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Tests: Added LuaState thread stress-test.

This commit is contained in:
Mattes D 2017-01-15 15:11:18 +01:00
parent e9547101b1
commit 30756e3f95
8 changed files with 580 additions and 0 deletions

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@ -13,6 +13,7 @@ add_subdirectory(CompositeChat)
add_subdirectory(FastRandom)
add_subdirectory(HTTP)
add_subdirectory(LoadablePieces)
add_subdirectory(LuaThreadStress)
add_subdirectory(Network)
add_subdirectory(OSSupport)
add_subdirectory(SchematicFileSerializer)

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@ -0,0 +1,15 @@
// Bindings.h
// Dummy include file needed for LuaState to compile successfully
struct lua_State;
int tolua_AllToLua_open(lua_State * a_LuaState);

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@ -0,0 +1,97 @@
enable_testing()
include_directories(${CMAKE_SOURCE_DIR}/src/)
include_directories(SYSTEM ${CMAKE_SOURCE_DIR}/lib/)
include_directories(${CMAKE_CURRENT_SOURCE_DIR})
add_definitions(-DTEST_GLOBALS=1)
set (SHARED_SRCS
${CMAKE_SOURCE_DIR}/src/BiomeDef.cpp
${CMAKE_SOURCE_DIR}/src/BlockArea.cpp
${CMAKE_SOURCE_DIR}/src/Cuboid.cpp
${CMAKE_SOURCE_DIR}/src/ChunkData.cpp
${CMAKE_SOURCE_DIR}/src/StringCompression.cpp
${CMAKE_SOURCE_DIR}/src/StringUtils.cpp
${CMAKE_SOURCE_DIR}/src/Bindings/LuaState.cpp
${CMAKE_SOURCE_DIR}/src/Generating/ChunkDesc.cpp
${CMAKE_SOURCE_DIR}/src/Generating/PieceGenerator.cpp
${CMAKE_SOURCE_DIR}/src/Generating/Prefab.cpp
${CMAKE_SOURCE_DIR}/src/Generating/PrefabPiecePool.cpp
${CMAKE_SOURCE_DIR}/src/Generating/VerticalLimit.cpp
${CMAKE_SOURCE_DIR}/src/Generating/VerticalStrategy.cpp
${CMAKE_SOURCE_DIR}/src/Noise/Noise.cpp
${CMAKE_SOURCE_DIR}/src/OSSupport/CriticalSection.cpp
${CMAKE_SOURCE_DIR}/src/OSSupport/Event.cpp
${CMAKE_SOURCE_DIR}/src/OSSupport/File.cpp
${CMAKE_SOURCE_DIR}/src/OSSupport/GZipFile.cpp
${CMAKE_SOURCE_DIR}/src/OSSupport/StackTrace.cpp
${CMAKE_SOURCE_DIR}/src/WorldStorage/FastNBT.cpp
${CMAKE_SOURCE_DIR}/src/WorldStorage/SchematicFileSerializer.cpp
)
set (SHARED_HDRS
${CMAKE_SOURCE_DIR}/src/BiomeDef.h
${CMAKE_SOURCE_DIR}/src/BlockArea.h
${CMAKE_SOURCE_DIR}/src/Cuboid.h
${CMAKE_SOURCE_DIR}/src/ChunkData.h
${CMAKE_SOURCE_DIR}/src/Globals.h
${CMAKE_SOURCE_DIR}/src/StringCompression.h
${CMAKE_SOURCE_DIR}/src/StringUtils.h
${CMAKE_SOURCE_DIR}/src/Bindings/LuaState.h
${CMAKE_SOURCE_DIR}/src/Generating/ChunkDesc.h
${CMAKE_SOURCE_DIR}/src/Generating/PieceGenerator.h
${CMAKE_SOURCE_DIR}/src/Generating/Prefab.h
${CMAKE_SOURCE_DIR}/src/Generating/PrefabPiecePool.h
${CMAKE_SOURCE_DIR}/src/Generating/VerticalLimit.h
${CMAKE_SOURCE_DIR}/src/Generating/VerticalStrategy.h
${CMAKE_SOURCE_DIR}/src/Noise/Noise.h
${CMAKE_SOURCE_DIR}/src/OSSupport/CriticalSection.h
${CMAKE_SOURCE_DIR}/src/OSSupport/Event.h
${CMAKE_SOURCE_DIR}/src/OSSupport/File.h
${CMAKE_SOURCE_DIR}/src/OSSupport/GZipFile.h
${CMAKE_SOURCE_DIR}/src/OSSupport/StackTrace.h
${CMAKE_SOURCE_DIR}/src/WorldStorage/FastNBT.h
${CMAKE_SOURCE_DIR}/src/WorldStorage/SchematicFileSerializer.h
)
set (SRCS
LuaThreadStress.cpp
Stubs.cpp
LuaState_Typedefs.inc
LuaState_Declaration.inc
Bindings.h
)
if (MSVC)
# Add the MSVC-specific LeakFinder sources:
list (APPEND SHARED_SRCS ${CMAKE_SOURCE_DIR}/src/LeakFinder.cpp ${CMAKE_SOURCE_DIR}/src/StackWalker.cpp)
list (APPEND SHARED_HDRS ${CMAKE_SOURCE_DIR}/src/LeakFinder.h ${CMAKE_SOURCE_DIR}/src/StackWalker.h)
endif()
source_group("Shared" FILES ${SHARED_SRCS} ${SHARED_HDRS})
source_group("Sources" FILES ${SRCS})
source_group("Lua files" FILES Test.lua)
add_executable(LuaThreadStress ${SRCS} ${SHARED_SRCS} ${SHARED_HDRS} Test.lua)
target_link_libraries(LuaThreadStress tolualib zlib)
add_test(NAME LuaThreadStress-test WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} COMMAND LuaThreadStress)
# Put the projects into solution folders (MSVC):
set_target_properties(
LuaThreadStress
PROPERTIES FOLDER Tests
)

