-/* Copyright (c) 2006-2018. The SimGrid Team. All rights reserved. */
+/* Copyright (c) 2006-2023. The SimGrid Team. All rights reserved. */
/* This program is free software; you can redistribute it and/or modify it
* under the terms of the license (GNU LGPL) which comes with this package. */
#ifndef SIMGRID_S4U_ACTOR_HPP
#define SIMGRID_S4U_ACTOR_HPP
-#include <atomic>
-#include <chrono>
-#include <functional>
-#include <memory>
-#include <stdexcept>
-#include <string>
-#include <type_traits>
-#include <utility>
-#include <vector>
+#include <simgrid/forward.h>
+#include <simgrid/chrono.hpp>
#include <xbt/Extendable.hpp>
-#include <xbt/functional.hpp>
-#include <xbt/string.hpp>
#include <xbt/signal.hpp>
-#include <simgrid/chrono.hpp>
-#include <simgrid/s4u/forward.hpp>
+#include <functional>
+#include <unordered_map>
namespace simgrid {
+
+extern template class XBT_PUBLIC xbt::Extendable<s4u::Actor>;
+
namespace s4u {
/** @ingroup s4u_api
+ * @brief Static methods working on the current actor (see @ref s4u::Actor) */
+namespace this_actor {
+
+XBT_PUBLIC bool is_maestro();
+
+/** Block the current actor sleeping for that amount of seconds */
+XBT_PUBLIC void sleep_for(double duration);
+/** Block the current actor sleeping until the specified timestamp */
+XBT_PUBLIC void sleep_until(double wakeup_time);
+
+template <class Rep, class Period> inline void sleep_for(std::chrono::duration<Rep, Period> duration)
+{
+ auto seconds = std::chrono::duration_cast<SimulationClockDuration>(duration);
+ this_actor::sleep_for(seconds.count());
+}
+
+template <class Duration> inline void sleep_until(const SimulationTimePoint<Duration>& wakeup_time)
+{
+ auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(wakeup_time);
+ this_actor::sleep_until(timeout_native.time_since_epoch().count());
+}
+
+/** Block the current actor, computing the given amount of flops */
+XBT_PUBLIC void execute(double flop);
+
+/** Block the current actor, computing the given amount of flops at the given priority.
+ * An execution of priority 2 computes twice as fast as an execution at priority 1. */
+XBT_PUBLIC void execute(double flop, double priority);
+
+/**
+ * @example examples/cpp/exec-ptask/s4u-exec-ptask.cpp
+ */
+
+/** Block the current actor until the built parallel execution terminates
*
- * An actor is an independent stream of execution in your distributed application.
- *
- * You can think of an actor as a process in your distributed application, or as a thread in a multithreaded program.
- * This is the only component in SimGrid that actually does something on its own, executing its own code.
- * A resource will not get used if you don't schedule activities on them. This is the code of Actors that create and
- * schedule these activities.
- *
- * An actor is located on a (simulated) host, but it can interact
- * with the whole simulated platform.
+ * @beginrst
+ * .. _API_s4u_parallel_execute:
*
- * The s4u::Actor API is strongly inspired from the C++11 threads.
- * The <a href="http://en.cppreference.com/w/cpp/thread">documentation
- * of this standard</a> may help to understand the philosophy of the S4U
- * Actors.
+ * **Example of use:** `examples/cpp/exec-ptask/s4u-exec-ptask.cpp
+ * <https://framagit.org/simgrid/simgrid/tree/master/examples/cpp/exec-ptask/s4u-exec-ptask.cpp>`_
*
- * @section s4u_actor_def Defining the skeleton of an Actor
+ * Parallel executions convenient abstractions of parallel computational kernels that span over several machines,
+ * such as a PDGEM and the other ScaLAPACK routines. If you are interested in the effects of such parallel kernel
+ * on the platform (e.g. to schedule them wisely), there is no need to model them in all details of their internal
+ * execution and communications. It is much more convenient to model them as a single execution activity that spans
+ * over several hosts. This is exactly what s4u's Parallel Executions are.
*
- * As in the <a href="http://en.cppreference.com/w/cpp/thread">C++11
- * standard</a>, you can declare the code of your actor either as a
- * pure function or as an object. It is very simple with functions:
+ * To build such an object, you need to provide a list of hosts that are involved in the parallel kernel (the
+ * actor's own host may or may not be in this list) and specify the amount of computations that should be done by
+ * each host, using a vector of flops amount. Then, you should specify the amount of data exchanged between each
+ * hosts during the parallel kernel. For that, a matrix of values is expected.
