591 lines
19 KiB
JavaScript
591 lines
19 KiB
JavaScript
import { readFile, stat } from 'fs/promises';
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import { performance } from 'perf_hooks';
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import { argv, exit, stderr, stdout } from 'process';
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import { Worker, isMainThread, parentPort, workerData } from 'worker_threads';
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import { compat_flags_for_ruleset } from '../defs.js';
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import { Level } from '../game.js';
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import * as format_c2g from '../format-c2g.js';
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import * as format_dat from '../format-dat.js';
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import * as format_tws from '../format-tws.js';
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import * as util from '../util.js';
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import { LocalDirectorySource } from './lib.js';
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// TODO arguments:
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// - custom pack to test, possibly its solutions, possibly its ruleset (or default to steam-strict/lynx)
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// - filter existing packs
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// - verbose: ?
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// - quiet: hide failure reasons
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// - support for xfails somehow?
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// TODO use this for a test suite
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function pad(s, n) {
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return s.substring(0, n).padEnd(n, " ");
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}
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const RESULT_TYPES = {
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pending: {
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// not a real result type, but used for the initial display
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color: "\x1b[90m",
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symbol: "?",
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},
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skipped: {
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color: "\x1b[90m",
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symbol: "-",
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},
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'no-replay': {
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color: "\x1b[90m",
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symbol: "0",
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},
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success: {
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color: "\x1b[92m",
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symbol: ".",
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},
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early: {
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color: "\x1b[96m",
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symbol: "?",
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},
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failure: {
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color: "\x1b[91m",
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symbol: "#",
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},
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'short': {
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color: "\x1b[93m",
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symbol: "#",
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},
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error: {
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color: "\x1b[95m",
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symbol: "X",
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},
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};
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const ANSI_RESET = "\x1b[39m";
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function ansi_cursor_move(dx, dy) {
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if (dx > 0) {
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stdout.write(`\x1b[${dx}C`);
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}
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else if (dx < 0) {
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stdout.write(`\x1b[${-dx}D`);
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}
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if (dy > 0) {
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stdout.write(`\x1b[${dy}B`);
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}
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else if (dy < 0) {
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stdout.write(`\x1b[${-dy}A`);
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}
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}
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const dummy_sfx = {
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play() {},
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play_once() {},
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};
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function test_level(stored_level, compat) {
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let level;
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let level_start_time = performance.now();
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let make_result = (type, short_status, include_canvas) => {
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//let result_stuff = RESULT_TYPES[type];
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// XXX stdout.write(result_stuff.color + result_stuff.symbol);
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return {
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type,
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short_status,
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fail_reason: level ? level.fail_reason : null,
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time_elapsed: performance.now() - level_start_time,
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time_simulated: level ? level.tic_counter / 20 : null,
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tics_simulated: level ? level.tic_counter : null,
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};
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// FIXME allegedly it's possible to get a canvas working in node...
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/*
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if (include_canvas && level) {
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try {
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let tileset = this.conductor.choose_tileset_for_level(level.stored_level);
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this.renderer.set_tileset(tileset);
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let canvas = mk('canvas', {
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width: Math.min(this.renderer.canvas.width, level.size_x * tileset.size_x),
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height: Math.min(this.renderer.canvas.height, level.size_y * tileset.size_y),
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});
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this.renderer.set_level(level);
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this.renderer.set_active_player(level.player);
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this.renderer.draw();
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canvas.getContext('2d').drawImage(
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this.renderer.canvas, 0, 0,
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this.renderer.canvas.width, this.renderer.canvas.height);
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tbody.append(mk('tr', mk('td.-full', {colspan: 5}, canvas)));
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}
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catch (e) {
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console.error(e);
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tbody.append(mk('tr', mk('td.-full', {colspan: 5},
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`Internal error while trying to capture screenshot: ${e}`)));
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}
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}
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*/
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};
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let replay = stored_level.replay;
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level = new Level(stored_level, compat);
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level.sfx = dummy_sfx;
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level.undo_enabled = false; // slight performance boost
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replay.configure_level(level);
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while (true) {
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let input = replay.get(level.tic_counter);
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level.advance_tic(input);
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if (level.state === 'success') {
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if (level.tic_counter < replay.duration - 10) {
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// Early exit is dubious (e.g. this happened sometimes before multiple
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// players were implemented correctly)
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return make_result('early', "Won early", true);
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}
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else {
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return make_result('success', "Won");
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}
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}
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else if (level.state === 'failure') {
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return make_result('failure', "Lost", true);
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}
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else if (level.tic_counter >= replay.duration + 220) {
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// This threshold of 11 seconds was scientifically calculated by noticing that
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// the TWS of Southpole runs 11 seconds past its last input
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return make_result('short', "Out of input", true);
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}
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if (level.tic_counter % 20 === 1) {
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// XXX
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/*
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if (handle.cancel) {
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return make_result('interrupted', "Interrupted");
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this.current_status.textContent = `Interrupted on level ${i + 1}/${num_levels}; ${num_passed} passed`;
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return;
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}
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*/
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// Don't run for more than 100ms at a time, to avoid janking the browser...
