Thread the bulk tester

Four threads makes it twice as fast.  Go figure.
This commit is contained in:
Eevee (Evelyn Woods) 2024-04-12 18:29:49 -06:00
parent a06f53af29
commit fe4c111fa9
2 changed files with 335 additions and 202 deletions

View File

@ -1,6 +1,7 @@
import { readFile, stat } from 'fs/promises'; import { readFile, stat } from 'fs/promises';
import { performance } from 'perf_hooks'; import { performance } from 'perf_hooks';
import { argv, exit, stderr, stdout } from 'process'; import { argv, exit, stderr, stdout } from 'process';
import { Worker, isMainThread, parentPort, workerData } from 'worker_threads';
import { compat_flags_for_ruleset } from '../defs.js'; import { compat_flags_for_ruleset } from '../defs.js';
import { Level } from '../game.js'; import { Level } from '../game.js';
@ -54,197 +55,155 @@ const RESULT_TYPES = {
}, },
}; };
const ANSI_RESET = "\x1b[39m"; const ANSI_RESET = "\x1b[39m";
function ansi_cursor_move(dx, dy) {
if (dx > 0) {
stdout.write(`\x1b[${dx}C`);
}
else if (dx < 0) {
stdout.write(`\x1b[${-dx}D`);
}
async function test_pack(pack, ruleset, level_filter = null) { if (dy > 0) {
let dummy_sfx = { stdout.write(`\x1b[${dy}B`);
play() {}, }
play_once() {}, else if (dy < 0) {
}; stdout.write(`\x1b[${-dy}A`);
let compat = compat_flags_for_ruleset(ruleset); }
}
// TODO factor out the common parts maybe? const dummy_sfx = {
stdout.write(pad(`${pack.title} (${ruleset})`, 20) + " "); play() {},
let num_levels = pack.level_metadata.length; play_once() {},
let num_passed = 0; };
let num_missing = 0;
let total_tics = 0; function test_level(stored_level, compat) {
let t0 = performance.now(); let level;
let last_pause = t0; let level_start_time = performance.now();
let failures = []; let make_result = (type, short_status, include_canvas) => {
for (let i = 0; i < num_levels; i++) { //let result_stuff = RESULT_TYPES[type];
let stored_level, level; // XXX stdout.write(result_stuff.color + result_stuff.symbol);
let level_start_time = performance.now(); return {
let record_result = (token, short_status, include_canvas, comment) => { type,
let result_stuff = RESULT_TYPES[token]; short_status,
stdout.write(result_stuff.color + result_stuff.symbol); fail_reason: level ? level.fail_reason : null,
if (token === 'failure' || token === 'short' || token === 'error') { time_elapsed: performance.now() - level_start_time,
failures.push({ time_simulated: level ? level.tic_counter / 20 : null,
token, tics_simulated: level ? level.tic_counter : null,
short_status, };
comment,
level, // FIXME allegedly it's possible to get a canvas working in node...
stored_level, /*
index: i, if (include_canvas && level) {
fail_reason: level ? level.fail_reason : null, try {
time_elapsed: performance.now() - level_start_time, let tileset = this.conductor.choose_tileset_for_level(level.stored_level);
time_expected: stored_level ? stored_level.replay.duration / 20 : null, this.renderer.set_tileset(tileset);
title: stored_level ? stored_level.title : "[error]", let canvas = mk('canvas', {
time_simulated: level ? level.tic_counter / 20 : null, 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)));
} }
if (level) { catch (e) {
/* console.error(e);
mk('td.-clock', util.format_duration(level.tic_counter / TICS_PER_SECOND)), tbody.append(mk('tr', mk('td.-full', {colspan: 5},
mk('td.-delta', util.format_duration((level.tic_counter - stored_level.replay.duration) / TICS_PER_SECOND, 2)), `Internal error while trying to capture screenshot: ${e}`)));
mk('td.-speed', ((level.tic_counter / TICS_PER_SECOND) / (performance.now() - level_start_time) * 1000).toFixed(2) + '×'), }
*/ }
*/
};
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)
return make_result('early', "Won early", true);
} }
else { else {
return make_result('success', "Won");
} }
}
else if (level.state === 'failure') {
return make_result('failure', "Lost", true);
}
else if (level.tic_counter >= replay.duration + 220) {
// This threshold of 11 seconds was scientifically calculated by noticing that
// the TWS of Southpole runs 11 seconds past its last input
return make_result('short', "Out of input", true);
}
// FIXME allegedly it's possible to get a canvas working in node... if (level.tic_counter % 20 === 1) {
// XXX
/* /*
if (include_canvas && level) { if (handle.cancel) {
try { return make_result('interrupted', "Interrupted");
let tileset = this.conductor.choose_tileset_for_level(level.stored_level); this.current_status.textContent = `Interrupted on level ${i + 1}/${num_levels}; ${num_passed} passed`;
this.renderer.set_tileset(tileset); return;
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) { // Don't run for more than 100ms at a time, to avoid janking the browser...