*
- * @code{.cpp}
- * #include <simgrid/s4u/actor.hpp>
+ * It is OK to build a parallel execution without any computation and/or without any communication.
+ * Just pass an empty vector to the corresponding parameter.
*
- * // Declare the code of your worker
- * void worker() {
- * printf("Hello s4u");
- * simgrid::s4u::this_actor::execute(5*1024*1024); // Get the worker executing a task of 5 MFlops
- * };
+ * For example, if your list of hosts is ``[host0, host1]``, passing a vector ``[1000, 2000]`` as a `flops_amount`
+ * vector means that `host0` should compute 1000 flops while `host1` will compute 2000 flops. A matrix of
+ * communications' sizes of ``[0, 1, 2, 3]`` specifies the following data exchanges:
*
- * // From your main or from another actor, create your actor on the host Jupiter
- * // The following line actually creates a new actor, even if there is no "new".
- * Actor("Alice", simgrid::s4u::Host::by_name("Jupiter"), worker);
- * @endcode
+ * - from host0: [ to host0: 0 bytes; to host1: 1 byte ]
*
- * But some people prefer to encapsulate their actors in classes and
- * objects to save the actor state in a cleanly dedicated location.
- * The syntax is slightly more complicated, but not much.
+ * - from host1: [ to host0: 2 bytes; to host1: 3 bytes ]
*
- * @code{.cpp}
- * #include <simgrid/s4u/actor.hpp>
+ * Or, in other words:
*
- * // Declare the class representing your actors
- * class Worker {
- * public:
- * void operator()() { // Two pairs of () because this defines the method called ()
- * printf("Hello s4u");
- * simgrid::s4u::this_actor::execute(5*1024*1024); // Get the worker executing a task of 5 MFlops
- * }
- * };
+ * - From host0 to host0: 0 bytes are exchanged
*
- * // From your main or from another actor, create your actor. Note the () after Worker
- * Actor("Bob", simgrid::s4u::Host::by_name("Jupiter"), Worker());
- * @endcode
+ * - From host0 to host1: 1 byte is exchanged
*
- * @section s4u_actor_flesh Fleshing your actor
+ * - From host1 to host0: 2 bytes are exchanged
*
- * The body of your actor can use the functions of the
- * simgrid::s4u::this_actor namespace to interact with the world.
- * This namespace contains the methods to start new activities
- * (executions, communications, etc), and to get informations about
- * the currently running thread (its location, etc).
+ * - From host1 to host1: 3 bytes are exchanged
*
- * Please refer to the @link simgrid::s4u::this_actor full API @endlink.
+ * In a parallel execution, all parts (all executions on each hosts, all communications) progress exactly at the
+ * same pace, so they all terminate at the exact same pace. If one part is slow because of a slow resource or
+ * because of contention, this slows down the parallel execution as a whole.
*
+ * These objects are somewhat surprising from a modeling point of view. For example, the unit of their speed is
+ * somewhere between flop/sec and byte/sec. Arbitrary parallel executions will simply not work with the usual platform
+ * models, and you must :ref:`use the ptask_L07 host model <models_l07>` for that. Note that you can mix
+ * regular executions and communications with parallel executions, provided that the host model is ptask_L07.
*
- * @section s4u_actor_deploy Using a deployment file
+ * @endrst
+ */
+/** Block the current actor until the built parallel execution completes. */
+XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
+ const std::vector<double>& bytes_amounts);
+
+/** Block the current actor until the built multi-thread execution completes. */
+XBT_PUBLIC void thread_execute(s4u::Host* host, double flop_amounts, int thread_count);
+
+/** Initialize a sequential execution that must then be started manually */
+XBT_PUBLIC ExecPtr exec_init(double flops_amounts);
+/** Initialize a parallel execution that must then be started manually */
+XBT_PUBLIC ExecPtr exec_init(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
+ const std::vector<double>& bytes_amounts);
+
+XBT_PUBLIC ExecPtr exec_async(double flops_amounts);
+
+/** @brief Returns the actor ID of the current actor. */
+XBT_PUBLIC aid_t get_pid();
+
+/** @brief Returns the ancestor's actor ID of the current actor. */
+XBT_PUBLIC aid_t get_ppid();
+
+/** @brief Returns the name of the current actor. */
+XBT_PUBLIC std::string get_name();
+/** @brief Returns the name of the current actor as a C string. */
+XBT_PUBLIC const char* get_cname();
+
+/** @brief Returns the name of the host on which the current actor is running. */
+XBT_PUBLIC Host* get_host();
+
+/** @brief Suspend the current actor, that is blocked until resume()ed by another actor. */
+XBT_PUBLIC void suspend();
+
+/** @brief Yield the current actor. */
+XBT_PUBLIC void yield();
+
+/** @brief kill the current actor. */
+XBT_ATTRIB_NORETURN XBT_PUBLIC void exit();
+
+/** @brief Add a function to the list of "on_exit" functions of the current actor.