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// TOO much. I mean, we still want it to reflow the stuff we've added, but
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// we also want to be pretty aggressive so this finishes quickly
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// XXX unnecessary headless
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/*
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let now = performance.now();
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if (now - last_pause > 100) {
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await util.sleep(4);
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last_pause = now;
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}
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*/
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}
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}
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}
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// Stuff that's related to testing a level, but is not actually testing a level
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function test_level_wrapper(pack, level_index, level_filter, compat) {
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let result;
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let stored_level;
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if (level_filter && ! level_filter.has(level_index + 1)) {
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result = { type: 'skipped', short_status: "Skipped" };
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}
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else {
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try {
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stored_level = pack.load_level(level_index);
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if (! stored_level.has_replay) {
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result = { type: 'no-replay', short_status: "No replay" };
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}
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else {
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result = test_level(stored_level, compat);
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}
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}
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catch (e) {
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//console.error(e);
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result = {
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type: 'error',
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short_status: "Error",
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time_simulated: null,
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tics_simulated: null,
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exception: e,
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};
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}
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}
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result.level_index = level_index;
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result.time_expected = stored_level && stored_level.has_replay ? stored_level.replay.duration / 20 : null;
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result.title = stored_level ? stored_level.title : "[load error]";
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return result;
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}
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async function _scan_source(source) {
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// FIXME copied wholesale from Splash.search_multi_source; need a real filesystem + searching api!
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// TODO not entiiirely kosher, but not sure if we should have an api for this or what
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if (source._loaded_promise) {
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await source._loaded_promise;
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}
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let paths = Object.keys(source.files);
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// TODO should handle having multiple candidates, but this is good enough for now
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paths.sort((a, b) => a.length - b.length);
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for (let path of paths) {
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let m = path.match(/[.]([^./]+)$/);
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if (! m)
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continue;
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let ext = m[1];
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// TODO this can't load an individual c2m, hmmm
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if (ext === 'c2g') {
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let buf = await source.get(path);
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//await this.conductor.parse_and_load_game(buf, source, path);
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// FIXME and this is from parse_and_load_game!!
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let dir;
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if (! path.match(/[/]/)) {
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dir = '';
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}
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else {
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dir = path.replace(/[/][^/]+$/, '');
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}
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return await format_c2g.parse_game(buf, source, dir);
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}
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}
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// TODO else...? complain we couldn't find anything? list what we did find?? idk
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}
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async function load_pack(testdef) {
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let pack;
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if ((await stat(testdef.pack_path)).isDirectory()) {
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let source = new LocalDirectorySource(testdef.pack_path);
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pack = await _scan_source(source);
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}
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else {
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let pack_data = await readFile(testdef.pack_path);
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if (testdef.pack_path.match(/[.]zip$/)) {
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let source = new util.ZipFileSource(pack_data.buffer);
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pack = await _scan_source(source);
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}
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else {
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pack = format_dat.parse_game(pack_data.buffer);
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let solutions_data = await readFile(testdef.solutions_path);
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let solutions = format_tws.parse_solutions(solutions_data.buffer);
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pack.level_replays = solutions.levels;
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}
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}
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if (! pack.title) {
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let match = testdef.pack_path.match(/(?:^|\/)([^/.]+)(?:\..*)?\/?$/);
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if (match) {
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pack.title = match[1];
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}
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else {
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pack.title = testdef.pack_path;
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}
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}
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return pack;
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}
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async function main_worker(testdef) {
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// We have to load the pack separately in every thread
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let pack = await load_pack(testdef);
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let ruleset = testdef.ruleset;
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let level_filter = testdef.level_filter;
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let compat = compat_flags_for_ruleset(ruleset);
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let t = performance.now();
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parentPort.on('message', level_index => {
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//console.log("idled for", (performance.now() - t) / 1000);
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parentPort.postMessage(test_level_wrapper(pack, level_index, level_filter, compat));
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t = performance.now();
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});
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}
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// the simplest pool in the world
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async function* run_in_thread_pool(num_workers, worker_data, items) {
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let next_index = 0;
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let workers = [];
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let result_available_resolve;
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let result_available = new Promise(resolve => {
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result_available_resolve = resolve;
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});
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for (let i = 0; i < num_workers; i++) {
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let worker = new Worker(new URL(import.meta.url), {
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workerData: worker_data,
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});
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let waiting_on_index = null;
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let process_next = () => {
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if (next_index < items.length) {
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let item = items[next_index];
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next_index += 1;
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worker.postMessage(item);
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}
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};
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worker.on('message', result => {
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result_available_resolve(result);
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process_next();
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});
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process_next();
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workers.push(worker);
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}
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try {
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for (let i = 0; i < items.length; i++) {
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let result = await result_available;
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result_available = new Promise(resolve => {
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result_available_resolve = resolve;
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});
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yield result;
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}
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}
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finally {
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for (let worker of workers) {
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worker.terminate();
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}
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}
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}
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async function test_pack(testdef) {
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let pack = await load_pack(testdef);
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let ruleset = testdef.ruleset;
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let level_filter = testdef.level_filter;
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let compat = compat_flags_for_ruleset(ruleset);
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let num_levels = pack.level_metadata.length;
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let columns = stdout.columns || 80;
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// 20 for title, 1 for space, the dots, 1 for space, 9 for succeeded/total, 1 for padding
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let title_width = 20;
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let dots_per_row = columns - title_width - 1 - 1 - 9 - 1;
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// TODO factor out the common parts maybe?
