HostEnergy::EXTENSION_ID = simgrid::s4u::Host::extension_create<HostEnergy>();
simgrid::s4u::Host::on_creation_cb(&on_creation);
HostEnergy::EXTENSION_ID = simgrid::s4u::Host::extension_create<HostEnergy>();
simgrid::s4u::Host::on_creation_cb(&on_creation);
simgrid::s4u::Host::on_speed_change_cb(&on_host_change);
simgrid::s4u::Host::on_destruction_cb(&on_host_destruction);
simgrid::s4u::Host::on_exec_state_change_cb(&on_action_state_change);
simgrid::s4u::Host::on_speed_change_cb(&on_host_change);
simgrid::s4u::Host::on_destruction_cb(&on_host_destruction);
simgrid::s4u::Host::on_exec_state_change_cb(&on_action_state_change);
simgrid::s4u::Engine::on_simulation_end_cb(&on_simulation_end);
// We may only have one actor on a node. If that actor executes something like
// compute -> recv -> compute
simgrid::s4u::Engine::on_simulation_end_cb(&on_simulation_end);
// We may only have one actor on a node. If that actor executes something like
// compute -> recv -> compute
// that the next trigger would be the 2nd compute, hence ignoring the idle time
// during the recv call. By updating at the beginning of a compute, we can
// fix that. (If the cpu is not idle, this is not required.)
// that the next trigger would be the 2nd compute, hence ignoring the idle time
// during the recv call. By updating at the beginning of a compute, we can
// fix that. (If the cpu is not idle, this is not required.)
simgrid::s4u::Host* host = activity.get_host();
if (const auto* vm = dynamic_cast<simgrid::s4u::VirtualMachine*>(host))
host = vm->get_pm();
simgrid::s4u::Host* host = activity.get_host();
if (const auto* vm = dynamic_cast<simgrid::s4u::VirtualMachine*>(host))
host = vm->get_pm();