1 /* Copyright (c) 2006-2023. The SimGrid Team. All rights reserved. */
3 /* This program is free software; you can redistribute it and/or modify it
4 * under the terms of the license (GNU LGPL) which comes with this package. */
6 #ifndef SIMGRID_S4U_ACTOR_HPP
7 #define SIMGRID_S4U_ACTOR_HPP
9 #include <simgrid/forward.h>
11 #include <simgrid/chrono.hpp>
12 #include <xbt/Extendable.hpp>
13 #include <xbt/signal.hpp>
16 #include <unordered_map>
20 extern template class XBT_PUBLIC xbt::Extendable<s4u::Actor>;
25 * @brief Static methods working on the current actor (see @ref s4u::Actor) */
26 namespace this_actor {
28 XBT_PUBLIC bool is_maestro();
30 /** Block the current actor sleeping for that amount of seconds */
31 XBT_PUBLIC void sleep_for(double duration);
32 /** Block the current actor sleeping until the specified timestamp */
33 XBT_PUBLIC void sleep_until(double wakeup_time);
35 template <class Rep, class Period> inline void sleep_for(std::chrono::duration<Rep, Period> duration)
37 auto seconds = std::chrono::duration_cast<SimulationClockDuration>(duration);
38 this_actor::sleep_for(seconds.count());
41 template <class Duration> inline void sleep_until(const SimulationTimePoint<Duration>& wakeup_time)
43 auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(wakeup_time);
44 this_actor::sleep_until(timeout_native.time_since_epoch().count());
47 /** Block the current actor, computing the given amount of flops */
48 XBT_PUBLIC void execute(double flop);
50 /** Block the current actor, computing the given amount of flops at the given priority.
51 * An execution of priority 2 computes twice as fast as an execution at priority 1. */
52 XBT_PUBLIC void execute(double flop, double priority);
55 * @example examples/cpp/exec-ptask/s4u-exec-ptask.cpp
58 /** Block the current actor until the built parallel execution terminates
61 * .. _API_s4u_parallel_execute:
63 * **Example of use:** `examples/cpp/exec-ptask/s4u-exec-ptask.cpp
64 * <https://framagit.org/simgrid/simgrid/tree/master/examples/cpp/exec-ptask/s4u-exec-ptask.cpp>`_
66 * Parallel executions convenient abstractions of parallel computational kernels that span over several machines,
67 * such as a PDGEM and the other ScaLAPACK routines. If you are interested in the effects of such parallel kernel
68 * on the platform (e.g. to schedule them wisely), there is no need to model them in all details of their internal
69 * execution and communications. It is much more convenient to model them as a single execution activity that spans
70 * over several hosts. This is exactly what s4u's Parallel Executions are.
72 * To build such an object, you need to provide a list of hosts that are involved in the parallel kernel (the
73 * actor's own host may or may not be in this list) and specify the amount of computations that should be done by
74 * each host, using a vector of flops amount. Then, you should specify the amount of data exchanged between each
75 * hosts during the parallel kernel. For that, a matrix of values is expected.
77 * It is OK to build a parallel execution without any computation and/or without any communication.
78 * Just pass an empty vector to the corresponding parameter.
80 * For example, if your list of hosts is ``[host0, host1]``, passing a vector ``[1000, 2000]`` as a `flops_amount`
81 * vector means that `host0` should compute 1000 flops while `host1` will compute 2000 flops. A matrix of
82 * communications' sizes of ``[0, 1, 2, 3]`` specifies the following data exchanges:
84 * - from host0: [ to host0: 0 bytes; to host1: 1 byte ]
86 * - from host1: [ to host0: 2 bytes; to host1: 3 bytes ]
90 * - From host0 to host0: 0 bytes are exchanged
92 * - From host0 to host1: 1 byte is exchanged
94 * - From host1 to host0: 2 bytes are exchanged
96 * - From host1 to host1: 3 bytes are exchanged
98 * In a parallel execution, all parts (all executions on each hosts, all communications) progress exactly at the
99 * same pace, so they all terminate at the exact same pace. If one part is slow because of a slow resource or
100 * because of contention, this slows down the parallel execution as a whole.
