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Add some debug info
[simgrid.git]
/
src
/
mc
/
api
/
State.cpp
diff --git
a/src/mc/api/State.cpp
b/src/mc/api/State.cpp
index
0b6fc02
..
866a1d0
100644
(file)
--- a/
src/mc/api/State.cpp
+++ b/
src/mc/api/State.cpp
@@
-25,7
+25,6
@@
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>();
else if (_sg_mc_strategy == "max_match_comm")
@@
-33,10
+32,9
@@
State::State(RemoteApp& remote_app) : num_(++expended_states_)
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);
+ xbt::random::set_mersenne_seed(_sg_mc_random_seed);
strategy_ = std::make_shared<UniformStrategy>();
- }
- else
+ } else
THROW_IMPOSSIBLE;
remote_app.get_actors_status(strategy_->actors_to_run_);
@@
-52,14
+50,13
@@
State::State(RemoteApp& remote_app) : num_(++expended_states_)
State::State(RemoteApp& remote_app, std::shared_ptr<State> parent_state)
: incoming_transition_(parent_state->get_transition_out()), num_(++expended_states_), parent_state_(parent_state)
{
-
- if (_sg_mc_strategy == "none")
+ if (_sg_mc_strategy == "none")
strategy_ = std::make_shared<BasicStrategy>();
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")
+ else if (_sg_mc_strategy == "uniform")
strategy_ = std::make_shared<UniformStrategy>();
else
THROW_IMPOSSIBLE;
@@
-73,22
+70,20
@@
State::State(RemoteApp& remote_app, std::shared_ptr<State> parent_state)
*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 (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());
- }
+ /* 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());
}
}
@@
-186,7
+181,7
@@
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()
or
state.is_done()) {
+ if (state.is_todo()
||
state.is_done()) {
actors.insert(aid);
}
}
@@
-217,6
+212,9
@@
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
@@
-242,6
+240,11
@@
void State::seed_wakeup_tree_if_needed(const odpor::Execution& prior)
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();
@@
-251,12
+254,12
@@
void State::sprout_tree_from_parent_state()
"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` "
- "but whose wakeup tree indicates it should have executed `%s`. This indicates "
+ "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(),
- min_process_node.value()->get_action()->to_string(false).c_str());
+ 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());
}
@@
-294,7
+297,7
@@
void State::do_odpor_unwind()
// 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 (
!
get_actors_list().at(out_transition->aid_).has_more_to_consider())
+ if (
not
get_actors_list().at(out_transition->aid_).has_more_to_consider())
add_sleep_set(std::move(out_transition));
}
}