*
- * @warning This is currently not working with S4U. Sorry about that.
+ * The on_exit functions are the functions executed when your actor is killed. You should use them to free the data used
+ * by your actor.
*
- * The best practice is to use an external deployment file as
- * follows, because it makes it easier to test your application in
- * differing settings. Load this file with
- * s4u::Engine::loadDeployment() before the simulation starts.
- * Refer to the @ref deployment section for more information.
+ * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
+ * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
+ * blocking functions forbidden in this setting, but also modifications to the global state.
*
- * @code{.xml}
- * <?xml version='1.0'?>
- * <!DOCTYPE platform SYSTEM "http://simgrid.gforge.inria.fr/simgrid/simgrid.dtd">
- * <platform version="4">
+ * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
+ * It will be set to true if the actor was killed or failed because of an exception or if the simulation deadlocked,
+ * while it will remain to false if the actor terminated gracefully.
+ */
+
+XBT_PUBLIC void on_exit(const std::function<void(bool)>& fun);
+
+/** @brief Migrate the current actor to a new host. */
+XBT_PUBLIC void set_host(Host* new_host);
+} // namespace this_actor
+
+/** An actor is an independent stream of execution in your distributed application.
*
- * <!-- Start an actor called 'master' on the host called 'Tremblay' -->
- * <actor host="Tremblay" function="master">
- * <!-- Here come the parameter that you want to feed to this instance of master -->
- * <argument value="20"/> <!-- argv[1] -->
- * <argument value="50000000"/> <!-- argv[2] -->
- * <argument value="1000000"/> <!-- argv[3] -->
- * <argument value="5"/> <!-- argv[4] -->
- * </actor>
+ * @beginrst
+ * It is located on a (simulated) :cpp:class:`host <simgrid::s4u::Host>`, but can interact
+ * with the whole simulated platform.
*
- * <!-- Start an actor called 'worker' on the host called 'Jupiter' -->
- * <actor host="Jupiter" function="worker"/> <!-- Don't provide any parameter ->>
+ * You can think of an actor as a process in your distributed application, or as a thread in a multithreaded program.
+ * This is the only component in SimGrid that actually does something on its own, executing its own code.
+ * A resource will not get used if you don't schedule activities on them. This is the code of Actors that create and
+ * schedule these activities. **Please refer to the** :ref:`examples <s4u_ex_actors>` **for more information.**
*
- * </platform>
- * @endcode
+ * This API is strongly inspired from the C++11 threads.
+ * The `documentation of this standard <http://en.cppreference.com/w/cpp/thread>`_
+ * may help to understand the philosophy of the SimGrid actors.
