static ActorPtr self();
/** Signal to others that a new actor has been created **/
- static xbt::signal<void(ActorPtr)> on_creation;
+ static xbt::signal<void(Actor&)> on_creation;
/** Signal to others that an actor has been suspended**/
- static xbt::signal<void(ActorPtr)> on_suspend;
+ static xbt::signal<void(Actor const&)> on_suspend;
/** Signal to others that an actor has been resumed **/
- static xbt::signal<void(ActorPtr)> on_resume;
+ static xbt::signal<void(Actor const&)> on_resume;
/** Signal to others that an actor is sleeping **/
- static xbt::signal<void(ActorPtr)> on_sleep;
+ static xbt::signal<void(Actor const&)> on_sleep;
/** Signal to others that an actor wakes up for a sleep **/
- static xbt::signal<void(ActorPtr)> on_wake_up;
+ static xbt::signal<void(Actor const&)> on_wake_up;
/** Signal to others that an actor is going to migrated to another host**/
- static xbt::signal<void(ActorPtr)> on_migration_start;
+ static xbt::signal<void(Actor const&)> on_migration_start;
/** Signal to others that an actor is has been migrated to another host **/
- static xbt::signal<void(ActorPtr)> on_migration_end;
+ static xbt::signal<void(Actor const&)> on_migration_end;
/** Signal indicating that an actor is about to disappear.
* This signal is fired for any dying actor, which is mostly useful when designing plugins and extensions. If you
* want to register to the termination of a given actor, use this_actor::on_exit() instead.*/
- static xbt::signal<void(ActorPtr)> on_destruction;
+ static xbt::signal<void(Actor const&)> on_destruction;
/** Create an actor from a std::function<void()>
*