Add support for headless bulk testing

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Eevee (Evelyn Woods) committed 2021-03-06 12:39:16 -07:00
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import { compat_flags_for_ruleset } from '../defs.js';
import { Level } from '../game.js';
import * as format_c2g from '../format-c2g.js';
import * as format_dat from '../format-dat.js';
import * as format_tws from '../format-tws.js';
import * as util from '../util.js';
import { stdout } from 'process';
import { opendir, readFile } from 'fs/promises';
import { performance } from 'perf_hooks';
// TODO arguments:
// - custom pack to test, possibly its solutions, possibly its ruleset (or default to steam-strict/lynx)
// - filter existing packs
// - verbose: ?
// - quiet: hide failure reasons
// - support for xfails somehow?
// TODO use this for a test suite
export class LocalDirectorySource extends util.FileSource {
constructor(root) {
super();
this.root = root;
this.files = {};
this._loaded_promise = this._scan_dir('/');
}
async _scan_dir(path) {
let dir = await opendir(this.root + path);
for await (let dirent of dir) {
if (dirent.isDirectory()) {
await this._scan_dir(path + dirent.name + '/');
}
else {
let filepath = path + dirent.name;
this.files[filepath.toLowerCase()] = filepath;
if (this.files.size > 2000)
throw `way, way too many files in local directory source ${this.root}`;
}
}
}
async get(path) {
let realpath = this.files[path.toLowerCase()];
if (realpath) {
return (await readFile(this.root + realpath)).buffer;
}
else {
throw new Error(`No such file: ${path}`);
}
}
}
function pad(s, n) {
return s.substring(0, n).padEnd(n, " ");
}
const RESULT_TYPES = {
'no-replay': {
color: "\x1b[90m",
symbol: "-",
},
success: {
color: "\x1b[92m",
symbol: ".",
},
early: {
color: "\x1b[96m",
symbol: "?",
},
failure: {
color: "\x1b[91m",
symbol: "#",
},
'short': {
color: "\x1b[93m",
symbol: "#",
},
error: {
color: "\x1b[95m",
symbol: "X",
},
};
const ANSI_RESET = "\x1b[39m";
async function test_pack(pack, ruleset) {
let dummy_sfx = {
set_player_position() {},
play() {},
play_once() {},
};
let compat = compat_flags_for_ruleset(ruleset);
// TODO factor out the common parts maybe?
stdout.write(pad(`${pack.title} (${ruleset})`, 20) + " ");
let num_levels = pack.level_metadata.length;
let num_passed = 0;
let num_missing = 0;
let total_tics = 0;
let t0 = performance.now();
let last_pause = t0;
let failures = [];
for (let i = 0; i < num_levels; i++) {
let stored_level, level;
let level_start_time = performance.now();
let record_result = (token, short_status, include_canvas, comment) => {
let result_stuff = RESULT_TYPES[token];
stdout.write(result_stuff.color + result_stuff.symbol);
if (token === 'failure' || token === 'short') {
failures.push({
token,
short_status,
comment,
level,
stored_level,
index: i,
fail_reason: level ? level.fail_reason : null,
time_elapsed: performance.now() - level_start_time,
time_expected: stored_level ? stored_level.replay.duration / 20 : null,
title: stored_level.title ?? "[error]",
time_simulated: level.tic_counter / 20,
});
}
if (level) {
/*
mk('td.-clock', util.format_duration(level.tic_counter / TICS_PER_SECOND)),
mk('td.-delta', util.format_duration((level.tic_counter - stored_level.replay.duration) / TICS_PER_SECOND, 2)),
mk('td.-speed', ((level.tic_counter / TICS_PER_SECOND) / (performance.now() - level_start_time) * 1000).toFixed(2) + '×'),
*/
}
else {
}
// FIXME allegedly it's possible to get a canvas working in node...