*
- * @{
+ * @endrst
*/
-
-/** @brief Simulation Agent */
-class XBT_PUBLIC Actor : public simgrid::xbt::Extendable<Actor> {
+class XBT_PUBLIC Actor : public xbt::Extendable<Actor> {
+#ifndef DOXYGEN
friend Exec;
friend Mailbox;
- friend simgrid::kernel::actor::ActorImpl;
- friend simgrid::kernel::activity::MailboxImpl;
- kernel::actor::ActorImpl* pimpl_ = nullptr;
+ friend kernel::actor::ActorImpl;
+ friend kernel::activity::MailboxImpl;
+ friend XBT_PUBLIC void this_actor::sleep_for(double);
+ friend XBT_PUBLIC void this_actor::suspend();
- /** Wrap a (possibly non-copyable) single-use task into a `std::function` */
- template<class F, class... Args>
- static std::function<void()> wrap_task(F f, Args... args)
- {
- typedef decltype(f(std::move(args)...)) R;
- auto task = std::make_shared<simgrid::xbt::Task<R()>>(
- simgrid::xbt::makeTask(std::move(f), std::move(args)...));
- return [task] { (*task)(); };
- }
+ kernel::actor::ActorImpl* const pimpl_;
+#endif
- explicit Actor(smx_actor_t pimpl) : pimpl_(pimpl) {}
+ explicit Actor(kernel::actor::ActorImpl* pimpl) : pimpl_(pimpl) {}
public:
-
+#ifndef DOXYGEN
// ***** No copy *****
Actor(Actor const&) = delete;
Actor& operator=(Actor const&) = delete;
// ***** Reference count *****
- friend XBT_PUBLIC void intrusive_ptr_add_ref(Actor * actor);
- friend XBT_PUBLIC void intrusive_ptr_release(Actor * actor);
+ friend XBT_PUBLIC void intrusive_ptr_add_ref(const Actor* actor);
+ friend XBT_PUBLIC void intrusive_ptr_release(const Actor* actor);
+#endif
+ /** Retrieve the amount of references on that object. Useful to debug the automatic refcounting */
+ int get_refcount() const;
// ***** Actor creation *****
- /** Retrieve a reference to myself */
- static ActorPtr self();
+ /** \static
+ * Retrieve a reference to myself
+ */
+ static Actor* self();
+
+private:
+ static xbt::signal<void(Actor&)> on_creation;
+ static xbt::signal<void(Actor const&)> on_suspend;
+ xbt::signal<void(Actor const&)> on_this_suspend;
+ static xbt::signal<void(Actor const&)> on_resume;
+ xbt::signal<void(Actor const&)> on_this_resume;
+ static xbt::signal<void(Actor const&)> on_sleep;
+ xbt::signal<void(Actor const&)> on_this_sleep;
+ static xbt::signal<void(Actor const&)> on_wake_up;
+ xbt::signal<void(Actor const&)> on_this_wake_up;
+ static xbt::signal<void(const Actor&, const Host& previous_location)> on_host_change;
+ xbt::signal<void(const Actor&, const Host& previous_location)> on_this_host_change;
+ static xbt::signal<void(Actor const&)> on_termination;
+ xbt::signal<void(Actor const&)> on_this_termination;
+ static xbt::signal<void(Actor const&)> on_destruction;
+ xbt::signal<void(Actor const&)> on_this_destruction;
- /** Signal to others that a new actor has been created **/
- static simgrid::xbt::signal<void(simgrid::s4u::ActorPtr)> on_creation;
- /** Signal indicating that the given actor is about to disappear */
- static simgrid::xbt::signal<void(simgrid::s4u::ActorPtr)> on_destruction;
+public:
+ /** \static Add a callback fired when a new actor has been created **/
+ static void on_creation_cb(const std::function<void(Actor&)>& cb) { on_creation.connect(cb); }
+ /** \static Add a callback fired when any actor is suspended (right before the suspend) **/
+ static void on_suspend_cb(const std::function<void(Actor const&)>& cb) { on_suspend.connect(cb); }
+ /** Add a callback fired when this specific actor is suspended (right before the suspend) **/
+ void on_this_suspend_cb(const std::function<void(Actor const&)>& cb) { on_this_suspend.connect(cb); }
+ /** \static Add a callback fired when any actor is resumed (right before the resume) **/
+ static void on_resume_cb(const std::function<void(Actor const&)>& cb) { on_resume.connect(cb); }
+ /** Add a callback fired when this specific actor is resumed (right before the resume) **/
+ void on_this_resume_cb(const std::function<void(Actor const&)>& cb) { on_this_resume.connect(cb); }
+ /** \static Add a callback fired when any actor starts sleeping **/
+ static void on_sleep_cb(const std::function<void(Actor const&)>& cb) { on_sleep.connect(cb); }
+ /** Add a callback fired when this specific actor starts sleeping **/
+ void on_this_sleep_cb(const std::function<void(Actor const&)>& cb) { on_this_sleep.connect(cb); }
+ /** \static Add a callback fired when any actor wakes up from a sleep **/
+ static void on_wake_up_cb(const std::function<void(Actor const&)>& cb) { on_wake_up.connect(cb); }
+ /** Add a callback fired when this specific actor wakes up from a sleep **/
+ void on_this_wake_up_cb(const std::function<void(Actor const&)>& cb) { on_this_wake_up.connect(cb); }
+ /** \static Add a callback fired when any actor is has been migrated to another host **/
+ static void on_host_change_cb(const std::function<void(const Actor&, const Host& previous_location)>& cb)
+ {
+ on_host_change.connect(cb);
+ }
+ /** Add a callback fired when this specific actor is has been migrated to another host **/
+ void on_this_host_change_cb(const std::function<void(const Actor&, const Host& previous_location)>& cb)
+ {
+ on_this_host_change.connect(cb);
+ }
- /** Create an actor using a function
- *
- * If the actor is restarted, the actor has a fresh copy of the function.
