GroveEngine/planTI/seuils_success.md
StillHammer d8c5f93429 feat: Add comprehensive hot-reload test suite with 3 integration scenarios
This commit implements a complete test infrastructure for validating
hot-reload stability and robustness across multiple scenarios.

## New Test Infrastructure

### Test Helpers (tests/helpers/)
- TestMetrics: FPS, memory, reload time tracking with statistics
- TestReporter: Assertion tracking and formatted test reports
- SystemUtils: Memory usage monitoring via /proc/self/status
- TestAssertions: Macro-based assertion framework

### Test Modules
- TankModule: Realistic module with 50 tanks for production testing
- ChaosModule: Crash-injection module for robustness validation
- StressModule: Lightweight module for long-duration stability tests

## Integration Test Scenarios

### Scenario 1: Production Hot-Reload (test_01_production_hotreload.cpp)
 PASSED - End-to-end hot-reload validation
- 30 seconds simulation (1800 frames @ 60 FPS)
- TankModule with 50 tanks, realistic state
- Source modification (v1.0 → v2.0), recompilation, reload
- State preservation: positions, velocities, frameCount
- Metrics: ~163ms reload time, 0.88MB memory growth

### Scenario 2: Chaos Monkey (test_02_chaos_monkey.cpp)
 PASSED - Extreme robustness testing
- 150+ random crashes per run (5% crash probability per frame)
- 5 crash types: runtime_error, logic_error, out_of_range, domain_error, state corruption
- 100% recovery rate via automatic hot-reload
- Corrupted state detection and rejection
- Random seed for unpredictable crash patterns
- Proof of real reload: temporary files in /tmp/grove_module_*.so

### Scenario 3: Stress Test (test_03_stress_test.cpp)
 PASSED - Long-duration stability validation
- 10 minutes simulation (36000 frames @ 60 FPS)
- 120 hot-reloads (every 5 seconds)
- 100% reload success rate (120/120)
- Memory growth: 2 MB (threshold: 50 MB)
- Avg reload time: 160ms (threshold: 500ms)
- No memory leaks, no file descriptor leaks

## Core Engine Enhancements

### ModuleLoader (src/ModuleLoader.cpp)
- Temporary file copy to /tmp/ for Linux dlopen cache bypass
- Robust reload() method: getState() → unload() → load() → setState()
- Automatic cleanup of temporary files
- Comprehensive error handling and logging

### DebugEngine (src/DebugEngine.cpp)
- Automatic recovery in processModuleSystems()
- Exception catching → logging → module reload → continue
- Module state dump utilities for debugging

### SequentialModuleSystem (src/SequentialModuleSystem.cpp)
- extractModule() for safe module extraction
- registerModule() for module re-registration
- Enhanced processModules() with error handling

## Build System
- CMake configuration for test infrastructure
- Shared library compilation for test modules (.so)
- CTest integration for all scenarios
- PIC flag management for spdlog compatibility

## Documentation (planTI/)
- Complete test architecture documentation
- Detailed scenario specifications with success criteria
- Global test plan and validation thresholds

## Validation Results
All 3 integration scenarios pass successfully:
- Production hot-reload: State preservation validated
- Chaos Monkey: 100% recovery from 150+ crashes
- Stress Test: Stable over 120 reloads, minimal memory growth