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@ -0,0 +1,4 @@
// LuaState_Declaration.inc
// Dummy include file needed for LuaState to compile successfully

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@ -0,0 +1,19 @@
// LuaState_Typedefs.inc
// Dummy include file needed for LuaState to compile successfully
// Forward-declare classes that are used in the API but never called:
struct HTTPRequest;
struct HTTPTemplateRequest;
class cPluginLua;
class cBoundingBox;
template <typename T> class cItemCallback;
class cEntity;

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@ -0,0 +1,154 @@
// LuaThreadStress.cpp
// Implements a stress-test of cLuaState under several threads
#include "Globals.h"
#include "Bindings/LuaState.h"
#include <thread>
#include <random>
/** How long the threading test should run. */
static const int NUM_SECONDS_TO_TEST = 10;
/** Retrieves a callback from the Lua state that can be later called.
Calls the Lua function getCallback with a_Seed param to retrieve the callback. */
static cLuaState::cCallbackPtr getCallback(cLuaState & a_LuaState, unsigned a_Seed)
{
cLuaState::cLock lock(a_LuaState);
cLuaState::cCallbackPtr res;
a_LuaState.Call("getCallback", a_Seed, cLuaState::Return, res);
return res;
}
/** Runs a single thread that stress-tests the cLuaState object.
a_LuaState is the Lua state on which to operate.
a_Seed is the seed for the random number generator for this thread.
a_ShouldTerminate is a bool flag that another thread sets to ask this thread to terminate.
a_FailResult is a shared result state that is written by any thread upon failure (so if it contains nonzero, at least one thread has failed). */
static void runStress(cLuaState * a_LuaState, unsigned a_Seed, std::atomic<bool> * a_ShouldTerminate, std::atomic<int> * a_FailResult)
{
std::minstd_rand rnd;
rnd.seed(a_Seed);
auto callbackSeed = static_cast<unsigned>(rnd());
auto callback = getCallback(*a_LuaState, callbackSeed);
while (!a_ShouldTerminate->load())
{
// Pick a random operation on the Lua state and peform it:
switch (rnd() % 4)
{
case 0:
{
// Get a new callback:
callbackSeed = callbackSeed + 1;
callback = getCallback(*a_LuaState, callbackSeed);
break;
}
default:
{
// Call the callback, if still available:
auto param = static_cast<unsigned>(rnd());
unsigned returnValue;
if (callback->Call(param, cLuaState::Return, returnValue))
{
if (returnValue != param + callbackSeed)
{
LOGWARNING("Bad value returned from the callback");
*a_FailResult = 2;
a_ShouldTerminate->store(true);
return;
}
}
break;
}
} // switch (random)
// Once in every ~10k operations, reload the lua state completely:
if ((rnd() % 10000) == 0)
{
cLuaState::cLock lock(*a_LuaState);
a_LuaState->Close();
a_LuaState->Create();
if (!a_LuaState->LoadFile("Test.lua"))
{
*a_FailResult = 3;
a_ShouldTerminate->store(true);
return;
}
}
} // while (!a_ShouldTerminate)
}
static int DoTest(void)
{
cLuaState L("LuaThreadStress test");
L.Create();
if (!L.LoadFile("Test.lua"))
{
return 1;
}
// Start the concurrect threads:
std::atomic<bool> shouldTerminate(false);
std::atomic<int> failResult(0);
std::thread threads[] =
{
std::thread(runStress, &L, 0, &shouldTerminate, &failResult),
std::thread(runStress, &L, 1, &shouldTerminate, &failResult),
std::thread(runStress, &L, 2, &shouldTerminate, &failResult),
std::thread(runStress, &L, 3, &shouldTerminate, &failResult),
};
// Let the threads run wild:
for (int i = 1; i <= NUM_SECONDS_TO_TEST; ++i)
{
std::this_thread::sleep_for(std::chrono::seconds(1));
LOG("Testing (%d out of %d seconds)...", i, NUM_SECONDS_TO_TEST);
}
// Terminate everything:
LOG("Terminating the threads");
shouldTerminate = true;
for (auto & t: threads)
{
t.join();
}
LOG("Threads terminated.");
return failResult.load();
}
int main()
{
LOG("LuaThreadStress starting.");
int res = DoTest();
LOG("LuaThreadStress test done: %s", (res == 0) ? "success" : "failure");
if (res != 0)
{
return res;
}
LOG("LuaThreadStress finished.");
return 0;
}