+ /** \static
+ * Add a callback fired when any actor terminates its code.
+ * @beginrst
+ * The actor may continue to exist if it is still referenced in the simulation, but it's not active anymore.
+ * If you want to free extra data when the actor's destructor is called, use :cpp:func:`Actor::on_destruction_cb`.
+ * If you want to register to the termination of a given actor, use :cpp:func:`this_actor::on_exit()` instead.
+ * @endrst
+ */
+ static void on_termination_cb(const std::function<void(Actor const&)>& cb) { on_termination.connect(cb); }
+ /** Add a callback fired when this specific actor terminates its code.
+ * @beginrst
+ * The actor may continue to exist if it is still referenced in the simulation, but it's not active anymore.
+ * If you want to free extra data when the actor's destructor is called, use :cpp:func:`Actor::on_this_destruction_cb`.
+ * @endrst
*/
- static ActorPtr create(const char* name, s4u::Host* host, std::function<void()> code);
+ void on_this_termination_cb(const std::function<void(Actor const&)>& cb) { on_this_termination.connect(cb); }
+ /** \static Add a callback fired when an actor is about to disappear (its destructor was called).
+ * This signal is fired for any destructed actor, which is mostly useful when designing plugins and extensions. */
+ static void on_destruction_cb(const std::function<void(Actor const&)>& cb) { on_destruction.connect(cb); }
+ /** Add a callback fired when this specific actor is about to disappear (its destructor was called). */
+ void on_this_destruction_cb(const std::function<void(Actor const&)>& cb) { on_this_destruction.connect(cb); }
+
+ /** \static
+ * Create an actor from a @c std::function<void()>.
+ * If the actor is restarted, it gets a fresh copy of the function.
+ * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
+ static ActorPtr create(const std::string& name, s4u::Host* host, const std::function<void()>& code);
+ /** \static
+ * Create an actor, but don't start it yet.
+ *
+ * This is useful to set some properties or extension before actually starting it */
+ static ActorPtr init(const std::string& name, s4u::Host* host);
+ ActorPtr set_stacksize(unsigned stacksize);
+ /** Start a previously initialized actor */
+ ActorPtr start(const std::function<void()>& code);
+
+ template <class F> ActorPtr start(F code) { return start(std::function<void()>(std::move(code))); }
- static ActorPtr create(const char* name, s4u::Host* host, std::function<void(std::vector<std::string>*)> code,
- std::vector<std::string>* args)
+ template <class F, class... Args,
+ // This constructor is enabled only if the call code(args...) is valid:
+#ifndef DOXYGEN /* breathe seem to choke on function signatures in template parameter, see breathe#611 */
+ typename = typename std::result_of_t<F(Args...)>
+#endif
+ >
+ ActorPtr start(F code, Args... args)
{
- return create(name, host, [code](std::vector<std::string>* args) { code(args); }, args);
+ return start(std::bind(std::move(code), std::move(args)...));
}
- /** Create an actor using code
+ ActorPtr start(const std::function<void()>& code, std::vector<std::string> args);
+
+ /** \static
+ * Create an actor from a callable thing.
+ * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
+ template <class F> static ActorPtr create(const std::string& name, s4u::Host* host, F code)
+ {
+ return create(name, host, std::function<void()>(std::move(code)));
+ }
+
+ /** \static
+ * Create an actor using a callable thing and its arguments.
*
- * Using this constructor, move-only type can be used. The consequence is
- * that we cannot copy the value and restart the actor in its initial
- * state. In order to use auto-restart, an explicit `function` must be passed
- * instead.
- */
+ * Note that the arguments will be copied, so move-only parameters are forbidden.
+ * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
+
template <class F, class... Args,
// This constructor is enabled only if the call code(args...) is valid:
- typename = typename std::result_of<F(Args...)>::type>
- static ActorPtr create(const char* name, s4u::Host* host, F code, Args... args)
+#ifndef DOXYGEN /* breathe seem to choke on function signatures in template parameter, see breathe#611 */
+ typename = typename std::result_of_t<F(Args...)>
+#endif
+ >
+ static ActorPtr create(const std::string& name, s4u::Host* host, F code, Args... args)
{
- return create(name, host, wrap_task(std::move(code), std::move(args)...));
+ return create(name, host, std::bind(std::move(code), std::move(args)...));
}
- // Create actor from function name:
- static ActorPtr create(const char* name, s4u::Host* host, const char* function, std::vector<std::string> args);
+ /** \static
+ * Create actor from function name and a vector of strings as arguments.
+ * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
+ static ActorPtr create(const std::string& name, s4u::Host* host, const std::string& function,
+ std::vector<std::string> args);
// ***** Methods *****
- /** This actor will be automatically terminated when the last non-daemon actor finishes **/
- void daemonize();
+ /** This actor will be automatically terminated when the last non-daemon actor finishes.
+ *
+ * Daemons are killed as soon as the last regular actor disappears. If another regular actor
+ * gets restarted later on by a timer or when its host reboots, the daemons do not get restarted.
+ **/
+ Actor* daemonize();
/** Returns whether or not this actor has been daemonized or not **/
bool is_daemon() const;
+ static bool is_maestro();
+
/** Retrieves the name of that actor as a C++ string */
- const simgrid::xbt::string& get_name() const;
+ const std::string& get_name() const;
/** Retrieves the name of that actor as a C string */
const char* get_cname() const;
/** Retrieves the host on which that actor is running */
- s4u::Host* get_host();
- /** Retrieves the PID of that actor
- *
- * aid_t is an alias for long */
+ Host* get_host() const;
+ /** Retrieves the actor ID of that actor */
aid_t get_pid() const;
- /** Retrieves the PPID of that actor
- *
- * aid_t is an alias for long */
+ /** Retrieves the actor ID of that actor's creator */
aid_t get_ppid() const;
- /** Suspend an actor by suspending the task on which it was waiting for the completion. */
+ /** Suspend an actor, that is blocked until resumed by another actor. */
void suspend();
- /** Resume a suspended actor by resuming the task on which it was waiting for the completion. */
+ /** Resume an actor that was previously suspended */
void resume();
- void yield();
-
/** Returns true if the actor is suspended. */
- int is_suspended();
+ bool is_suspended() const;
- /** If set to true, the actor will automatically restart when its host reboots */
- void set_auto_restart(bool autorestart);
+ /** If set to true, the actor will automatically restart when its host reboots.
+ *
+ * Some elements of the actor are remembered over reboots: name, host, properties, the on_exit functions, whether it
+ * is daemonized and whether it should automatically restart when its host reboots. Note that the state after reboot
+ * is the one when set_auto_restart() is called.
+ *
+ * If you daemonize your actor after marking it auto_restart, then the new actor after rebooot will not be a daemon.
+ *
+ * The on_exit functions are the one defined when the actor dies, not the ones given when it was marked auto_restart
+ * (sorry for the inconsistency -- speak to us if it's too hard to bear).
+ */
+ Actor* set_auto_restart(bool autorestart = true);
+ /** Returns the number of reboots that this actor did. Before the first reboot, this function returns 0. */
+ int get_restart_count() const;
/** Add a function to the list of "on_exit" functions for the current actor. The on_exit functions are the functions
* executed when your actor is killed. You should use them to free the data used by your actor.
+ *
+ * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
+ * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
+ * blocking functions forbidden in this setting, but also modifications to the global state.
+ *
+ * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
+ * It will be set to true if the actor was killed or failed because of an exception,
+ * while it will remain to false if the actor terminated gracefully.
*/
- void on_exit(int_f_pvoid_pvoid_t fun, void* data);
+ void on_exit(const std::function<void(bool /*failed*/)>& fun) const;
/** Sets the time at which that actor should be killed */
void set_kill_time(double time);
/** Retrieves the time at which that actor will be killed (or -1 if not set) */
- double get_kill_time();
+ double get_kill_time() const;
- void migrate(Host * new_host);
+ /** @brief Moves the actor to another host
+ *
+ * If the actor is currently blocked on an execution activity, the activity is also
+ * migrated to the new host. If it's blocked on another kind of activity, an error is
+ * raised as the mandated code is not written yet. Please report that bug if you need it.