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stdout.write(pad(`${pack.title} (${ruleset})`, title_width) + " ");
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let indices = [];
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let num_dot_lines = 1;
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let previous_type = null;
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for (let i = 0; i < num_levels; i++) {
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if (i > 0 && i % dots_per_row === 0) {
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stdout.write("\n");
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stdout.write(" ".repeat(title_width + 1));
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num_dot_lines += 1;
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}
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let type = (level_filter && ! level_filter.has(i)) ? 'skipped' : 'pending';
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if (type !== previous_type) {
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stdout.write(RESULT_TYPES[type].color);
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}
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stdout.write(RESULT_TYPES[type].symbol);
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previous_type = type;
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if (type === 'pending') {
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indices.push(i);
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}
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}
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ansi_cursor_move(0, -(num_dot_lines - 1));
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stdout.write(`\x1b[${title_width + 2}G`);
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// We really really don't want to have only a single thread left running at the end on a single
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// remaining especially-long replay, so it would be nice to run the levels in reverse order of
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// complexity. But that sounds hard so instead just run them backwards, since the earlier
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// levels in any given pack tend to be easier.
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indices.reverse();
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let num_passed = 0;
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let num_missing = 0;
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let total_tics = 0;
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let t0 = performance.now();
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let last_pause = t0;
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let failures = [];
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let promises = [];
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for await (let result of run_in_thread_pool(4, testdef, indices)) {
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//let result = test_level_wrapper(pack, i, level_filter, compat);
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let result_stuff = RESULT_TYPES[result.type];
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let col = result.level_index % dots_per_row;
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let row = Math.floor(result.level_index / dots_per_row);
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ansi_cursor_move(col, row);
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stdout.write(result_stuff.color + result_stuff.symbol);
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ansi_cursor_move(-(col + 1), -row);
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if (result.tics_simulated) {
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total_tics += result.tics_simulated;
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}
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if (result.type === 'no-replay') {
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num_missing += 1;
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}
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else if (result.type === 'success' || result.type === 'early') {
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num_passed += 1;
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}
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else {
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failures.push(result);
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}
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}
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let total_real_elapsed = (performance.now() - t0) / 1000;
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ansi_cursor_move(dots_per_row + 1, 0);
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stdout.write(`${ANSI_RESET} ${num_passed}/${num_levels - num_missing}`);
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ansi_cursor_move(0, num_dot_lines - 1);
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stdout.write("\n");
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failures.sort((a, b) => a.level_index - b.level_index);
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for (let failure of failures) {
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let short_status = failure.short_status;
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if (failure.type === 'failure') {
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short_status += ": ";
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short_status += failure.fail_reason;
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}
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let parts = [
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String(failure.level_index + 1).padStart(5),
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pad(failure.title.replace(/[\r\n]+/, " "), 32),
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RESULT_TYPES[failure.type].color + pad(short_status, 20) + ANSI_RESET,
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];
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if (failure.time_simulated !== null) {
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parts.push("ran for" + util.format_duration(failure.time_simulated).padStart(6, " "));
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}
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if (failure.type === 'failure') {
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parts.push(" with" + util.format_duration(failure.time_expected - failure.time_simulated).padStart(6, " ") + " still to go");
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}
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stdout.write(parts.join(" ") + "\n");
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}
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return {
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num_passed,
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num_missing,
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num_failed: num_levels - num_passed - num_missing,
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// FIXME should maybe count the thread time if we care about actual game speedup
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time_elapsed: total_real_elapsed,
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time_simulated: total_tics / 20,
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};
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}
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// -------------------------------------------------------------------------------------------------
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const USAGE = `\
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Usage: bulktest.mjs [OPTION]... [FILE]...
