namespace simgrid::mc::udpor {
-void Unfolding::remove(const EventSet& events)
+void Unfolding::mark_finished(const EventSet& events)
{
- for (const auto e : events) {
- remove(e);
+ for (const auto* e : events) {
+ mark_finished(e);
}
}
-void Unfolding::remove(const UnfoldingEvent* e)
+void Unfolding::mark_finished(const UnfoldingEvent* e)
{
if (e == nullptr) {
throw std::invalid_argument("Expected a non-null pointer to an event, but received NULL");
}
- this->global_events_.erase(e);
- this->event_handles.remove(e);
+ this->U.remove(e);
+ this->G.insert(e);
}
const UnfoldingEvent* Unfolding::insert(std::unique_ptr<UnfoldingEvent> e)
"This will result in a double free error and must be fixed.");
}
- if (auto loc = this->find_equivalent(handle); loc != this->end()) {
- // There's already an event in the unfolding that is semantically
- // equivalent. Return the handle to that event and ignore adding in
- // a duplicate event
+ // Attempt to search first for an event in `U`. If it exists, we use that event
+ // instead of `e` since it is semantically equivalent to `e` (i.e. `e` is
+ // effectively already contained in the unfolding)
+ if (auto loc = std::find_if(U.begin(), U.end(), [=](const auto e_i) { return *e_i == *handle; }); loc != U.end()) {
+ // Return the handle to that event and ignore adding in a duplicate event
return *loc;
}
+ // Then look for `e` in `G`. It's possible `e` was already constructed
+ // in the past, in which case we can simply re-use it.
+ //
+ // Note, though, that in this case we must move the event in `G` into
+ // `U`: we've inserted `e` into the unfolding, so we expect it to be in `U`
+ if (auto loc = std::find_if(G.begin(), G.end(), [=](const auto e_i) { return *e_i == *handle; }); loc != G.end()) {
+ const auto* e_equiv = *loc;
+ G.remove(e_equiv);
+ U.insert(e_equiv);
+ return e_equiv;
+ }
+
+ // Otherwise `e` is truly a "new" event
+ this->U.insert(handle);
this->event_handles.insert(handle);
this->global_events_[handle] = std::move(e);
return handle;
EventSet Unfolding::get_immediate_conflicts_of(const UnfoldingEvent* e) const
{
EventSet immediate_conflicts;
- for (const auto event : *this) {
+ for (const auto* event : U) {
if (event->immediately_conflicts_with(e)) {
- immediate_conflicts.insert(e);
+ immediate_conflicts.insert(event);
}
}
return immediate_conflicts;