Timeout` after which the /// same process should be executed, or a `Request` to hold an instance /// of a finite resource. /// /// Returns the identifier of the process. pub fn create_process( &mut self, process: Box<Generator<Yield = Effect, Return = ()>>, ) -> ProcessId { let id = self.processes.len(); self.processes.push(process); id } /// Create a new finite resource, of which n instancies are available. /// /// The resource can be requested by a process yielding a `Request`. /// If the requested resource is not available at that time, the process /// is enqueued until one instance of the resource is freed. /// /// When the process has done with the resource, it has to yield `Release`, /// so that other processes can use that. /// /// The queue has a FIFO (first in first out) policy. /// /// Returns the identifier of the resource pub fn create_resource(&mut self, n: usize) -> ResourceId { let id = self.resources.len(); self.resources.push(Resource { allocated: n, available: n, queue: VecDeque::new(), }); id } /// Schedule a process to be executed. Another way to schedule events is /// yielding `Effect::Event` from a process during the simulation. pub fn schedule_event(&mut self, event: Event) { self.future_events.push(Reverse(event)); } /// Proceed in the simulation by 1 step pub fn step(&mut self) { match self.future_events.pop() { Some(Reverse(event)) => { self.time = event.time; match unsafe { self.processes[event.process].resume() } { GeneratorState::Yielded(y) => match y { Effect::TimeOut(t) => self.future_events.push(Reverse(Event { time: self.time + t, process: event.process, })), Effect::Event(e) => self.future_events.push(Reverse(e)), Effect::Request(r) => { let mut res = &mut self.resources[r]; if res.available == 0 { // enqueue the process res.queue.push_back(event.process); } else { // the process can use the resource immediately self.future_events.push(Reverse(Event { time: self.time, process: event.process, })); res.available -= 1; } } Effect::Release(r) => { let res = &mut self.resources[r]; match res.queue.pop_front() { Some(p) => // some processes in queue: schedule the next. self.future_events.push(Reverse(Event{ time: self.time, process: p })), None => { assert!(res.available < res.allocated); res.available += 1; } } // after releasing the resource the process // can be resumed self.future_events.push(Reverse(Event { time: self.time, process: event.process, })) } Effect::Wait => {} }, GeneratorState::Complete(_) => { // removing the process from the vector would invalidate // all existing `ProcessId`s, but keeping it would be a // waste of space since it is completed. // May be worth to use another data structure } } self.processed_events.push(event); } None => {} } } /// Run the simulation until and ending condition is met. pub fn run(mut self, until: EndCondition) -> Simulation { while !self.check_ending_condition(&until) { self.step(); } self } /* pub fn nonblocking_run(mut self, until: EndCondition) { } */ /// Return `true` if the ending condition was met, `false` otherwise. fn check_ending_condition(&self, ending_condition: &EndCondition) -> bool { match &ending_condition { EndCondition::Time(t) => if self.time >= *t { return true }, EndCondition::NoEvents => if self.future_events.len() == 0 { return true } } false } } impl Default for Simulation { fn default() -> Self { Simulation { time: 0.0, processes: Vec::default(), future_events: BinaryHeap::default(), processed_events: Vec::default(), resources: Vec::default(), } } } impl PartialEq for Event { fn eq(&self, other: &Event) -> bool { self.time == other.time } } impl Eq for Event {} impl PartialOrd for Event { fn partial_cmp(&self, other: &Event) -> Option<Ordering> { self.time.partial_cmp(&other.time) } } impl Ord for Event { fn cmp(&self, other: &Event) -> Ordering { match self.time.partial_cmp(&other.time) { Some(o) => o, None => panic!("Event time was uncomparable. Maybe a NaN"), } } } #[cfg(test)] mod tests { #[test] fn it_works() { use Simulation; use Effect; use Event; let mut s = Simulation::new(); let p = s.create_process(Box::new(|| { let mut a = 0.0; loop { a += 1.0; yield Effect::TimeOut(a); } })); s.schedule_event(Event{time: 0.0, process: p}); s.step(); s.step(); assert_eq!(s.time(), 1.0); s.step(); assert_eq!(s.time(), 3.0); s.step(); assert_eq!(s.time(), 6.0); } #[test] fn run() { use Simulation; use Effect; use Event; use EndCondition; let mut s = Simulation::new(); let p = s.create_process( Box::new(|| { let tik = 0.7; loop{ println!("tik"); yield Effect::TimeOut(tik); } })); s.schedule_event(Event{time: 0.0, process: p}); let s = s.run(EndCondition::Time(10.0)); println!("{}", s.time()); assert!(s.time() >= 10.0); } #[test] fn resource() { use Simulation; use Effect; use Event; use EndCondition::NoEvents; let mut s = Simulation::new(); let r = s.create_resource(1); // simple process that lock the resource for 7 time units let p1 = s.create_process(Box::new(move || { yield Effect::Request(r); yield Effect::TimeOut(7.0); yield Effect::Release(r); })); // simple process that holds the resource for 3 time units let p2 = s.create_process(Box::new(move || { yield Effect::Request(r); yield Effect::TimeOut(3.0); yield Effect::Release(r); })); // let p1 start immediately... s.schedule_event(Event{time: 0.0, process: p1}); // let p2 start after 2 t.u., when r is not available s.schedule_event(Event{time: 2.0, process: p2}); // p2 will wait r to be free (time 7.0) and its timeout // of 3.0 t.u. The simulation will end at time 10.0 let s = s.run(NoEvents); println!("{:?}", s.processed_events()); assert_eq!(s.time(), 10.0); } }