#include "src/mc/api/State.hpp"
#include "src/mc/api/strategy/BasicStrategy.hpp"
-#include "src/mc/api/strategy/WaitStrategy.hpp"
+#include "src/mc/api/strategy/MaxMatchComm.hpp"
+#include "src/mc/api/strategy/MinMatchComm.hpp"
+#include "src/mc/api/strategy/UniformStrategy.hpp"
#include "src/mc/explo/Exploration.hpp"
#include "src/mc/mc_config.hpp"
+#include "xbt/random.hpp"
+#include <algorithm>
#include <boost/range/algorithm.hpp>
XBT_LOG_NEW_DEFAULT_SUBCATEGORY(mc_state, mc, "Logging specific to MC states");
State::State(RemoteApp& remote_app) : num_(++expended_states_)
{
XBT_VERB("Creating a guide for the state");
+
if (_sg_mc_strategy == "none")
strategy_ = std::make_shared<BasicStrategy>();
- if (_sg_mc_strategy == "nb_wait")
- strategy_ = std::make_shared<WaitStrategy>();
-
- recipe_ = std::list<Transition*>();
+ else if (_sg_mc_strategy == "max_match_comm")
+ strategy_ = std::make_shared<MaxMatchComm>();
+ else if (_sg_mc_strategy == "min_match_comm")
+ strategy_ = std::make_shared<MinMatchComm>();
+ else if (_sg_mc_strategy == "uniform") {
+ xbt::random::set_mersenne_seed(_sg_mc_random_seed);
+ strategy_ = std::make_shared<UniformStrategy>();
+ } else
+ THROW_IMPOSSIBLE;
remote_app.get_actors_status(strategy_->actors_to_run_);
}
State::State(RemoteApp& remote_app, std::shared_ptr<State> parent_state)
- : num_(++expended_states_), parent_state_(parent_state)
+ : incoming_transition_(parent_state->get_transition_out()), num_(++expended_states_), parent_state_(parent_state)
{
-
if (_sg_mc_strategy == "none")
strategy_ = std::make_shared<BasicStrategy>();
- if (_sg_mc_strategy == "nb_wait")
- strategy_ = std::make_shared<WaitStrategy>();
- *strategy_ = *(parent_state->strategy_);
-
- recipe_ = std::list(parent_state_->get_recipe());
- recipe_.push_back(parent_state_->get_transition());
+ else if (_sg_mc_strategy == "max_match_comm")
+ strategy_ = std::make_shared<MaxMatchComm>();
+ else if (_sg_mc_strategy == "min_match_comm")
+ strategy_ = std::make_shared<MinMatchComm>();
+ else if (_sg_mc_strategy == "uniform")
+ strategy_ = std::make_shared<UniformStrategy>();
+ else
+ THROW_IMPOSSIBLE;
+ strategy_->copy_from(parent_state_->strategy_.get());
remote_app.get_actors_status(strategy_->actors_to_run_);
*remote_app.get_remote_process_memory());
#endif
- /* If we want sleep set reduction, copy the sleep set and eventually removes things from it */
- if (_sg_mc_sleep_set) {
- /* For each actor in the previous sleep set, keep it if it is not dependent with current transition.
- * And if we kept it and the actor is enabled in this state, mark the actor as already done, so that
- * it is not explored*/
- for (auto& [aid, transition] : parent_state_->get_sleep_set()) {
- if (not parent_state_->get_transition()->depends(&transition)) {
- sleep_set_.try_emplace(aid, transition);
- if (strategy_->actors_to_run_.count(aid) != 0) {
- XBT_DEBUG("Actor %ld will not be explored, for it is in the sleep set", aid);
-
- strategy_->actors_to_run_.at(aid).mark_done();
- }
- } else
- XBT_DEBUG("Transition >>%s<< removed from the sleep set because it was dependent with >>%s<<",
- transition.to_string().c_str(), parent_state_->get_transition()->to_string().c_str());
- }
+ /* Copy the sleep set and eventually removes things from it: */
+ /* For each actor in the previous sleep set, keep it if it is not dependent with current transition.
