//! Preparing a scenario for a run. use crate::activity::Activity; use crate::error::{SimulationError, SimulationErrorKind}; use crate::session::Session; use apsis_resource::ResourceSet; use apsis_scenario::Scenario; use apsis_schedule::{Evaluation, Schedule}; use apsis_scheduler::{Planner, SchedulingResult}; use apsis_task::{Task, TaskId}; /// A scenario prepared for a run. /// /// A simulation holds the scenario, the plan that was made from it, and the /// timeline that plan implies. Preparing is separate from running so that a /// caller can inspect the plan, and reject it, before a run commits to it. #[derive(Debug, Clone)] pub struct Simulation { scenario: Scenario, resources: ResourceSet, result: SchedulingResult, timeline: Vec<(f64, Activity)>, } impl Simulation { /// Checks a scenario and plans it. /// /// The scenario is validated, the tasks are planned against the /// resources, and the resulting schedule is turned into a timeline of /// start and end events. The plan is greedy, so a scenario may be /// prepared successfully and still leave tasks unplaced; that is reported /// by [`Simulation::has_full_plan`] rather than being an error. pub fn prepare(scenario: Scenario) -> Result { scenario.validate().map_err(|error| { SimulationError::new(SimulationErrorKind::InvalidScenario) .with_detail(error.to_string()) })?; let resources = scenario.resource_set().map_err(|error| { SimulationError::new(SimulationErrorKind::InvalidResources) .with_detail(error.to_string()) })?; let tasks = scenario.tasks().to_vec(); let result = Planner::new().schedule_with_precedence(&tasks, &resources, scenario.precedence()); Self::from_parts(scenario, resources, result) } /// Builds a simulation from an already planned result. /// /// This is for a caller that has planned with its own settings and wants /// the rest of the facade: the timeline and the run loop. The result must /// belong to the scenario, which is checked. pub fn from_plan( scenario: Scenario, result: SchedulingResult, ) -> Result { scenario.validate().map_err(|error| { SimulationError::new(SimulationErrorKind::InvalidScenario) .with_detail(error.to_string()) })?; let resources = scenario.resource_set().map_err(|error| { SimulationError::new(SimulationErrorKind::InvalidResources) .with_detail(error.to_string()) })?; Self::from_parts(scenario, resources, result) } /// Builds the timeline from a plan. fn from_parts( scenario: Scenario, resources: ResourceSet, result: SchedulingResult, ) -> Result { let mut timeline = Vec::with_capacity(result.schedule.len() * 2); for placement in result.schedule.in_time_order() { let Some(task) = scenario .tasks() .iter() .find(|task| task.id == placement.task) else { return Err(SimulationError::new(SimulationErrorKind::InconsistentPlan) .with_detail(format!("{} is not in the scenario", placement.task))); }; // The duration is copied into the placement, so the plan is // checked against the task it claims to place. if (placement.duration - task.duration).abs() > f64::EPSILON { return Err(SimulationError::new(SimulationErrorKind::InconsistentPlan) .with_detail(format!( "{} lasts {} s in the plan and {} s as a task", placement.task, placement.duration, task.duration ))); } timeline.push((placement.start, Activity::start(placement.task))); timeline.push((placement.end(), Activity::end(placement.task))); } Ok(Self { scenario, resources, result, timeline, }) } /// Returns the scenario. pub const fn scenario(&self) -> &Scenario { &self.scenario } /// Returns the resources in the scenario. pub const fn resources(&self) -> &ResourceSet { &self.resources } /// Returns the planning result. pub const fn plan(&self) -> &SchedulingResult { &self.result } /// Returns the schedule. pub const fn schedule(&self) -> &Schedule { &self.result.schedule } /// Returns the tasks in the scenario. pub fn tasks(&self) -> &[Task] { self.scenario.tasks() } /// Returns the timeline as time and activity pairs, in time order. /// /// Each placed task contributes a start and an end. Ties are ordered so /// that an end precedes a start at the same instant, which lets two back /// to back tasks share a boundary without the reader seeing them overlap. pub fn timeline(&self) -> &[(f64, Activity)] { &self.timeline } /// Returns the number of start and end events in the timeline. pub fn activity_count(&self) -> usize { self.timeline.len() } /// Returns `true` when every offered task was placed. /// /// 当所有提交任务均被放置时返回 `true`。 pub fn has_full_plan(&self) -> bool { self.result.is_complete() } /// Returns `true` when every mandatory task was placed. pub fn honours_mandatory(&self) -> bool { self.result.honours_mandatory(self.scenario.tasks()) } /// Returns `true` when every precedence constraint is satisfied. pub fn honours_precedence(&self) -> bool { self.result.honours_precedence(self.scenario.precedence()) } /// Returns the tasks that were not placed for want of time. pub fn deferred(&self) -> Vec { self.result.deferred() } /// Returns the tasks that cannot be placed at all. pub fn infeasible(&self) -> Vec { self.result.infeasible() } /// Evaluates the schedule against the scenario. pub fn evaluate(&self) -> Evaluation { self.schedule() .evaluate(self.scenario.tasks(), &self.resources) } /// Starts a run. /// /// The returned session owns its own engine and recorder, so several /// sessions may run from one prepared simulation without interfering. The /// clock starts at the scenario epoch and the run limits come from the /// scenario. pub fn start(&self) -> Session { Session::new(self) } }