102 * These objects are somewhat surprising from a modeling point of view. For example, the unit of their speed is
103 * somewhere between flop/sec and byte/sec. Arbitrary parallel executions will simply not work with the usual platform
104 * models, and you must :ref:`use the ptask_L07 host model <models_l07>` for that. Note that you can mix
105 * regular executions and communications with parallel executions, provided that the host model is ptask_L07.
109 /** Block the current actor until the built parallel execution completes. */
110 XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
111 const std::vector<double>& bytes_amounts);
113 /** Block the current actor until the built multi-thread execution completes. */
114 XBT_PUBLIC void thread_execute(s4u::Host* host, double flop_amounts, int thread_count);
116 /** Initialize a sequential execution that must then be started manually */
117 XBT_PUBLIC ExecPtr exec_init(double flops_amounts);
118 /** Initialize a parallel execution that must then be started manually */
119 XBT_PUBLIC ExecPtr exec_init(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
120 const std::vector<double>& bytes_amounts);
122 XBT_PUBLIC ExecPtr exec_async(double flops_amounts);
124 /** @brief Returns the actor ID of the current actor. */
125 XBT_PUBLIC aid_t get_pid();
127 /** @brief Returns the ancestor's actor ID of the current actor. */
128 XBT_PUBLIC aid_t get_ppid();
130 /** @brief Returns the name of the current actor. */
131 XBT_PUBLIC std::string get_name();
132 /** @brief Returns the name of the current actor as a C string. */
133 XBT_PUBLIC const char* get_cname();
135 /** @brief Returns the name of the host on which the current actor is running. */
136 XBT_PUBLIC Host* get_host();
138 /** @brief Suspend the current actor, that is blocked until resume()ed by another actor. */
139 XBT_PUBLIC void suspend();
141 /** @brief Yield the current actor. */
142 XBT_PUBLIC void yield();
144 /** @brief kill the current actor. */
145 XBT_ATTRIB_NORETURN XBT_PUBLIC void exit();
147 /** @brief Add a function to the list of "on_exit" functions of the current actor.
149 * The on_exit functions are the functions executed when your actor is killed. You should use them to free the data used
152 * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
153 * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
154 * blocking functions forbidden in this setting, but also modifications to the global state.
156 * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
157 * It will be set to true if the actor was killed or failed because of an exception or if the simulation deadlocked,
158 * while it will remain to false if the actor terminated gracefully.
161 XBT_PUBLIC void on_exit(const std::function<void(bool)>& fun);
163 /** @brief Migrate the current actor to a new host. */
164 XBT_PUBLIC void set_host(Host* new_host);
165 } // namespace this_actor
167 /** An actor is an independent stream of execution in your distributed application.
170 * It is located on a (simulated) :cpp:class:`host <simgrid::s4u::Host>`, but can interact
171 * with the whole simulated platform.
173 * You can think of an actor as a process in your distributed application, or as a thread in a multithreaded program.
174 * This is the only component in SimGrid that actually does something on its own, executing its own code.
175 * A resource will not get used if you don't schedule activities on them. This is the code of Actors that create and
176 * schedule these activities. **Please refer to the** :ref:`examples <s4u_ex_actors>` **for more information.**
178 * This API is strongly inspired from the C++11 threads.
179 * The `documentation of this standard <http://en.cppreference.com/w/cpp/thread>`_
180 * may help to understand the philosophy of the SimGrid actors.