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-13 22:13:07 +08:00

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8.9 KiB
Markdown

# Seuils de Succès - Critères Pass/Fail
Ce document centralise tous les seuils de succès pour chaque scénario de test.
---
## 🎯 Philosophie des Seuils
### Niveaux de Criticité
- **MUST PASS** ✅: Critères obligatoires. Si un seul échoue → test FAIL
- **SHOULD PASS** ⚠️: Critères recommandés. Si échec → WARNING dans logs
- **NICE TO HAVE** 💡: Critères optimaux. Si échec → INFO dans logs
### Rationale
Les seuils sont définis en fonction de:
1. **Production readiness**: Capacité à tourner en prod 24/7
2. **User experience**: Impact sur la fluidité (60 FPS = 16.67ms/frame)
3. **Resource constraints**: Memory, CPU, file descriptors
4. **Industry standards**: Temps de reload acceptable, uptime
---
## 📊 Scénario 1: Production Hot-Reload
### MUST PASS ✅
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `reload_time_ms` | **< 1000ms** | Reload > 1s = freeze visible pour l'utilisateur |
| `memory_growth_mb` | **< 5MB** | Croissance mémoire significative = leak probable |
| `fps_min` | **> 30** | < 30 FPS = jeu injouable |
| `tank_count_preserved` | **50/50 (100%)** | Perte d'entités = bug critique |
| `positions_preserved` | **100%** | Positions incorrectes = désync gameplay |
| `no_crashes` | **true** | Crash = inacceptable |
### SHOULD PASS ⚠️
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `reload_time_ms` | **< 500ms** | Reload plus rapide = meilleure UX |
| `fps_min` | **> 50** | > 50 FPS = expérience très fluide |
### NICE TO HAVE 💡
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `memory_growth_mb` | **< 1MB** | Memory growth minimal = système quasi-parfait |
| `reload_time_ms` | **< 300ms** | Reload imperceptible |
---
## 📊 Scénario 2: Chaos Monkey
### MUST PASS ✅
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `engine_alive` | **true** | Engine mort = test fail total |
| `no_deadlocks` | **true** | Deadlock = système bloqué |
| `recovery_rate_percent` | **> 95%** | Recovery < 95% = système fragile |
| `memory_growth_mb` | **< 10MB** | 5 min * 2MB/min = acceptable |
### SHOULD PASS ⚠️
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `recovery_rate_percent` | **= 100%** | Recovery parfaite = robustesse optimale |
| `memory_growth_mb` | **< 5MB** | Quasi stable même avec chaos |
### NICE TO HAVE 💡
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `reload_time_avg_ms` | **< 500ms** | Reload rapide même pendant chaos |
---
## 📊 Scénario 3: Stress Test (10 minutes)
### MUST PASS ✅
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `memory_growth_mb` | **< 20MB** | 10 min 2MB/min = acceptable |
| `fd_leak` | **= 0** | Leak FD = crash système après N heures |
| `fps_min` | **> 30** | Minimum acceptable pour gameplay |
| `reload_time_p99_ms` | **< 1000ms** | P99 > 1s = dégradation visible |
| `cpu_stddev_percent` | **< 10%** | Stabilité CPU = pas de busy loop |
| `no_crashes` | **true** | Crash = fail |
### SHOULD PASS ⚠️
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `memory_growth_mb` | **< 10MB** | Très stable |
| `reload_time_p99_ms` | **< 750ms** | Excellent |
### NICE TO HAVE 💡
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `memory_growth_mb` | **< 5MB** | Quasi-parfait |
| `fps_min` | **> 50** | Très fluide |
---
## 📊 Scénario 3: Stress Test (1 heure - Nightly)
### MUST PASS ✅
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `memory_growth_mb` | **< 100MB** | 1h ~1.5MB/min = acceptable |
| `fd_leak` | **= 0** | Critique |
| `fps_min` | **> 30** | Minimum acceptable |
| `reload_time_p99_ms` | **< 1000ms** | Pas de dégradation sur durée |
| `cpu_stddev_percent` | **< 10%** | Stabilité |
| `no_crashes` | **true** | Critique |
### SHOULD PASS ⚠️
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `memory_growth_mb` | **< 50MB** | Très bon |
| `reload_time_p99_ms` | **< 750ms** | Excellent |
---
## 📊 Scénario 4: Race Condition Hunter
### MUST PASS ✅
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `compile_success_rate_percent` | **> 95%** | Quelques échecs compilation OK (disk IO, etc.) |
