-/* Copyright (c) 2006-2022. 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. */
#include <simgrid/chrono.hpp>
#include <xbt/Extendable.hpp>
#include <xbt/signal.hpp>
-#include <xbt/string.hpp>
#include <functional>
#include <unordered_map>
*
* 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 <options_model_select>` for that. Note that you can mix
+ * 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.
*
* @endrst
*/
-/** Block the current actor until the built parallel execution completes */
+/** 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 */
friend Mailbox;
friend kernel::actor::ActorImpl;
friend kernel::activity::MailboxImpl;
- friend void this_actor::sleep_for(double);
- friend void this_actor::suspend();
+ friend XBT_PUBLIC void this_actor::sleep_for(double);
+ friend XBT_PUBLIC void this_actor::suspend();
kernel::actor::ActorImpl* const pimpl_;
#endif
int get_refcount() const;
// ***** Actor creation *****
- /** Retrieve a reference to myself */
+ /** \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;
public:
- /** Add a callback fired when a new actor has been created **/
+ /** \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); }
- /** Add a callback fired when an actor has been suspended**/
+ /** \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 an actor has been resumed **/
+ /** 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 an actor starts sleeping **/
+ /** 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 an actor wakes up from a sleep **/
+ /** 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 an actor is has been migrated to another host **/
+ /** 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);
+ }
- /** Add a callback fired when an actor terminates its code.
+ /** \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`.
* @endrst
*/
static void on_termination_cb(const std::function<void(Actor const&)>& cb) { on_termination.connect(cb); }
- /** 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.
- * If you want to react to the end of the actor's code, use Actor::on_termination instead.
- * If you want to register to the termination of a given actor, use this_actor::on_exit() instead.*/
+ /** 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
+ */
+ 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); }
- /** Create an actor from a @c std::function<void()>.
- * If the actor is restarted, it gets a fresh copy of the function.
+ /** \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);
- /** Create an actor, but don't start it yet.
+ /** \static
+ * Create an actor, but don't start it yet.
*
- * This is useful to set some properties or extension before actually starting it */
+ * 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, std::vector<std::string> args);
- /** Create an actor from a callable thing.
+ /** \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)));
}
- /** Create an actor using a callable thing and its arguments.
+ /** \static
+ * Create an actor using a callable thing and its arguments.
*
- * Note that the arguments will be copied, so move-only parameters are forbidden.
+ * 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,
return create(name, host, std::bind(std::move(code), std::move(args)...));
}
- /** Create actor from function name and a vector of strings as arguments.
+ /** \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);
/** 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 */
/** Retrieves the actor ID of that actor's creator */
aid_t get_ppid() const;
- /** Suspend an actor, that is blocked until resumeed by another actor */
+ /** Suspend an actor, that is blocked until resumed by another actor. */
void suspend();
/** Resume an actor that was previously suspended */
/** Returns true if the actor is suspended. */
bool is_suspended() const;
- /** If set to true, the actor will automatically restart when its host reboots */
+ /** 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.
*/
void kill();
- /** 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);
/** Wait for the actor to finish.
/** Kill that actor and restart it from start. */
Actor* restart();
- /** Kill all actors (but the issuer). Being killed is not something that actors can delay or avoid. */
+ /** \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 */