apsis-rs/crates/sim/apsis-sim/src/simulation.rs

239 lines
8.6 KiB
Rust

//! 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.
///
/// 为一次运行准备好的场景。
///
/// 仿真保存场景、由其作出的计划,以及该计划所蕴含的时间线。准备与运行
/// 分开,使调用方可以在运行承诺之前检查该计划并拒绝它。
#[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.
///
/// 检查场景并为其作计划。
///
/// 场景被校验,任务针对资源被规划,所得调度被转为由开始与结束事件
/// 构成的时间线。该计划是贪心的,故场景可能被成功准备却仍留下未
/// 放置的任务;这由 [`Simulation::has_full_plan`] 报告,而不是当作
/// 错误。
pub fn prepare(scenario: Scenario) -> Result<Self, SimulationError> {
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.
///
/// 由已规划好的结果构建仿真。
///
/// 这适用于已用自己的设置完成规划、只想要外观其余部分的调用方:时间
/// 线与运行循环。该结果必须属于该场景,这一点会被检查。
pub fn from_plan(
scenario: Scenario,
result: SchedulingResult,
) -> Result<Self, SimulationError> {
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.
///
/// 由计划构建时间线。
fn from_parts(
scenario: Scenario,
resources: ResourceSet,
result: SchedulingResult,
) -> Result<Self, SimulationError> {
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.
// 时长被复制进放置中,故针对该计划声称要放置的任务检查它。
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.
///
/// 返回场景。
pub const fn scenario(&self) -> &Scenario {
&self.scenario
}
/// Returns the resources in the scenario.
///
/// 返回场景中的资源。
pub const fn resources(&self) -> &ResourceSet {
&self.resources
}
/// Returns the planning result.
///
/// 返回规划结果。
pub const fn plan(&self) -> &SchedulingResult {
&self.result
}
/// Returns the schedule.
///
/// 返回调度。
pub const fn schedule(&self) -> &Schedule {
&self.result.schedule
}
/// Returns the tasks in the scenario.
///
/// 返回场景中的任务。
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.
///
/// 按时间次序返回时间与活动对的列表。
///
/// 每处被放置的任务贡献一个开始与一个结束。并列情形按结束先于开始
/// 排序,使两个前后相接的任务可共享一个边界而读者不会看到它们
/// 重叠。
pub fn timeline(&self) -> &[(f64, Activity)] {
&self.timeline
}
/// Returns the number of start and end events in the timeline.
///
/// 返回时间线中开始与结束事件的数量。
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.
///
/// 当每个必需任务都被放置时返回 `true`。
pub fn honours_mandatory(&self) -> bool {
self.result.honours_mandatory(self.scenario.tasks())
}
/// Returns `true` when every precedence constraint is satisfied.
///
/// 当每条先后约束都被满足时返回 `true`。
pub fn honours_precedence(&self) -> bool {
self.result.honours_precedence(self.scenario.precedence())
}
/// Returns the tasks that were not placed for want of time.
///
/// 返回因时间不足而未被放置的任务。
pub fn deferred(&self) -> Vec<TaskId> {
self.result.deferred()
}
/// Returns the tasks that cannot be placed at all.
///
/// 返回完全无法放置的任务。
pub fn infeasible(&self) -> Vec<TaskId> {
self.result.infeasible()
}
/// Evaluates the schedule against the scenario.
///
/// 针对场景评估该调度。
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.
///
/// 开始一次运行。
///
/// 返回的会话拥有自己的引擎与记录器,故多个会话可从同一个已准备
/// 仿真运行而互不干扰。时钟从场景历元开始,运行限制来自场景。
pub fn start(&self) -> Session {
Session::new(self)
}
}