total_tics += level.tic_counter; // 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;
} }
}; */
if (level_filter && ! level_filter.has(i + 1)) {
record_result('skipped', "Skipped");
continue;
} }
}
}
// Stuff that's related to testing a level, but is not actually testing a level
function test_level_wrapper(pack, level_index, level_filter, compat) {
let result;
let stored_level;
if (level_filter && ! level_filter.has(level_index + 1)) {
result = { type: 'skipped', short_status: "Skipped" };
}
else {
try { try {
stored_level = pack.load_level(i); stored_level = pack.load_level(level_index);
if (! stored_level.has_replay) { if (! stored_level.has_replay) {
record_result('no-replay', "No replay"); result = { type: 'no-replay', short_status: "No replay" };
num_missing += 1;
continue;
} }
else {
// TODO? this.current_status.textContent = `Testing level ${i + 1}/${num_levels} ${stored_level.title}...`; result = test_level(stored_level, compat);
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 + 220) {
// This threshold of 11 seconds was scientifically calculated by noticing that
// the TWS of Southpole runs 11 seconds past its last input
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) { catch (e) {
console.error(e); //console.error(e);
// FIXME this does not seem to work result = {
record_result( type: 'error',
'error', "Error", true, short_status: "Error",
`Replay failed due to internal error (see console for traceback): ${e}`); time_simulated: null,
tics_simulated: null,
exception: e,
};
} }
} }
result.level_index = level_index;
let total_real_elapsed = (performance.now() - t0) / 1000; result.time_expected = stored_level && stored_level.has_replay ? stored_level.replay.duration / 20 : null;
result.title = stored_level ? stored_level.title : "[load error]";
stdout.write(`${ANSI_RESET} ${num_passed}/${num_levels - num_missing}\n`); return result;
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,
];
if (failure.time_simulated !== null) {
parts.push("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,
};
} }
async function _scan_source(source) { async function _scan_source(source) {
@ -282,6 +241,202 @@ async function _scan_source(source) {
// TODO else...? complain we couldn't find anything? list what we did find?? idk // TODO else...? complain we couldn't find anything? list what we did find?? idk
} }
async function load_pack(testdef) {
let pack;
if ((await stat(testdef.pack_path)).isDirectory()) {
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$/)) {
let source = new util.ZipFileSource(pack_data.buffer);
pack = await _scan_source(source);
}
else {
pack = format_dat.parse_game(pack_data.buffer);
let solutions_data = await readFile(testdef.solutions_path);
let solutions = format_tws.parse_solutions(solutions_data.buffer);
pack.level_replays = solutions.levels;
}
}
if (! pack.title) {
let match = testdef.pack_path.match(/(?:^|\/)([^/.]+)(?:\..*)?\/?$/);
if (match) {
pack.title = match[1];
}
else {
pack.title = testdef.pack_path;
}
}
return pack;
}
async function main_worker(testdef) {
// We have to load the pack separately in every thread
let pack = await load_pack(testdef);
let ruleset = testdef.ruleset;
let level_filter = testdef.level_filter;
let compat = compat_flags_for_ruleset(ruleset);
let t = performance.now();
parentPort.on('message', level_index => {
//console.log("idled for", (performance.now() - t) / 1000);
parentPort.postMessage(test_level_wrapper(pack, level_index, level_filter, compat));
t = performance.now();
});
}
// the simplest pool in the world
async function* run_in_thread_pool(num_workers, worker_data, items) {
let next_index = 0;
let workers = [];
let result_available_resolve;
let result_available = new Promise(resolve => {
result_available_resolve = resolve;
});
for (let i = 0; i < num_workers; i++) {
let worker = new Worker(new URL(import.meta.url), {
workerData: worker_data,
});
let waiting_on_index = null;
let process_next = () => {
if (next_index < items.length) {
let item = items[next_index];
next_index += 1;
worker.postMessage(item);
}
};
worker.on('message', result => {
result_available_resolve(result);
process_next();
});
process_next();
workers.push(worker);
}
try {
for (let i = 0; i < items.length; i++) {
let result = await result_available;
result_available = new Promise(resolve => {
result_available_resolve = resolve;
});
yield result;
}
}
finally {
for (let worker of workers) {
worker.terminate();
}
}
}
async function test_pack(testdef) {
let pack = await load_pack(testdef);
let ruleset = testdef.ruleset;
let level_filter = testdef.level_filter;
let compat = compat_flags_for_ruleset(ruleset);
let num_levels = pack.level_metadata.length;
let columns = stdout.columns || 80;
// 20 for title, 1 for space, the dots, 1 for space, 9 for succeeded/total, 1 for padding
let title_width = 20;
let dots_per_row = columns - title_width - 1 - 1 - 9 - 1;
// TODO factor out the common parts maybe?