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Runs replays for the given level packs and report results.
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With no FILE given, default to the built-in copy of CC2LP1.
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Arguments may be repeated, and apply to any subsequent pack, so different packs
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may be run with different compat modes.
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-c compatibility mode; one of
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lexy (default), steam, steam-strict, lynx, ms
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-r path to a file containing replays; for CCL/DAT packs, which
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don't support built-in replays, this must be a TWS file
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-l level range to play back; either 'all' or a string like '1-4,10'
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-f force the next argument to be interpreted as a file path, if for
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some perverse reason you have a level file named '-c'
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-h, --help ignore other arguments and show this message
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Supports the same filetypes as Lexy's Labyrinth: DAT/CCL, C2M, or a directory
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containing a C2G.
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`;
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class ArgParseError extends Error {}
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function parse_level_range(string) {
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if (string === 'all') {
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return null;
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}
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let res = new Set;
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let parts = string.split(/,/);
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for (let part of parts) {
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let endpoints = part.match(/^(\d+)(?:-(\d+))?$/);
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if (endpoints === null)
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throw new ArgParseError(`Bad syntax in level range: ${part}`);
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let a = parseInt(endpoints[1], 10);
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let b = endpoints[2] === undefined ? a : parseInt(endpoints[2], 10);
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if (a > b)
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throw new ArgParseError(`Backwards span in level range: ${part}`);
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for (let n = a; n <= b; n++) {
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res.add(n);
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}
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}
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return res;
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}
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function parse_args() {
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// Parse arguments
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let test_template = {
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ruleset: 'lexy',
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solutions_path: null,
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level_filter: null,
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};
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let tests = [];
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try {
|
||
let i;
|
||
let next_arg = () => {
|
||
i += 1;
|
||
if (i >= argv.length)
|
||
throw new ArgParseError(`Missing argument after ${argv[i - 1]}`);
|
||
return argv[i];
|
||
};
|
||
for (i = 2; i < argv.length; i++) {
|
||
let arg = argv[i];
|
||
if (arg === '-h' || arg === '--help') {
|
||
stdout.write(USAGE);
|
||
exit(0);
|
||
}
|
||
|
||
if (arg === '-c') {
|
||
let ruleset = next_arg();
|
||
if (['lexy', 'steam', 'steam-strict', 'lynx', 'ms'].indexOf(ruleset) === -1)
|
||
throw new ArgParseError(`Unrecognized compat mode: ${ruleset}`);
|
||
test_template.ruleset = ruleset;
|
||
}
|
||
else if (arg === '-r') {
|
||
test_template.solutions_path = next_arg();
|
||
}
|
||
else if (arg === '-l') {
|
||
test_template.level_filter = parse_level_range(next_arg());
|
||
}
|
||
else if (arg === '-f') {
|
||
tests.push({ pack_path: next_arg(), ...test_template });
|
||
}
|
||
else {
|
||
tests.push({ pack_path: arg, ...test_template });
|
||
}
|
||
}
|
||
}
|
||
catch (e) {
|
||
if (e instanceof ArgParseError) {
|
||
stderr.write(e.message);
|
||
stderr.write("\n");
|
||
exit(2);
|
||
}
|
||
}
|
||
|
||
if (tests.length === 0) {
|
||
tests.push({ pack_path: 'levels/CC2LP1.zip', ...test_template });
|
||
}
|
||
|
||
return tests;
|
||
}
|
||
|
||
async function main() {
|
||
let tests = parse_args();
|
||
|
||
let overall = {
|
||
num_passed: 0,
|
||
num_missing: 0,
|
||
num_failed: 0,
|
||
time_elapsed: 0,
|
||
time_simulated: 0,
|
||
};
|
||
for (let testdef of tests) {
|
||
let result = await test_pack(testdef);
|
||
for (let key of Object.keys(overall)) {
|
||
overall[key] += result[key];
|
||
}
|
||
}
|
||
|
||
let num_levels = overall.num_passed + overall.num_failed + overall.num_missing;
|
||
stdout.write("\n");
|
||
stdout.write(`${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`);
|
||
|
||
}
|
||
|
||
if (isMainThread) {
|
||
main();
|
||
}
|
||
else {
|
||
main_worker(workerData);
|
||
}
|