| `reload_success_rate_percent` | **> 99%** | Presque tous les reloads doivent marcher |
| `corrupted_loads` | **= 0** | .so corrompu = file stability check raté |
| `crashes` | **= 0** | Race condition non gérée = crash |
| `reload_time_avg_ms` | **> 100ms** | Prouve que file stability check fonctionne (attend ~500ms) |
### SHOULD PASS ⚠️
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `compile_success_rate_percent` | **= 100%** | Compilations toujours OK = environnement stable |
| `reload_success_rate_percent` | **= 100%** | Parfait |
### NICE TO HAVE 💡
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `reload_time_avg_ms` | **< 600ms** | Rapide malgré file stability |
---
## 📊 Scénario 5: Multi-Module Orchestration
### MUST PASS ✅
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `map_unaffected` | **true** | Isolation critique |
| `tank_unaffected` | **true** | Isolation critique |
| `production_reloaded` | **true** | Reload doit marcher |
| `reload_time_ms` | **< 1000ms** | Standard |
| `no_crashes` | **true** | Critique |
| `execution_order_preserved` | **true** | Ordre critique pour dépendances |
### SHOULD PASS ⚠️
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `reload_time_ms` | **< 500ms** | Bon |
### NICE TO HAVE 💡
| Métrique | Seuil | Justification |
|----------|-------|---------------|
| `zero_fps_impact` | **true** | FPS identique avant/pendant/après reload |
---
## 🔧 Implémentation dans les Tests
### Pattern de Vérification
```cpp
// Dans chaque test
TestReporter reporter("Scenario Name");
// MUST PASS assertions
ASSERT_LT(reloadTime, 1000.0f, "Reload time MUST be < 1000ms");
reporter.addAssertion("reload_time_ok", reloadTime < 1000.0f);
// SHOULD PASS (warning only)
if (reloadTime >= 500.0f) {
std::cout << "⚠️ WARNING: Reload time should be < 500ms (got " << reloadTime << "ms)\n";
}
// NICE TO HAVE (info only)
if (reloadTime < 300.0f) {
std::cout << "💡 EXCELLENT: Reload time < 300ms\n";
}
// Exit code basé sur MUST PASS uniquement
return reporter.getExitCode(); // 0 si tous MUST PASS OK, 1 sinon
```
### TestReporter Extension
```cpp
// Ajouter dans TestReporter
enum class AssertionLevel {
MUST_PASS,
SHOULD_PASS,
NICE_TO_HAVE
};
void addAssertion(const std::string& name, bool passed, AssertionLevel level);
int getExitCode() const {
// Fail si au moins un MUST_PASS échoue
for (const auto& [name, passed, level] : assertions) {
if (level == AssertionLevel::MUST_PASS && !passed) {
return 1;
}
}
return 0;
}
```
---
## 📋 Tableau Récapitulatif - MUST PASS
| Scénario | Métriques Critiques | Valeurs |
|----------|---------------------|---------|
| **Production Hot-Reload** | reload_time, memory_growth, fps_min, state_preservation | < 1s, < 5MB, > 30, 100% |
| **Chaos Monkey** | engine_alive, recovery_rate, memory_growth | true, > 95%, < 10MB |
| **Stress Test (10min)** | memory_growth, fd_leak, fps_min, reload_p99 | < 20MB, 0, > 30, < 1s |
| **Stress Test (1h)** | memory_growth, fd_leak, fps_min, reload_p99 | < 100MB, 0, > 30, < 1s |
| **Race Condition** | corrupted_loads, crashes, reload_success | 0, 0, > 99% |
| **Multi-Module** | isolation, reload_ok, execution_order | 100%, true, preserved |
---
## 🎯 Validation Globale
### Pour que la suite de tests PASSE:
**TOUS** les scénarios Phase 1 (1-2-3) doivent PASSER leurs MUST PASS
**Au moins 80%** des scénarios Phase 2 (4-5) doivent PASSER leurs MUST PASS
### Pour déclarer le système "Production Ready":
✅ Tous les scénarios MUST PASS
✅ Au moins 70% des SHOULD PASS
✅ Aucun crash dans aucun scénario
✅ Stress test 1h (nightly) PASSE
---
## 📝 Révision des Seuils
Les seuils peuvent être ajustés après analyse des résultats initiaux si:
1. Hardware différent (plus lent) justifie seuils plus permissifs
2. Optimisations permettent seuils plus stricts
3. Nouvelles fonctionnalités changent les contraintes
**Process de révision**:
1. Documenter la justification dans ce fichier
2. Mettre à jour les scénarios correspondants
3. Re-run tous les tests avec nouveaux seuils
4. Commit changes avec message clair
---
**Dernière mise à jour**: 2025-11-13
**Version des seuils**: 1.0