- simgrid::s4u::on_simulation_end.connect(&on_simulation_end);
- simgrid::surf::CpuAction::on_state_change.connect(&on_action_state_change);
+ simgrid::s4u::Engine::on_simulation_end.connect(&on_simulation_end);
+ simgrid::kernel::resource::CpuAction::on_state_change.connect(&on_action_state_change);
+ // We may only have one actor on a node. If that actor executes something like
+ // compute -> recv -> compute
+ // the recv operation will not trigger a "CpuAction::on_state_change". This means
+ // 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::kernel::activity::ExecImpl::on_creation.connect([](simgrid::kernel::activity::ExecImpl const& activity) {
+ if (activity.get_host_number() == 1) { // We only run on one host
+ simgrid::s4u::Host* host = activity.get_host();
+ simgrid::s4u::VirtualMachine* vm = dynamic_cast<simgrid::s4u::VirtualMachine*>(host);
+ if (vm != nullptr)
+ host = vm->get_pm();
+ xbt_assert(host != nullptr);
+ host->extension<HostEnergy>()->update();
+ }
+ });