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@ -0,0 +1,273 @@
// Stubs.cpp
// Implements stubs of various Cuberite methods that are needed for linking but not for runtime
// This is required so that we don't bring in the entire Cuberite via dependencies
#include "Globals.h"
#include "BlockInfo.h"
#include "Bindings.h"
#include "Bindings/DeprecatedBindings.h"
#include "Bindings/LuaJson.h"
#include "Bindings/ManualBindings.h"
#include "BlockEntities/BlockEntity.h"
#include "Blocks/BlockHandler.h"
#include "Generating/ChunkDesc.h"
// fwd:
struct lua_State;
// Prototypes, needed by clang:
extern "C" int luaopen_lsqlite3(lua_State * a_LuaState);
extern "C" int luaopen_lxp(lua_State * a_LuaState);
void cManualBindings::Bind(lua_State * a_LuaState)
{
}
void DeprecatedBindings::Bind(lua_State * a_LuaState)
{
}
void cLuaJson::Bind(cLuaState & a_LuaState)
{
}
int tolua_AllToLua_open(lua_State * a_LuaState)
{
return 0;
}
extern "C" int luaopen_lsqlite3(lua_State * a_LuaState)
{
return 0;
}
extern "C" int luaopen_lxp(lua_State * a_LuaState)
{
return 0;
}
cBlockInfo::~cBlockInfo()
{
}
void cBlockInfo::Initialize(cBlockInfo::cBlockInfoArray & a_BlockInfos)
{
// The piece-loading code uses the handlers for rotations, so we need valid handlers
// Insert dummy handlers:
for (size_t i = 0; i < ARRAYCOUNT(a_BlockInfos); i++)
{
a_BlockInfos[i].m_Handler = new cBlockHandler(static_cast<BLOCKTYPE>(i));
}
}
cBlockHandler::cBlockHandler(BLOCKTYPE a_BlockType)
{
}
bool cBlockHandler::GetPlacementBlockTypeMeta(
cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
)
{
return true;
}
void cBlockHandler::OnUpdate(cChunkInterface & cChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}
void cBlockHandler::OnPlacedByPlayer(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, const sSetBlock & a_BlockChange)
{
}
void cBlockHandler::OnDestroyedByPlayer(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}
void cBlockHandler::OnPlaced(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
}
void cBlockHandler::OnDestroyed(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}
void cBlockHandler::NeighborChanged(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_WhichNeighbor)
{
}
void cBlockHandler::ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta)
{
}
void cBlockHandler::DropBlock(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_BlockPluginInterface, cEntity * a_Digger, int a_BlockX, int a_BlockY, int a_BlockZ, bool a_CanDrop)
{
}
bool cBlockHandler::CanBeAt(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ, const cChunk & a_Chunk)
{
return true;
}
bool cBlockHandler::IsUseable()
{
return false;
}
bool cBlockHandler::IsClickedThrough(void)
{
return false;
}
bool cBlockHandler::DoesIgnoreBuildCollision(void)
{
return (m_BlockType == E_BLOCK_AIR);
}
bool cBlockHandler::DoesDropOnUnsuitable(void)
{
return true;
}
void cBlockHandler::Check(cChunkInterface & a_ChunkInterface, cBlockPluginInterface & a_PluginInterface, int a_RelX, int a_RelY, int a_RelZ, cChunk & a_Chunk)
{
}
ColourID cBlockHandler::GetMapBaseColourID(NIBBLETYPE a_Meta)
{
return 0;
}
bool cBlockHandler::IsInsideBlock(const Vector3d & a_Position, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta)
{
return true;
}
cBlockEntity * cBlockEntity::CreateByBlockType(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World)
{
return nullptr;
}

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@ -0,0 +1,17 @@
-- Test.lua
-- Implements the test support functions
-- This file is loaded into the cLuaState used for stress-testing
--- Returns a function that the C++ code can call
-- The callback takes a single number as param and returns the sum of the param and the seed, given to this factory function (for verification)
function getCallback(a_Seed)
return function (a_Param)
-- print("Callback " .. a_Seed .. " called with param " .. a_Param)
return a_Param + a_Seed
end
end