/* 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_;
+ std::map<aid_t, std::shared_ptr<Transition>> sleep_set_;
/**
* The wakeup tree with respect to the execution represented
std::unordered_set<aid_t> get_backtrack_set() const;
std::unordered_set<aid_t> get_sleeping_actors() const;
std::unordered_set<aid_t> get_enabled_actors() const;
- std::map<aid_t, Transition> const& get_sleep_set() const { return sleep_set_; }
- void add_sleep_set(std::shared_ptr<Transition> t)
- {
- sleep_set_.insert_or_assign(t->aid_, Transition(t->type_, t->aid_, t->times_considered_));
- }
+ std::map<aid_t, std::shared_ptr<Transition>> const& get_sleep_set() const { return sleep_set_; }
+ void add_sleep_set(std::shared_ptr<Transition> t) { sleep_set_.insert_or_assign(t->aid_, std::move(t)); }
bool is_actor_sleeping(aid_t actor) const
{
return std::find_if(sleep_set_.begin(), sleep_set_.end(), [=](const auto& pair) { return pair.first == actor; }) !=