184 class XBT_PUBLIC Actor : public xbt::Extendable<Actor> {
188 friend kernel::actor::ActorImpl;
189 friend kernel::activity::MailboxImpl;
190 friend XBT_PUBLIC void this_actor::sleep_for(double);
191 friend XBT_PUBLIC void this_actor::suspend();
193 kernel::actor::ActorImpl* const pimpl_;
196 explicit Actor(kernel::actor::ActorImpl* pimpl) : pimpl_(pimpl) {}
200 // ***** No copy *****
201 Actor(Actor const&) = delete;
202 Actor& operator=(Actor const&) = delete;
204 // ***** Reference count *****
205 friend XBT_PUBLIC void intrusive_ptr_add_ref(const Actor* actor);
206 friend XBT_PUBLIC void intrusive_ptr_release(const Actor* actor);
208 /** Retrieve the amount of references on that object. Useful to debug the automatic refcounting */
209 int get_refcount() const;
211 // ***** Actor creation *****
213 * Retrieve a reference to myself
215 static Actor* self();
218 static xbt::signal<void(Actor&)> on_creation;
219 static xbt::signal<void(Actor const&)> on_suspend;
220 xbt::signal<void(Actor const&)> on_this_suspend;
221 static xbt::signal<void(Actor const&)> on_resume;
222 xbt::signal<void(Actor const&)> on_this_resume;
223 static xbt::signal<void(Actor const&)> on_sleep;
224 xbt::signal<void(Actor const&)> on_this_sleep;
225 static xbt::signal<void(Actor const&)> on_wake_up;
226 xbt::signal<void(Actor const&)> on_this_wake_up;
227 static xbt::signal<void(const Actor&, const Host& previous_location)> on_host_change;
228 xbt::signal<void(const Actor&, const Host& previous_location)> on_this_host_change;
229 static xbt::signal<void(Actor const&)> on_termination;
230 xbt::signal<void(Actor const&)> on_this_termination;
231 static xbt::signal<void(Actor const&)> on_destruction;
232 xbt::signal<void(Actor const&)> on_this_destruction;
235 /** \static Add a callback fired when a new actor has been created **/
236 static void on_creation_cb(const std::function<void(Actor&)>& cb) { on_creation.connect(cb); }
237 /** \static Add a callback fired when any actor is suspended (right before the suspend) **/
238 static void on_suspend_cb(const std::function<void(Actor const&)>& cb) { on_suspend.connect(cb); }
239 /** Add a callback fired when this specific actor is suspended (right before the suspend) **/
240 void on_this_suspend_cb(const std::function<void(Actor const&)>& cb) { on_this_suspend.connect(cb); }
241 /** \static Add a callback fired when any actor is resumed (right before the resume) **/
242 static void on_resume_cb(const std::function<void(Actor const&)>& cb) { on_resume.connect(cb); }
243 /** Add a callback fired when this specific actor is resumed (right before the resume) **/
244 void on_this_resume_cb(const std::function<void(Actor const&)>& cb) { on_this_resume.connect(cb); }
245 /** \static Add a callback fired when any actor starts sleeping **/
246 static void on_sleep_cb(const std::function<void(Actor const&)>& cb) { on_sleep.connect(cb); }
247 /** Add a callback fired when this specific actor starts sleeping **/
248 void on_this_sleep_cb(const std::function<void(Actor const&)>& cb) { on_this_sleep.connect(cb); }
249 /** \static Add a callback fired when any actor wakes up from a sleep **/
250 static void on_wake_up_cb(const std::function<void(Actor const&)>& cb) { on_wake_up.connect(cb); }
251 /** Add a callback fired when this specific actor wakes up from a sleep **/
252 void on_this_wake_up_cb(const std::function<void(Actor const&)>& cb) { on_this_wake_up.connect(cb); }
253 /** \static Add a callback fired when any actor is has been migrated to another host **/
254 static void on_host_change_cb(const std::function<void(const Actor&, const Host& previous_location)>& cb)
256 on_host_change.connect(cb);
258 /** Add a callback fired when this specific actor is has been migrated to another host **/
259 void on_this_host_change_cb(const std::function<void(const Actor&, const Host& previous_location)>& cb)
261 on_this_host_change.connect(cb);
265 * Add a callback fired when any actor terminates its code.