+ * And if we kept it and the actor is enabled in this state, mark the actor as already done, so that
+ * it is not explored*/
+ for (const auto& [aid, transition] : parent_state_->get_sleep_set()) {
+ if (not incoming_transition_->depends(transition.get())) {
+ sleep_set_.try_emplace(aid, transition);
+ if (strategy_->actors_to_run_.count(aid) != 0) {
+ XBT_DEBUG("Actor %ld will not be explored, for it is in the sleep set", aid);
+ strategy_->actors_to_run_.at(aid).mark_done();
+ }
+ } else
+ XBT_DEBUG("Transition >>%s<< removed from the sleep set because it was dependent with incoming >>%s<<",
+ transition->to_string().c_str(), incoming_transition_->to_string().c_str());
}
}
std::size_t State::count_todo_multiples() const
{
size_t count = 0;
- for (auto& [_, actor] : strategy_->actors_to_run_)
+ for (auto const& [_, actor] : strategy_->actors_to_run_)
if (actor.is_todo())
count += actor.get_times_not_considered();
return count;
}
-Transition* State::get_transition() const
-{
- return transition_;
-}
-
aid_t State::next_transition() const
{
XBT_DEBUG("Search for an actor to run. %zu actors to consider", strategy_->actors_to_run_.size());
return strategy_->next_transition();
}
+aid_t State::next_odpor_transition() const
+{
+ return wakeup_tree_.get_min_single_process_actor().value_or(-1);
+}
+
// This should be done in GuidedState, or at least interact with it
-void State::execute_next(aid_t next, RemoteApp& app)
+std::shared_ptr<Transition> State::execute_next(aid_t next, RemoteApp& app)
{
// First, warn the guide, so it knows how to build a proper child state
strategy_->execute_next(next, app);
// when simcall_handle will be called on it
auto& actor_state = strategy_->actors_to_run_.at(next);
const unsigned times_considered = actor_state.do_consider();
- const auto* expected_executed_transition = actor_state.get_transition(times_considered);
+ const auto* expected_executed_transition = actor_state.get_transition(times_considered).get();
xbt_assert(expected_executed_transition != nullptr,
"Expected a transition with %u times considered to be noted in actor %ld", times_considered, next);
// 2. what action actor `next` was able to take given `times_considered`
// The latter update is important as *more* information is potentially available
// about a transition AFTER it has executed.
- transition_ = just_executed;
-
- auto executed_transition = std::unique_ptr<Transition>(just_executed);
- actor_state.set_transition(std::move(executed_transition), times_considered);
+ outgoing_transition_ = std::shared_ptr<Transition>(just_executed);
+ actor_state.set_transition(outgoing_transition_, times_considered);
app.wait_for_requests();
+
+ return outgoing_transition_;
}
+
+std::unordered_set<aid_t> State::get_backtrack_set() const
+{
+ std::unordered_set<aid_t> actors;
+ for (const auto& [aid, state] : get_actors_list()) {
+ if (state.is_todo() || state.is_done()) {
+ actors.insert(aid);
+ }
+ }
+ return actors;
+}
+
+std::unordered_set<aid_t> State::get_sleeping_actors() const
+{
+ std::unordered_set<aid_t> actors;
+ for (const auto& [aid, _] : get_sleep_set()) {
+ actors.insert(aid);
+ }
+ return actors;
+}
+
+std::unordered_set<aid_t> State::get_enabled_actors() const
+{
+ std::unordered_set<aid_t> actors;
+ for (const auto& [aid, state] : get_actors_list()) {
+ if (state.is_enabled()) {
+ actors.insert(aid);
+ }
+ }
+ return actors;
+}
+
+void State::seed_wakeup_tree_if_needed(const odpor::Execution& prior)
+{
+ // TODO: It would be better not to have such a flag.