+ *
+ * Asynchronous activities started by the actor are not migrated automatically, so you have
+ * to take care of this yourself (only you knows which ones should be migrated).
+ */
+ void set_host(Host* new_host);
/** Ask the actor to die.
*
* Any blocking activity will be canceled, and it will be rescheduled to free its memory.
* Being killed is not something that actors can defer or avoid.
- *
- * SimGrid still have sometimes issues when you kill actors that are currently communicating and such.
- * Still. Please report any bug that you may encounter with a minimal working example.
*/
void kill();
- static void kill(aid_t pid);
-
- /** Retrieves the actor that have the given PID (or nullptr if not existing) */
+ /** \static
+ * Retrieves the actor that have the given PID (or nullptr if not existing)
+ */
static ActorPtr by_pid(aid_t pid);
- /** @brief Wait for the actor to finish.
+ /** Wait for the actor to finish.
+ *
+ * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
+ * blocked until bob terminates.
+ */
+ void join() const;
+
+ /** Wait for the actor to finish, or for the timeout to elapse.
*
- * This blocks the calling actor until the actor on which we call join() is terminated
+ * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
+ * blocked until bob terminates.
*/
- void join();
- void join(double timeout);
+ void join(double timeout) const;
+ /** Kill that actor and restart it from start. */
Actor* restart();
- /** Ask kindly to all actors to die. Only the issuer will survive. */
+ /** \static
+ * Kill all actors (but the issuer). Being killed is not something that actors can delay or avoid.
+ */
static void kill_all();
/** Returns the internal implementation of this actor */
- kernel::actor::ActorImpl* get_impl();
+ kernel::actor::ActorImpl* get_impl() const { return pimpl_; }
+
+ /** Retrieve the list of properties for that actor */
+ const std::unordered_map<std::string, std::string>*
+ get_properties() const; // FIXME: do not export the map, but only the keys or something
/** Retrieve the property value (or nullptr if not set) */
- std::map<std::string, std::string>* get_properties(); // FIXME: do not export the map, but only the keys or something
- const char* get_property(const char* key);
- void set_property(const char* key, const char* value);
+ const char* get_property(const std::string& key) const;
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::create()") static ActorPtr
- createActor(const char* name, s4u::Host* host, std::function<void()> code)
- {
- return create(name, host, code);
- }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::create()") static ActorPtr
- createActor(const char* name, s4u::Host* host, std::function<void(std::vector<std::string>*)> code,
- std::vector<std::string>* args)
- {
- return create(name, host, code, args);
- }
- template <class F, class... Args, typename = typename std::result_of<F(Args...)>::type>
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::create()") static ActorPtr
- createActor(const char* name, s4u::Host* host, F code, Args... args)
- {
- return create(name, host, code, std::move(args)...);
- }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::create()") static ActorPtr
- createActor(const char* name, s4u::Host* host, const char* function, std::vector<std::string> args)
- {
- return create(name, host, function, args);
- }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::is_daemon()") bool isDaemon() const;
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::get_name()") const simgrid::xbt::string& getName() const
- {
- return get_name();
- }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::get_cname()") const char* getCname() const { return get_cname(); }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::get_host()") Host* getHost() { return get_host(); }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::get_pid()") aid_t getPid() { return get_pid(); }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::get_ppid()") aid_t getPpid() { return get_ppid(); }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::is_suspended()") int isSuspended() { return is_suspended(); }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::set_auto_restart()") void setAutoRestart(bool a)
- {
- set_auto_restart(a);
- }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::on_exit()") void onExit(int_f_pvoid_pvoid_t fun, void* data)
- {
- on_exit(fun, data);
- }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::set_kill_time()") void setKillTime(double time) { set_kill_time(time); }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::get_kill_time()") double getKillTime() { return get_kill_time(); }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::by_pid()") static ActorPtr byPid(aid_t pid) { return by_pid(pid); }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::kill_all()") static void killAll() { kill_all(); }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::kill_all() with no parameter") static void killAll(int resetPid)
- {
- kill_all();
- }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::get_impl()") kernel::actor::ActorImpl* getImpl() { return get_impl(); }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::get_property()") const char* getProperty(const char* key)
- {
- return get_property(key);
- }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::get_properties()") std::map<std::string, std::string>* getProperties()
- {
- return get_properties();
- }
- XBT_ATTRIB_DEPRECATED_v323("Please use Actor::get_properties()") void setProperty(const char* key, const char* value)
- {
- set_property(key, value);
- }
+ /** Set a property (old values will be overwritten) */
+ void set_property(const std::string& key, const std::string& value);
};
-/** @ingroup s4u_api
- * @brief Static methods working on the current actor (see @ref s4u::Actor) */
-namespace this_actor {
-
-XBT_PUBLIC bool is_maestro();
-
-/** Block the actor sleeping for that amount of seconds (may throws hostFailure) */
-XBT_PUBLIC void sleep_for(double duration);
-XBT_PUBLIC void sleep_until(double timeout);
-
-template <class Rep, class Period> inline void sleep_for(std::chrono::duration<Rep, Period> duration)
-{
- auto seconds = std::chrono::duration_cast<SimulationClockDuration>(duration);
- this_actor::sleep_for(seconds.count());
-}
-
-template <class Duration> inline void sleep_until(const SimulationTimePoint<Duration>& timeout_time)
-{
- auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(timeout_time);
- this_actor::sleep_until(timeout_native.time_since_epoch().count());
-}
-
-/** Block the actor, computing the given amount of flops */
-XBT_PUBLIC void execute(double flop);
-
-/** Block the actor, computing the given amount of flops at the given priority.