267 * The actor may continue to exist if it is still referenced in the simulation, but it's not active anymore.
268 * If you want to free extra data when the actor's destructor is called, use :cpp:func:`Actor::on_destruction_cb`.
269 * If you want to register to the termination of a given actor, use :cpp:func:`this_actor::on_exit()` instead.
272 static void on_termination_cb(const std::function<void(Actor const&)>& cb) { on_termination.connect(cb); }
273 /** Add a callback fired when this specific actor terminates its code.
275 * The actor may continue to exist if it is still referenced in the simulation, but it's not active anymore.
276 * If you want to free extra data when the actor's destructor is called, use :cpp:func:`Actor::on_this_destruction_cb`.
279 void on_this_termination_cb(const std::function<void(Actor const&)>& cb) { on_this_termination.connect(cb); }
280 /** \static Add a callback fired when an actor is about to disappear (its destructor was called).
281 * This signal is fired for any destructed actor, which is mostly useful when designing plugins and extensions. */
282 static void on_destruction_cb(const std::function<void(Actor const&)>& cb) { on_destruction.connect(cb); }
283 /** Add a callback fired when this specific actor is about to disappear (its destructor was called). */
284 void on_this_destruction_cb(const std::function<void(Actor const&)>& cb) { on_this_destruction.connect(cb); }
287 * Create an actor from a @c std::function<void()>.
288 * If the actor is restarted, it gets a fresh copy of the function.
289 * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
290 static ActorPtr create(const std::string& name, s4u::Host* host, const std::function<void()>& code);
292 * Create an actor, but don't start it yet.
294 * This is useful to set some properties or extension before actually starting it */
295 static ActorPtr init(const std::string& name, s4u::Host* host);
296 ActorPtr set_stacksize(unsigned stacksize);
297 /** Start a previously initialized actor */
298 ActorPtr start(const std::function<void()>& code);
300 template <class F> ActorPtr start(F code) { return start(std::function<void()>(std::move(code))); }
302 template <class F, class... Args,
303 // This constructor is enabled only if the call code(args...) is valid:
304 #ifndef DOXYGEN /* breathe seem to choke on function signatures in template parameter, see breathe#611 */
305 typename = typename std::result_of_t<F(Args...)>
308 ActorPtr start(F code, Args... args)
310 return start(std::bind(std::move(code), std::move(args)...));
313 ActorPtr start(const std::function<void()>& code, std::vector<std::string> args);
316 * Create an actor from a callable thing.
317 * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
318 template <class F> static ActorPtr create(const std::string& name, s4u::Host* host, F code)
320 return create(name, host, std::function<void()>(std::move(code)));
324 * Create an actor using a callable thing and its arguments.
326 * Note that the arguments will be copied, so move-only parameters are forbidden.
327 * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
329 template <class F, class... Args,
330 // This constructor is enabled only if the call code(args...) is valid:
331 #ifndef DOXYGEN /* breathe seem to choke on function signatures in template parameter, see breathe#611 */
332 typename = typename std::result_of_t<F(Args...)>
335 static ActorPtr create(const std::string& name, s4u::Host* host, F code, Args... args)
337 return create(name, host, std::bind(std::move(code), std::move(args)...));
341 * Create actor from function name and a vector of strings as arguments.
342 * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
343 static ActorPtr create(const std::string& name, s4u::Host* host, const std::string& function,
344 std::vector<std::string> args);
346 // ***** Methods *****
347 /** This actor will be automatically terminated when the last non-daemon actor finishes.
349 * Daemons are killed as soon as the last regular actor disappears. If another regular actor
350 * gets restarted later on by a timer or when its host reboots, the daemons do not get restarted.