+ if (has_initialized_wakeup_tree) {
+ XBT_DEBUG("Reached a node with the following initialized WuT:");
+ XBT_DEBUG("\n%s", wakeup_tree_.string_of_whole_tree().c_str());
+
+ return;
+ }
+ // TODO: Note that the next action taken by the actor may be updated
+ // after it executes. But we will have already inserted it into the
+ // tree and decided upon "happens-before" at that point for different
+ // executions :(
+ if (wakeup_tree_.empty()) {
+ // Find an enabled transition to pick
+ for (const auto& [_, actor] : get_actors_list()) {
+ if (actor.is_enabled()) {
+ // For each variant of the transition, we want
+ // to insert the action into the tree. This ensures
+ // that all variants are searched
+ for (unsigned times = 0; times < actor.get_max_considered(); ++times) {
+ wakeup_tree_.insert(prior, odpor::PartialExecution{actor.get_transition(times)});
+ }
+ break; // Only one actor gets inserted (see pseudocode)
+ }
+ }
+ }
+ has_initialized_wakeup_tree = true;
+}
+
+void State::sprout_tree_from_parent_state()
+{
+
+ XBT_DEBUG("Initializing Wut with parent one:");
+ XBT_DEBUG("\n%s", parent_state_->wakeup_tree_.string_of_whole_tree().c_str());
+
+
+ xbt_assert(parent_state_ != nullptr, "Attempting to construct a wakeup tree for the root state "
+ "(or what appears to be, rather for state without a parent defined)");
+ const auto min_process_node = parent_state_->wakeup_tree_.get_min_single_process_node();
+ xbt_assert(min_process_node.has_value(), "Attempting to construct a subtree for a substate from a "
+ "parent with an empty wakeup tree. This indicates either that ODPOR "
+ "actor selection in State.cpp is incorrect, or that the code "
+ "deciding when to make subtrees in ODPOR is incorrect");
+ xbt_assert((get_transition_in()->aid_ == min_process_node.value()->get_actor()) &&
+ (get_transition_in()->type_ == min_process_node.value()->get_action()->type_),
+ "We tried to make a subtree from a parent state who claimed to have executed `%s` on actor %ld "
+ "but whose wakeup tree indicates it should have executed `%s` on actor %ld. This indicates "
+ "that exploration is not following ODPOR. Are you sure you're choosing actors "
+ "to schedule from the wakeup tree?",
+ get_transition_in()->to_string(false).c_str(), get_transition_in()->aid_,
+ min_process_node.value()->get_action()->to_string(false).c_str(), min_process_node.value()->get_actor());
+ this->wakeup_tree_ = odpor::WakeupTree::make_subtree_rooted_at(min_process_node.value());
+}
+
+void State::remove_subtree_using_current_out_transition()
+{
+ if (auto out_transition = get_transition_out(); out_transition != nullptr) {
+ if (const auto min_process_node = wakeup_tree_.get_min_single_process_node(); min_process_node.has_value()) {
+ xbt_assert((out_transition->aid_ == min_process_node.value()->get_actor()) &&
+ (out_transition->type_ == min_process_node.value()->get_action()->type_),
+ "We tried to make a subtree from a parent state who claimed to have executed `%s` "
+ "but whose wakeup tree indicates it should have executed `%s`. This indicates "
+ "that exploration is not following ODPOR. Are you sure you're choosing actors "
+ "to schedule from the wakeup tree?",
+ out_transition->to_string(false).c_str(),
+ min_process_node.value()->get_action()->to_string(false).c_str());
+ }
+ }
+ wakeup_tree_.remove_min_single_process_subtree();
+}
+
+odpor::WakeupTree::InsertionResult State::insert_into_wakeup_tree(const odpor::PartialExecution& pe,
+ const odpor::Execution& E)
+{
+ return this->wakeup_tree_.insert(E, pe);
+}
+
+void State::do_odpor_unwind()
+{
+ if (auto out_transition = get_transition_out(); out_transition != nullptr) {
+ remove_subtree_using_current_out_transition();
+
+ // Only when we've exhausted all variants of the transition which
+ // can be chosen from this state do we finally add the actor to the
+ // sleep set. This ensures that the current logic handling sleep sets
+ // works with ODPOR in the way we intend it to work. There is not a
+ // good way to perform transition equality in SimGrid; instead, we
+ // effectively simply check for the presence of an actor in the sleep set.
+ if (not get_actors_list().at(out_transition->aid_).has_more_to_consider())
+ add_sleep_set(std::move(out_transition));
+ }
+}
+
} // namespace simgrid::mc