* under the terms of the license (GNU LGPL) which comes with this package. */
#include "src/mc/api/State.hpp"
+#include "src/mc/api/guide/BasicGuide.hpp"
#include "src/mc/explo/Exploration.hpp"
#include "src/mc/mc_config.hpp"
long State::expended_states_ = 0;
-State::State(RemoteApp& remote_app) : num_(++expended_states_)
+State::State(RemoteApp& remote_app) : num_(++expended_states_), guide(std::make_unique<BasicGuide>())
{
- remote_app.get_actors_status(actors_to_run_);
+ remote_app.get_actors_status(guide->actors_to_run_);
/* Stateful model checking */
if ((_sg_mc_checkpoint > 0 && (num_ % _sg_mc_checkpoint == 0)) || _sg_mc_termination)
}
State::State(RemoteApp& remote_app, const State* parent_state)
- : num_(++expended_states_), parent_state_(parent_state)
+ : num_(++expended_states_), parent_state_(parent_state), guide(std::make_unique<BasicGuide>())
{
- remote_app.get_actors_status(actors_to_run_);
+ remote_app.get_actors_status(guide->actors_to_run_);
/* Stateful model checking */
if ((_sg_mc_checkpoint > 0 && (num_ % _sg_mc_checkpoint == 0)) || _sg_mc_termination)
system_state_ = std::make_shared<simgrid::mc::Snapshot>(num_, remote_app.get_page_store(),
remote_app.get_remote_process_memory());
-
- /* If we want sleep set reduction, copy the sleep set and eventually removes things from it */
- if (_sg_mc_sleep_set) {
- /* For each actor in the previous sleep set, keep it if it is not dependent with current transition.
- * And if we kept it and the actor is enabled in this state, mark the actor as already done, so that
- * it is not explored*/
- for (auto& [aid, transition] : parent_state_->get_sleep_set()) {
-
- if (not parent_state_->get_transition()->depends(&transition)) {
-
- sleep_set_.emplace(aid, transition);
- if (actors_to_run_.count(aid) != 0) {
- XBT_DEBUG("Actor %ld will not be explored, for it is in the sleep set", aid);
-
- actors_to_run_.at(aid).mark_done();
- }
- } else
- XBT_DEBUG("Transition >>%s<< removed from the sleep set because it was dependent with >>%s<<",
- transition.to_string().c_str(), parent_state_->get_transition()->to_string().c_str());
- }
+ /* If we want sleep set reduction, copy the sleep set and eventually removes things from it */
+ if (_sg_mc_sleep_set) {
+ /* For each actor in the previous sleep set, keep it if it is not dependent with current transition.
+ * And if we kept it and the actor is enabled in this state, mark the actor as already done, so that
+ * it is not explored*/
+ for (auto& [aid, transition] : parent_state_->get_sleep_set()) {
+
+ if (not parent_state_->get_transition()->depends(&transition)) {
+
+ sleep_set_.emplace(aid, transition);
+ if (guide->actors_to_run_.count(aid) != 0) {
+ XBT_DEBUG("Actor %ld will not be explored, for it is in the sleep set", aid);
+
+ guide->actors_to_run_.at(aid).mark_done();
+ }
+ } else
+ XBT_DEBUG("Transition >>%s<< removed from the sleep set because it was dependent with >>%s<<",
+ transition.to_string().c_str(), parent_state_->get_transition()->to_string().c_str());
+ }
}
}
std::size_t State::count_todo() const
{
- return boost::range::count_if(this->actors_to_run_, [](auto& pair) { return pair.second.is_todo(); });
+ return boost::range::count_if(this->guide->actors_to_run_, [](auto& pair) { return pair.second.is_todo(); });
}
void State::mark_all_enabled_todo()
{
for (auto const& [aid, _] : this->get_actors_list()) {
- if (this->is_actor_enabled(aid) and not is_actor_done(aid)) {
+ if (this->is_actor_enabled(aid) and not is_actor_done(aid)) {
this->mark_todo(aid);
}
}
return transition_;
}
+// This should be intierely done in GuidedState
aid_t State::next_transition() const
{
- XBT_DEBUG("Search for an actor to run. %zu actors to consider", actors_to_run_.size());
- for (auto const& [aid, actor] : actors_to_run_) {
+ XBT_DEBUG("Search for an actor to run. %zu actors to consider", guide->actors_to_run_.size());
+ for (auto const& [aid, actor] : guide->actors_to_run_) {
/* Only consider actors (1) marked as interleaving by the checker and (2) currently enabled in the application */
if (not actor.is_todo() || not actor.is_enabled() || actor.is_done()) {
return -1;
}
+// This should be done in GuidedState, or at least interact with it
void State::execute_next(aid_t next, RemoteApp& app)
{
// This actor is ready to be executed. Execution involves three phases:
// 1. Identify the appropriate ActorState to prepare for execution
// when simcall_handle will be called on it
- auto& actor_state = actors_to_run_.at(next);
+ auto& actor_state = guide->actors_to_run_.at(next);
const unsigned times_considered = actor_state.do_consider();
const auto* expected_executed_transition = actor_state.get_transition(times_considered);
xbt_assert(expected_executed_transition != nullptr,
#include "src/mc/api/ActorState.hpp"
#include "src/mc/api/RemoteApp.hpp"
+#include "src/mc/api/guide/GuidedState.hpp"
#include "src/mc/sosp/Snapshot.hpp"
#include "src/mc/transition/Transition.hpp"
/** Sequential state ID (used for debugging) */
long num_ = 0;
- /** State's exploration status by actor. Not all the actors are there, only the ones that are ready-to-run in this
- * state */
- std::map<aid_t, ActorState> actors_to_run_;
-
/** 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_;
-
+
+ std::unique_ptr<GuidedState> guide;
+
/* 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(RemoteApp& remote_app);
explicit State(RemoteApp& remote_app, const State* parent_state);
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_todo(aid_t actor) { guide->actors_to_run_.at(actor).mark_todo(); }
void mark_all_enabled_todo();
- bool is_actor_done(aid_t actor) const { return actors_to_run_.at(actor).is_done(); }
+ bool is_actor_done(aid_t actor) const { return guide->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_; }
+ std::map<aid_t, ActorState> const& get_actors_list() const { return guide->actors_to_run_; }
- unsigned long get_actor_count() const { return actors_to_run_.size(); }
- bool is_actor_enabled(aid_t actor) { return actors_to_run_.at(actor).is_enabled(); }
+ unsigned long get_actor_count() const { return guide->actors_to_run_.size(); }
+ bool is_actor_enabled(aid_t actor) { return guide->actors_to_run_.at(actor).is_enabled(); }
Snapshot* get_system_state() const { return system_state_.get(); }
void set_system_state(std::shared_ptr<Snapshot> state) { system_state_ = std::move(state); }
std::map<aid_t, Transition> const& get_sleep_set() const { return sleep_set_; }
- void add_sleep_set(Transition* t) {sleep_set_.insert_or_assign(t->aid_, Transition(t->type_, t->aid_, t->times_considered_)); }
-
+ void add_sleep_set(Transition* t)
+ {
+ sleep_set_.insert_or_assign(t->aid_, Transition(t->type_, t->aid_, t->times_considered_));
+ }
+
/* Returns the total amount of states created so far (for statistics) */
static long get_expanded_states() { return expended_states_; }
};