354 /** Returns whether or not this actor has been daemonized or not **/
355 bool is_daemon() const;
357 static bool is_maestro();
359 /** Retrieves the name of that actor as a C++ string */
360 const std::string& get_name() const;
361 /** Retrieves the name of that actor as a C string */
362 const char* get_cname() const;
363 /** Retrieves the host on which that actor is running */
364 Host* get_host() const;
365 /** Retrieves the actor ID of that actor */
366 aid_t get_pid() const;
367 /** Retrieves the actor ID of that actor's creator */
368 aid_t get_ppid() const;
370 /** Suspend an actor, that is blocked until resumed by another actor. */
373 /** Resume an actor that was previously suspended */
376 /** Returns true if the actor is suspended. */
377 bool is_suspended() const;
379 /** If set to true, the actor will automatically restart when its host reboots.
381 * Some elements of the actor are remembered over reboots: name, host, properties, the on_exit functions, whether it
382 * is daemonized and whether it should automatically restart when its host reboots. Note that the state after reboot
383 * is the one when set_auto_restart() is called.
385 * If you daemonize your actor after marking it auto_restart, then the new actor after rebooot will not be a daemon.
387 * The on_exit functions are the one defined when the actor dies, not the ones given when it was marked auto_restart
388 * (sorry for the inconsistency -- speak to us if it's too hard to bear).
390 Actor* set_auto_restart(bool autorestart = true);
391 /** Returns the number of reboots that this actor did. Before the first reboot, this function returns 0. */
392 int get_restart_count() const;
394 /** Add a function to the list of "on_exit" functions for the current actor. The on_exit functions are the functions
395 * executed when your actor is killed. You should use them to free the data used by your actor.
397 * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
398 * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
399 * blocking functions forbidden in this setting, but also modifications to the global state.
401 * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
402 * It will be set to true if the actor was killed or failed because of an exception,
403 * while it will remain to false if the actor terminated gracefully.
405 void on_exit(const std::function<void(bool /*failed*/)>& fun) const;
407 /** Sets the time at which that actor should be killed */
408 void set_kill_time(double time);
409 /** Retrieves the time at which that actor will be killed (or -1 if not set) */
410 double get_kill_time() const;
412 /** @brief Moves the actor to another host
414 * If the actor is currently blocked on an execution activity, the activity is also
415 * migrated to the new host. If it's blocked on another kind of activity, an error is
416 * raised as the mandated code is not written yet. Please report that bug if you need it.
418 * Asynchronous activities started by the actor are not migrated automatically, so you have
419 * to take care of this yourself (only you knows which ones should be migrated).
421 void set_host(Host* new_host);
423 /** Ask the actor to die.
425 * Any blocking activity will be canceled, and it will be rescheduled to free its memory.
426 * Being killed is not something that actors can defer or avoid.
431 * Retrieves the actor that have the given PID (or nullptr if not existing)
433 static ActorPtr by_pid(aid_t pid);
435 /** Wait for the actor to finish.
437 * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
438 * blocked until bob terminates.
442 /** Wait for the actor to finish, or for the timeout to elapse.
444 * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
445 * blocked until bob terminates.
447 void join(double timeout) const;
448 /** Kill that actor and restart it from start. */
452 * Kill all actors (but the issuer). Being killed is not something that actors can delay or avoid.
454 static void kill_all();
456 /** Returns the internal implementation of this actor */
457 kernel::actor::ActorImpl* get_impl() const { return pimpl_; }
459 /** Retrieve the list of properties for that actor */
460 const std::unordered_map<std::string, std::string>*
461 get_properties() const; // FIXME: do not export the map, but only the keys or something
463 /** Retrieve the property value (or nullptr if not set) */
464 const char* get_property(const std::string& key) const;
466 /** Set a property (old values will be overwritten) */
467 void set_property(const std::string& key, const std::string& value);
470 }} // namespace simgrid::s4u
473 #endif /* SIMGRID_S4U_ACTOR_HPP */