/*
if (include_canvas && level) {
try {
let tileset = this.conductor.choose_tileset_for_level(level.stored_level);
this.renderer.set_tileset(tileset);
let canvas = mk('canvas', {
width: Math.min(this.renderer.canvas.width, level.size_x * tileset.size_x),
height: Math.min(this.renderer.canvas.height, level.size_y * tileset.size_y),
});
this.renderer.set_level(level);
this.renderer.set_active_player(level.player);
this.renderer.draw();
canvas.getContext('2d').drawImage(
this.renderer.canvas, 0, 0,
this.renderer.canvas.width, this.renderer.canvas.height);
tbody.append(mk('tr', mk('td.-full', {colspan: 5}, canvas)));
}
catch (e) {
console.error(e);
tbody.append(mk('tr', mk('td.-full', {colspan: 5},
`Internal error while trying to capture screenshot: ${e}`)));
}
}
*/
if (level) {
total_tics += level.tic_counter;
}
};
try {
stored_level = pack.load_level(i);
if (! stored_level.has_replay) {
record_result('no-replay', "No replay");
num_missing += 1;
continue;
}
// TODO? this.current_status.textContent = `Testing level ${i + 1}/${num_levels} ${stored_level.title}...`;
let replay = stored_level.replay;
level = new Level(stored_level, compat);
level.sfx = dummy_sfx;
level.undo_enabled = false; // slight performance boost
replay.configure_level(level);
while (true) {
let input = replay.get(level.tic_counter);
level.advance_tic(input);
if (level.state === 'success') {
if (level.tic_counter < replay.duration - 10) {
// Early exit is dubious (e.g. this happened sometimes before multiple
// players were implemented correctly)
record_result('early', "Won early", true);
}
else {
record_result('success', "Won");
}
num_passed += 1;
break;
}
else if (level.state === 'failure') {
record_result('failure', "Lost", true);
break;
}
else if (level.tic_counter >= replay.duration + 200) {
record_result('short', "Out of input", true);
break;
}
if (level.tic_counter % 20 === 1) {
// XXX
/*
if (handle.cancel) {
record_result('interrupted', "Interrupted");
this.current_status.textContent = `Interrupted on level ${i + 1}/${num_levels}; ${num_passed} passed`;
return;
}
*/
// Don't run for more than 100ms at a time, to avoid janking the browser...
// TOO much. I mean, we still want it to reflow the stuff we've added, but
// we also want to be pretty aggressive so this finishes quickly
// XXX unnecessary headless
/*
let now = performance.now();
if (now - last_pause > 100) {
await util.sleep(4);
last_pause = now;
}
*/
}
}
}
catch (e) {
//console.error(e);
record_result(
'error', "Error", true,
`Replay failed due to internal error (see console for traceback): ${e}`);
}
}
let total_real_elapsed = (performance.now() - t0) / 1000;
stdout.write(`${ANSI_RESET} ${num_passed}/${num_levels - num_missing}\n`);
for (let failure of failures) {
let short_status = failure.short_status;
if (failure.token === 'failure') {
short_status += ": ";
short_status += failure.fail_reason;
}
let parts = [
String(failure.index + 1).padStart(5),
pad(failure.title.replace(/[\r\n]+/, " "), 32),
RESULT_TYPES[failure.token].color + pad(short_status, 20) + ANSI_RESET,
"ran for" + util.format_duration(failure.time_simulated).padStart(6, " "),
];
if (failure.token === 'failure') {
parts.push(" with" + util.format_duration(failure.time_expected - failure.time_simulated).padStart(6, " ") + " still to go");
}
stdout.write(parts.join(" ") + "\n");
}
return {
num_passed,
num_missing,
num_failed: num_levels - num_passed - num_missing,
time_elapsed: total_real_elapsed,
time_simulated: total_tics / 20,
};
}
const TESTABLE_PACKS = [{
// FIXME lynx cc1...