stdout.write(pad(`${pack.title} (${ruleset})`, title_width) + " ");
let d = num_levels;
let num_dot_lines = 1;
while (d > 0) {
let n = Math.min(d, dots_per_row);
stdout.write("\x1b[90m");
stdout.write("?".repeat(n));
d -= n;
if (d > 0) {
stdout.write("\n");
stdout.write(" ".repeat(title_width + 1));
num_dot_lines += 1;
}
}
ansi_cursor_move(0, -(num_dot_lines - 1));
stdout.write(`\x1b[${title_width + 2}G`);
let num_passed = 0;
let num_missing = 0;
let total_tics = 0;
let t0 = performance.now();
let last_pause = t0;
let failures = [];
let promises = [];
let indices = [...Array(num_levels).keys()];
for await (let result of run_in_thread_pool(4, testdef, indices)) {
//let result = test_level_wrapper(pack, i, level_filter, compat);
let result_stuff = RESULT_TYPES[result.type];
let col = result.level_index % dots_per_row;
let row = Math.floor(result.level_index / dots_per_row);
ansi_cursor_move(col, row);
stdout.write(result_stuff.color + result_stuff.symbol);
ansi_cursor_move(-(col + 1), -row);
if (result.tics_simulated) {
total_tics += result.tics_simulated;
}
if (result.type === 'no-replay') {
num_missing += 1;
}
else if (result.type === 'success' || result.type === 'early') {
num_passed += 1;
}
else {
failures.push(result);
}
}
let total_real_elapsed = (performance.now() - t0) / 1000;
ansi_cursor_move(dots_per_row + 1, 0);
stdout.write(`${ANSI_RESET} ${num_passed}/${num_levels - num_missing}`);
ansi_cursor_move(0, num_dot_lines - 1);
stdout.write("\n");
failures.sort((a, b) => a.level_index - b.level_index);
for (let failure of failures) {
let short_status = failure.short_status;
if (failure.type === 'failure') {
short_status += ": ";
short_status += failure.fail_reason;
}
let parts = [
String(failure.level_index + 1).padStart(5),
pad(failure.title.replace(/[\r\n]+/, " "), 32),
RESULT_TYPES[failure.type].color + pad(short_status, 20) + ANSI_RESET,
];
if (failure.time_simulated !== null) {
parts.push("ran for" + util.format_duration(failure.time_simulated).padStart(6, " "));
}
if (failure.type === '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,
// FIXME should maybe count the thread time if we care about actual game speedup
time_elapsed: total_real_elapsed,
time_simulated: total_tics / 20,
};
}
// ------------------------------------------------------------------------------------------------- // -------------------------------------------------------------------------------------------------
const USAGE = `\ const USAGE = `\
@ -396,37 +551,7 @@ async function main() {
time_simulated: 0, time_simulated: 0,
}; };
for (let testdef of tests) { for (let testdef of tests) {
let pack; let result = await test_pack(testdef);
if ((await stat(testdef.pack_path)).isDirectory()) {
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$/)) {
let source = new util.ZipFileSource(pack_data.buffer);
pack = await _scan_source(source);
}
else {
pack = format_dat.parse_game(pack_data.buffer);
let solutions_data = await readFile(testdef.solutions_path);
let solutions = format_tws.parse_solutions(solutions_data.buffer);
pack.level_replays = solutions.levels;
}
}
if (! pack.title) {
let match = testdef.pack_path.match(/(?:^|\/)([^/.]+)(?:\..*)?\/?$/);
if (match) {
pack.title = match[1];
}
else {
pack.title = testdef.pack_path;
}
}
let result = await test_pack(pack, testdef.ruleset, testdef.level_filter);
for (let key of Object.keys(overall)) { for (let key of Object.keys(overall)) {
overall[key] += result[key]; overall[key] += result[key];
} }
@ -438,4 +563,10 @@ async function main() {
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`); 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();
if (isMainThread) {
main();
}
else {
main_worker(workerData);
}

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@ -1,15 +1,17 @@
import { opendir, readFile } from 'fs/promises'; import { opendir, readFile } from 'fs/promises';
import canvas from 'canvas'; //import canvas from 'canvas';
import CanvasRenderer from '../renderer-canvas.js'; //import CanvasRenderer from '../renderer-canvas.js';
import * as util from '../util.js'; import * as util from '../util.js';
/*
export class NodeCanvasRenderer extends CanvasRenderer { export class NodeCanvasRenderer extends CanvasRenderer {
static make_canvas(w, h) { static make_canvas(w, h) {
return canvas.createCanvas(w, h); return canvas.createCanvas(w, h);
} }
} }
*/
export class LocalDirectorySource extends util.FileSource { export class LocalDirectorySource extends util.FileSource {
constructor(root) { constructor(root) {