//! Scenario definition and loading. //! //! A scenario is a simulation's initial conditions: the resources a plan may //! use, the tasks it must place, the precedence constraints between those //! tasks, and the limits the run should respect. It is the input a run is //! built from, and keeping it in one place means a run can be reproduced from //! a single description rather than reconstructed from scattered arguments. //! //! The crate offers two ways to build one. The builder methods are what Rust //! code uses, and they check each addition as it is made. The text format is //! what a stored scenario uses, and [`Scenario::parse`] reads it back. The //! two agree: a scenario written with [`Scenario::to_text`] parses to an equal //! scenario, so a scenario can be stored, edited, and reloaded without drift. //! //! The text format is line oriented and carries no third party dependency. A //! blank line and a line whose first non-space character is `#` are ignored. //! Every other line is a keyword followed by its arguments: //! //! ```text //! scenario leo downlink //! epoch 0 //! time_limit 3600 //! event_limit 1000000 //! //! resource 0 capacity 1 //! window 0 0 600 //! window 0 1200 1800 //! //! task 0 duration 60 //! task_window 0 100 1000 //! task_priority 0 5 //! task_mandatory 0 true //! require 0 0 1 //! //! precedence 0 1 //! ``` //! //! `epoch` is the time the simulation clock starts at, in seconds. //! `time_limit` and `event_limit` are the two run limits; either may be //! omitted, which leaves that limit unset. //! //! ``` //! use apsis_scenario::Scenario; //! //! let text = "\ //! scenario demo //! resource 0 capacity 1 //! window 0 0 600 //! task 0 duration 60 //! require 0 0 1 //! "; //! //! let scenario = Scenario::parse(text).expect("the text is well formed"); //! assert_eq!(scenario.name(), "demo"); //! assert_eq!(scenario.resources().len(), 1); //! assert_eq!(scenario.tasks().len(), 1); //! assert_eq!(scenario.validate(), Ok(())); //! ``` //! //! 场景的定义与加载。 //! //! 场景是一次仿真的初始条件:计划可用的资源、必须放置的任务、这些任务之间的先后 //! 约束,以及运行应遵守的限制。它是一次运行所据以构建的输入,把它保存在一处意味着 //! 一次运行可以从单一描述复现,而不必从散落的参数重建。 //! //! 本 crate 提供两种构建方式。构建器方法是 Rust 代码所用的,它们在每次添加时就检查。 //! 文本格式是存储的场景所用的,[`Scenario::parse`] 把它读回。二者一致:用 //! [`Scenario::to_text`] 写出的场景解析回相等的场景,故场景可以被存储、编辑并重新 //! 加载而不漂移。 //! //! 文本格式是面向行的,且不携带第三方依赖。空行与第一个非空格字符为 `#` 的行被忽略。 //! 其余每一行是一个关键字后接其参数: //! //! ```text //! scenario leo downlink //! epoch 0 //! time_limit 3600 //! event_limit 1000000 //! //! resource 0 capacity 1 //! window 0 0 600 //! window 0 1200 1800 //! //! task 0 duration 60 //! task_window 0 100 1000 //! task_priority 0 5 //! task_mandatory 0 true //! require 0 0 1 //! //! precedence 0 1 //! ``` //! //! `epoch` 是仿真时钟的起始时刻,单位为秒。`time_limit` 与 `event_limit` 是两个运行 //! 限制;任一个都可省略,那会使该限制不被设置。 #![forbid(unsafe_code)] #![deny(missing_docs)] mod error; mod parse; mod scenario; pub use error::{ScenarioError, ScenarioErrorKind}; pub use scenario::{Scenario, ScenarioSummary}; pub use apsis_resource::{Resource, ResourceId, ResourceSet, Window}; pub use apsis_task::{PrecedenceGraph, Task, TaskId};