/*
title: "CC1",
pack_path: 'levels/CC1.ccl',
solutions_path: 'levels/public_CHIPS-lynx.dac.tws',
ruleset: 'lynx',
}, {
*/
// FIXME the solution files aren't committed yet
/*
title: "CCLXP2",
pack_path: 'levels/CCLXP2.ccl',
solutions_path: 'levels/public_CCLXP2.dac.tws',
ruleset: 'lynx',
}, {
title: "CCLP3",
pack_path: 'levels/CCLP3.ccl',
solutions_path: 'levels/public_CCLP3-lynx.dac.tws',
ruleset: 'lynx',
}, {
title: "CCLP4",
pack_path: 'levels/CCLP4.ccl',
solutions_path: 'levels/public_CCLP4-lynx.dac.tws',
ruleset: 'lynx',
}, {
title: "CCLP1",
pack_path: 'levels/CCLP1.ccl',
solutions_path: 'levels/public_CCLP1-lynx.dac.tws',
ruleset: 'lynx',
}, {
*/
title: "CC2LP1",
pack_path: 'levels/CC2LP1.zip',
ruleset: 'steam-strict',
// FIXME add steam cc1, cc2, but optionally and from command line or something
// (these are just local symlinks to my steam directory lol)
/*
}, {
title: "CC1 (Steam)",
pack_path: 'levels/cc1',
ruleset: 'steam-strict',
isdir: true,
}, {
title: "CC2",
pack_path: 'levels/cc2',
ruleset: 'steam-strict',
isdir: true,
}, {
title: "CC2LP1-Voting",
pack_path: '_local-levels/CC2LP1-Voting',
ruleset: 'steam-strict',
isdir: true,
*/
}];
async function _scan_source(source) {
// FIXME copied wholesale from Splash.search_multi_source; need a real filesystem + searching api!
// TODO not entiiirely kosher, but not sure if we should have an api for this or what
if (source._loaded_promise) {
await source._loaded_promise;
}
let paths = Object.keys(source.files);
// TODO should handle having multiple candidates, but this is good enough for now
paths.sort((a, b) => a.length - b.length);
for (let path of paths) {
let m = path.match(/[.]([^./]+)$/);
if (! m)
continue;
let ext = m[1];
// TODO this can't load an individual c2m, hmmm
if (ext === 'c2g') {
let buf = await source.get(path);
//await this.conductor.parse_and_load_game(buf, source, path);
// FIXME and this is from parse_and_load_game!!
let dir;
if (! path.match(/[/]/)) {
dir = '';
}
else {
dir = path.replace(/[/][^/]+$/, '');
}
return await format_c2g.parse_game(buf, source, dir);
}
}
// TODO else...? complain we couldn't find anything? list what we did find?? idk
}
async function main() {
let overall = {
num_passed: 0,
num_missing: 0,
num_failed: 0,
time_elapsed: 0,
time_simulated: 0,
};
for (let testdef of TESTABLE_PACKS) {
let pack;
if (testdef.isdir) {
let source = new LocalDirectorySource(testdef.pack_path);
pack = await _scan_source(source);
}
else {
let pack_data = await readFile(testdef.pack_path);
if (testdef.pack_path.match(/[.]zip$/)) {
let source = new util.ZipFileSource(pack_data.buffer);
pack = await _scan_source(source);
}
else {
pack = format_dat.parse_game(pack_data.buffer);
let solutions_data = await readFile(testdef.solutions_path);
let solutions = format_tws.parse_solutions(solutions_data.buffer);
pack.level_replays = solutions.levels;
}
}
pack.title = testdef.title;
let result = await test_pack(pack, testdef.ruleset);
for (let key of Object.keys(overall)) {
overall[key] += result[key];
}
}
let num_levels = overall.num_passed + overall.num_failed + overall.num_missing;
stdout.write("\n");
stdout.write(`${overall.num_passed}/${num_levels} = ${(overall.num_passed / num_levels * 100).toFixed(1)}% passed (${overall.num_failed} failed, ${overall.num_missing} missing replay)\n`);
stdout.write(`Simulated ${util.format_duration(overall.time_simulated)} of game time in ${util.format_duration(overall.time_elapsed)}, speed of ${(overall.time_simulated / overall.time_elapsed).toFixed(1)}×\n`);
}
main();