#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/api/strategy/Strategy.hpp"
#include "src/mc/transition/Transition.hpp"
+#if SIMGRID_HAVE_STATEFUL_MC
+#include "src/mc/sosp/Snapshot.hpp"
+#endif
+
namespace simgrid::mc {
/* A node in the exploration graph (kind-of) */
*/
Transition* transition_ = default_transition_.get();
+ /** @brief A list of transition to be replayed in order to get in this state. */
+ std::list<Transition*> recipe_;
+
/** Sequential state ID (used for debugging) */
long num_ = 0;
/** Unique parent of this state. Required both for sleep set computation
and for guided model-checking */
- const State* parent_state_;
+ std::shared_ptr<State> parent_state_ = nullptr;
- std::unique_ptr<GuidedState> guide;
+ std::shared_ptr<Strategy> strategy_;
/* 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
public:
explicit State(RemoteApp& remote_app);
- explicit State(RemoteApp& remote_app, const State* parent_state);
+ explicit State(RemoteApp& remote_app, std::shared_ptr<State> parent_state);
/* Returns a positive number if there is another transition to pick, or -1 if not */
aid_t next_transition() const; // this function should disapear as it is redundant with the next one
- /* Same as next_transition, but choice is now guided, and a double corresponding to the
+ /* Same as next_transition, but choice is now guided, and an integer corresponding to the
internal cost of the transition is returned */
- std::pair<aid_t, double> next_transition_guided() const;
+ std::pair<aid_t, int> next_transition_guided() const;
/* Explore a new path on the remote app; the parameter 'next' must be the result of a previous call to
* next_transition() */
long get_num() const { return num_; }
std::size_t count_todo() const;
+ std::size_t count_todo_multiples() const;
- void consider_one(aid_t aid) { guide->consider_one(aid); }
- void consider_best() { guide->consider_best(); }
- void consider_all() { guide->consider_all(); }
+ /* Marking as TODO some actor in this state:
+ * + consider_one mark aid actor (and assert it is possible)
+ * + consider_best ensure one actor is marked by eventually marking the best regarding its guiding methode
+ * + conside_all mark all enabled actor that are not done yet */
+ void consider_one(aid_t aid) const { strategy_->consider_one(aid); }
+ void consider_best() const { strategy_->consider_best(); }
+ unsigned long consider_all() const { return strategy_->consider_all(); }
- bool is_actor_done(aid_t actor) const { return guide->actors_to_run_.at(actor).is_done(); }
+ bool is_actor_done(aid_t actor) const { return strategy_->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 guide->actors_to_run_; }
+ std::shared_ptr<State> get_parent_state() const { return parent_state_; }
+ std::list<Transition*> get_recipe() const { return recipe_; }
+
+ std::map<aid_t, ActorState> const& get_actors_list() const { return strategy_->actors_to_run_; }
- 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(); }
+ unsigned long get_actor_count() const { return strategy_->actors_to_run_.size(); }
+ bool is_actor_enabled(aid_t actor) const { return strategy_->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); }