class XBT_PRIVATE State : public xbt::Extendable<State> {
static long expended_states_; /* Count total amount of states, for stats */
- /**
- * @brief The outgoing transition: what was the last transition that we took to leave this state?
- *
- * The owner of the transition is the `ActorState` instance which exists in this state.
- */
- Transition* transition_ = nullptr;
+ /** @brief The outgoing transition is the last transition that we took to leave this state. */
+ std::shared_ptr<Transition> outgoing_transition_ = nullptr;
- /** @brief A list of transition to be replayed in order to get in this state. */
- std::list<Transition*> recipe_;
+ /** @brief The incoming transition is what led to this state, coming from its parent */
+ std::shared_ptr<Transition> incoming_transition_ = nullptr;
/** Sequential state ID (used for debugging) */
long num_ = 0;
internal cost of the transition is returned */
std::pair<aid_t, int> next_transition_guided() const;
- /* Explore a new path on the remote app; the parameter 'next' must be the result of a previous call to
- * next_transition() */
- void execute_next(aid_t next, RemoteApp& app);
+ /**
+ * @brief Explore a new path on the remote app; the parameter 'next' must be the result of a previous call to
+ * next_transition()
+ */
+ std::shared_ptr<Transition> execute_next(aid_t next, RemoteApp& app);
long get_num() const { return num_; }
std::size_t count_todo() const;
unsigned long consider_all() const { return strategy_->consider_all(); }
bool is_actor_done(aid_t actor) const { return strategy_->actors_to_run_.at(actor).is_done(); }
- Transition* get_transition() const;
- void set_transition(Transition* t) { transition_ = t; }
+ std::shared_ptr<Transition> get_transition_out() const { return outgoing_transition_; }
+ std::shared_ptr<Transition> get_transition_in() const { return incoming_transition_; }
std::shared_ptr<State> get_parent_state() const { return parent_state_; }
- std::list<Transition*> get_recipe() const { return recipe_; }
std::map<aid_t, ActorState> const& get_actors_list() const { return strategy_->actors_to_run_; }
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(const Transition* t)
+ void add_sleep_set(std::shared_ptr<Transition> t)
{
sleep_set_.insert_or_assign(t->aid_, Transition(t->type_, t->aid_, t->times_considered_));
}