class XBT_PRIVATE State : public xbt::Extendable<State> {
static long expended_states_; /* Count total amount of states, for stats */
+ /**
+ * @brief An empty transition that leads to this state by default
+ */
+ const std::unique_ptr<Transition> default_transition_ = std::make_unique<Transition>();
+
/**
* @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,
- * or nullptr if the state represents the root
+ * or a reference to the internal default transition `Transition()` if no transition has been
+ * set
*/
- Transition* transition_ = nullptr;
+ Transition* transition_ = default_transition_.get();
/** Sequential state ID (used for debugging) */
long num_ = 0;
/** Snapshot of system state (if needed) */
std::shared_ptr<Snapshot> system_state_;
+ /** Unique parent of this state. Required both for sleep set computation
+ and for guided model-checking */
+ const State* parent_state_;
+
/* 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
* transition */
std::map<aid_t, Transition> sleep_set_;
public:
- explicit State(const RemoteApp& remote_app);
- explicit State(const RemoteApp& remote_app, const State* previous_state);
+ explicit State(RemoteApp& remote_app);
+ explicit State(RemoteApp& remote_app, const State* parent_state);
/* Returns a positive number if there is another transition to pick, or -1 if not */
aid_t next_transition() const;
long get_num() const { return num_; }
std::size_t count_todo() const;
void mark_todo(aid_t actor) { actors_to_run_.at(actor).mark_todo(); }
- void mark_done(aid_t actor) { actors_to_run_.at(actor).mark_done();}
- void mark_all_todo();
- bool is_done(aid_t actor) const { return actors_to_run_.at(actor).is_done(); }
+ void mark_all_enabled_todo();
+ bool is_actor_done(aid_t actor) const { return actors_to_run_.at(actor).is_done(); }
Transition* get_transition() const;
void set_transition(Transition* t) { transition_ = t; }
std::map<aid_t, ActorState> const& get_actors_list() const { return actors_to_run_; }