- * An execution of priority 2 computes twice as fast as an execution at priority 1. */
-XBT_PUBLIC void execute(double flop, double priority);
-
-XBT_PUBLIC void parallel_execute(int host_nb, sg_host_t* host_list, double* flops_amount, double* bytes_amount);
-XBT_PUBLIC void parallel_execute(int host_nb, sg_host_t* host_list, double* flops_amount, double* bytes_amount,
- double timeout);
-
-XBT_PUBLIC ExecPtr exec_init(double flops_amounts);
-XBT_PUBLIC ExecPtr exec_async(double flops_amounts);
-
-/** @brief Returns the actor ID of the current actor). */
-XBT_PUBLIC aid_t get_pid();
-
-/** @brief Returns the ancestor's actor ID of the current actor. */
-XBT_PUBLIC aid_t get_ppid();
-
-/** @brief Returns the name of the current actor. */
-XBT_PUBLIC std::string get_name();
-/** @brief Returns the name of the current actor as a C string. */
-XBT_PUBLIC const char* get_cname();
-
-/** @brief Returns the name of the host on which the actor is running. */
-XBT_PUBLIC Host* get_host();
-
-/** @brief Suspend the actor. */
-XBT_PUBLIC void suspend();
-
-/** @brief yield the actor. */
-XBT_PUBLIC void yield();
-
-/** @brief Resume the actor. */
-XBT_PUBLIC void resume();
-
-XBT_PUBLIC bool is_suspended();
-
-/** @brief kill the actor. */
-XBT_PUBLIC void kill();
-
-/** @brief Add a function to the list of "on_exit" functions. */
-XBT_PUBLIC void on_exit(int_f_pvoid_pvoid_t fun, void* data);
-
-/** @brief Migrate the actor to a new host. */
-XBT_PUBLIC void migrate(Host* new_host);
-
-XBT_ATTRIB_DEPRECATED_v323("Please use this_actor::get_name()") XBT_PUBLIC std::string getName();
-XBT_ATTRIB_DEPRECATED_v323("Please use this_actor::get_cname()") XBT_PUBLIC const char* getCname();
-XBT_ATTRIB_DEPRECATED_v323("Please use this_actor::is_maestro()") XBT_PUBLIC bool isMaestro();
-XBT_ATTRIB_DEPRECATED_v323("Please use this_actor::get_pid()") XBT_PUBLIC aid_t getPid();
-XBT_ATTRIB_DEPRECATED_v323("Please use this_actor::get_ppid()") XBT_PUBLIC aid_t getPpid();
-XBT_ATTRIB_DEPRECATED_v323("Please use this_actor::get_host()") XBT_PUBLIC Host* getHost();
-XBT_ATTRIB_DEPRECATED_v323("Please use this_actor::is_suspended()") XBT_PUBLIC bool isSuspended();
-XBT_ATTRIB_DEPRECATED_v323("Please use this_actor::on_exit()") XBT_PUBLIC
- void onExit(int_f_pvoid_pvoid_t fun, void* data);
-}
-
-/** @} */
-
}} // namespace simgrid::s4u