and for guided model-checking */
const State* parent_state_;
- std::unique_ptr<GuidedState> guide_;
+ std::shared_ptr<GuidedState> guide_;
/* Sleep sets are composed of the actor and the corresponding transition that made it being added to the sleep
* set. With this information, it is check whether it should be removed from it or not when exploring a new
public:
explicit State(RemoteApp& remote_app);
explicit State(RemoteApp& remote_app, const State* parent_state);
+ explicit State(const State& other);
/* Returns a positive number if there is another transition to pick, or -1 if not */
aid_t next_transition() const; // this function should disapear as it is redundant with the next one
void set_system_state(std::shared_ptr<Snapshot> state) { system_state_ = std::move(state); }
std::map<aid_t, Transition> const& get_sleep_set() const { return sleep_set_; }
- void add_sleep_set(Transition* t)
+ void add_sleep_set(const Transition* t)
{
sleep_set_.insert_or_assign(t->aid_, Transition(t->type_, t->aid_, t->times_considered_));
}