*/
void SwappedContext::resume()
{
+ SwappedContext* old = static_cast<SwappedContext*>(self());
if (SIMIX_context_is_parallel()) {
// Save my current soul (either maestro, or one of the minions) in a thread-specific area
- worker_context_ = static_cast<SwappedContext*>(self());
- // Switch my soul and the actor's one
- Context::set_current(this);
- worker_context_->swap_into(this);
- // No body runs that soul anymore at this point, but it is stored in a safe place.
- // When the executed actor will do a blocking action, ActorImpl::yield() will call suspend(), below.
- } else { // sequential execution
- SwappedContext* old = static_cast<SwappedContext*>(self());
- Context::set_current(this);
- old->swap_into(this);
+ worker_context_ = old;
}
+ // Switch my soul and the actor's one
+ Context::set_current(this);
+ old->swap_into(this);
+ // No body runs that soul anymore at this point, but it is stored in a safe place.
+ // When the executed actor will do a blocking action, ActorImpl::yield() will call suspend(), below.
}
/** The actor wants to yield back to maestro, because it is blocked in a simcall (i.e., in ActorImpl::yield())
*
* Actually, it does not really yield back to maestro, but directly into the next executable actor.
*
- * This makes the parmap::apply awkward (see ParallelUContext::run_all()) because it only apply regularly
+ * This makes the parmap::apply awkward (see SwappedContextFactory::run_all()) because it only apply regularly
* on the few first elements of the array, but it saves a lot of context switches back to maestro,
* and directly forth to the next executable actor.
*/
void SwappedContext::suspend()
{
+ SwappedContext* next_context;
if (SIMIX_context_is_parallel()) {
// Get some more work to directly swap into the next executable actor instead of yielding back to the parmap
boost::optional<smx_actor_t> next_work = factory_->parmap_->next();
- SwappedContext* next_context;
if (next_work) {
// There is a next soul to embody (ie, another executable actor)
XBT_DEBUG("Run next process");
next_context = worker_context_;
// When given that soul, the body will wait for the next scheduling round
}
-
- // Get the next soul to run, either from another actor or the initial minion's one
- Context::set_current(next_context);
- this->swap_into(next_context);
-
} else { // sequential execution
/* determine the next context */
- SwappedContext* next_context;
unsigned long int i = factory_->process_index_;
factory_->process_index_++;
XBT_DEBUG("No more actors to run");
next_context = factory_->maestro_context_;
}
- Context::set_current(next_context);
- this->swap_into(next_context);
}
+ Context::set_current(next_context);
+ this->swap_into(next_context);
}
} // namespace context