~ActorImpl();
static ActorImpl* self();
- double get_kill_time();
+ double get_kill_time() const;
void set_kill_time(double kill_time);
boost::intrusive::list_member_hook<> host_actor_list_hook; /* simgrid::simix::Host::process_list */
boost::intrusive::list_member_hook<> smx_destroy_list_hook; /* simix_global->actors_to_destroy */
aid_t get_pid() const { return pid_; }
aid_t get_ppid() const { return ppid_; }
void set_ppid(aid_t ppid) { ppid_ = ppid; }
- bool is_daemon() { return daemon_; } /** Whether this actor has been daemonized */
- bool has_to_auto_restart() { return auto_restart_; }
+ bool is_daemon() const { return daemon_; } /** Whether this actor has been daemonized */
+ bool has_to_auto_restart() const { return auto_restart_; }
void set_auto_restart(bool autorestart) { auto_restart_ = autorestart; }
void set_stacksize(unsigned stacksize) { stacksize_ = stacksize; }
- unsigned get_stacksize() { return stacksize_; }
+ unsigned get_stacksize() const { return stacksize_; }
std::unique_ptr<context::Context> context_; /* the context (uctx/raw/thread) that executes the user function */
std::atomic_int_fast32_t refcount_{0};
public:
- int get_refcount() { return refcount_; }
+ int get_refcount() const { return refcount_; }
friend void intrusive_ptr_add_ref(ActorImpl* actor)
{
// This whole memory consistency semantic drives me nuts.
s4u::ActorPtr iface() { return s4u::ActorPtr(&piface_); }
s4u::Actor* ciface() { return &piface_; }
- ActorImplPtr init(const std::string& name, s4u::Host* host);
+ ActorImplPtr init(const std::string& name, s4u::Host* host) const;
ActorImpl* start(const ActorCode& code);
static ActorImplPtr create(const std::string& name, const ActorCode& code, void* data, s4u::Host* host,
- const std::unordered_map<std::string, std::string>* properties, ActorImpl* parent_actor);
+ const std::unordered_map<std::string, std::string>* properties,
+ const ActorImpl* parent_actor);
static ActorImplPtr attach(const std::string& name, void* data, s4u::Host* host,
const std::unordered_map<std::string, std::string>* properties);
static void detach();
void cleanup();
void exit();
- void kill(ActorImpl* actor);
- void kill_all();
+ void kill(ActorImpl* actor) const;
+ void kill_all() const;
void yield();
void daemonize();
- bool is_suspended() { return suspended_; }
+ bool is_suspended() const { return suspended_; }
s4u::Actor* restart();
void suspend();
void resume();