What's the big deal about Deterministic Simulation Testing?
notes.eatonphil.com
notes.eatonphil.com
You can have the communication channels between components under the control of the simulation environment rather than have them happen in their 'normal' manner. This allows you to inject latency between components, 'fiddle' with the inputs/outputs as suggested as well as record messaging (assuming you're working with systems that exchange messages/events) with appropriate event times.
Another important point around clocks is that you'll want to include a scheduling API in your clock components to be able to schedule events for themselves in the future. If you start moving to event-time then being able to fast-forward in time is another advantage.
Overall it's worth considering the class of issue you're trying to detect with this approach. It's great to be able to run things in event time, debug ad-nauseam but you're not going to catch race conditions without the smarts mentioned around native scheduling.
There are some parallels as well between this style of testing and production replication, so that's good to have at the back of your mind if you're looking to collect production telemetry/ingress + egress data. If you build a good system for this type of testing producing reproduceable code will be part of your development process and you're more likely to be able to produce tooling for investigation/reproduction of production issues.
(The context in which I do work that's kind of in this area is robust backtesting of trading systems)
Also, scheduling is independent of deterministic execution unless you are doing inherently non-deterministic things like multithreaded shared memory accesses which you can not simulate faithfully anyways. The only thing that matters in a deterministic execution model is runs of deterministic execution interrupted with non-deterministic events injected at precise points in the execution trace.
When serializing onto a single thread you already need to define some sort of correspondence between "simulated scheduler state" to number of instructions to execute as you are already giving up on the actual scheduler (unless you do not care about correspondence to the actual schedule configuration). You just do that, but you get to execute with all of your cores until you reach the injection point (which is how replay systems can work already). Now you can execute in parallel (multiprocessing only though, no multithreading) and use blocking I/O.
If you're not looking for that then you can build your software/system to have known sync-points where you can allow a given process to stop/wait and allow other processing to occur. This can then be in-process/out of process/remote.
As you say, this ends up being a scheduler with which you have to employ knowledge about the execution/communication channels in order to coordinate correctly.
Edit: trading systems isn’t an area I considered for this work. A lot of parallels, though.
I believe DST to be the wrong solution to the actual problem. Its main advantage is that it doesn’t require that people used to design distributed system actually acquire a new skill set and it doesn’t challenge the status quo too much (after all it’s pretty much just fuzzing on path you have chosen to make fuzzable).
The most promising approach I've seen so far is... DST! First we simulate a system, we generate a bunch of timelines, then we see if those timelines are valid behaviors in the TLA+ design. I've heard of a few success stories and it's definitely cheaper than formal proof!
That’s just testing again. That’s not linking the code to the design.
DST feels to me like the way people treated memory access before Rust came around. Doing things properly was also seen as too costly then but now that it’s trendy everyone is fully behind lifetime tracking. Same here, formal proof is “too costly” but spray and pray approach like DST is somehow acceptable. Anyway, keeping with the Rust example I guess I just have to wait two decades and the next generation might finally see the light.
I haven't dealt with it directly on Firezone but I wrote one or two games this way for game jams years ago, and I keep wishing it would catch on. It was harder with the games because floating-point math doesn't like to be deterministic across platforms.
Antithesis employee here. Happy to jump in and answer any burning questions people might have about Deterministic Simulation Testing (DST).
It is not as good as proving the code correct of course but it is very pragmatic and you are testing the actual code.