#include "src/mc/api/State.hpp"
#include "src/mc/api/strategy/BasicStrategy.hpp"
-#include "src/mc/api/strategy/WaitStrategy.hpp"
+#include "src/mc/api/strategy/MaxMatchComm.hpp"
+#include "src/mc/api/strategy/MinMatchComm.hpp"
+#include "src/mc/api/strategy/UniformStrategy.hpp"
#include "src/mc/explo/Exploration.hpp"
#include "src/mc/mc_config.hpp"
State::State(RemoteApp& remote_app) : num_(++expended_states_)
{
XBT_VERB("Creating a guide for the state");
+
+ srand(_sg_mc_random_seed);
+
if (_sg_mc_strategy == "none")
strategy_ = std::make_shared<BasicStrategy>();
- else if (_sg_mc_strategy == "nb_wait")
- strategy_ = std::make_shared<WaitStrategy>();
+ else if (_sg_mc_strategy == "max_match_comm")
+ strategy_ = std::make_shared<MaxMatchComm>();
+ else if (_sg_mc_strategy == "min_match_comm")
+ strategy_ = std::make_shared<MinMatchComm>();
+ else if (_sg_mc_strategy == "uniform")
+ strategy_ = std::make_shared<UniformStrategy>();
else
THROW_IMPOSSIBLE;
State::State(RemoteApp& remote_app, std::shared_ptr<State> parent_state)
: incoming_transition_(parent_state->get_transition_out()), num_(++expended_states_), parent_state_(parent_state)
{
- if (_sg_mc_strategy == "none")
+
+ if (_sg_mc_strategy == "none")
strategy_ = std::make_shared<BasicStrategy>();
- else if (_sg_mc_strategy == "nb_wait")
- strategy_ = std::make_shared<WaitStrategy>();
+ else if (_sg_mc_strategy == "max_match_comm")
+ strategy_ = std::make_shared<MaxMatchComm>();
+ else if (_sg_mc_strategy == "min_match_comm")
+ strategy_ = std::make_shared<MinMatchComm>();
+ else if (_sg_mc_strategy == "uniform")
+ strategy_ = std::make_shared<UniformStrategy>();
else
THROW_IMPOSSIBLE;
- *strategy_ = *(parent_state->strategy_);
+ strategy_->copy_from(parent_state_->strategy_.get());
remote_app.get_actors_status(strategy_->actors_to_run_);
if (actor.is_enabled()) {
// For each variant of the transition, we want
// to insert the action into the tree. This ensures
- // that all variants are searched?
- //
- // TODO: How do we modify sleep sets then?
+ // that all variants are searched
for (unsigned times = 0; times < actor.get_max_considered(); ++times) {
wakeup_tree_.insert(prior, odpor::PartialExecution{actor.get_transition(times)});
}
"parent with an empty wakeup tree. This indicates either that ODPOR "
"actor selection in State.cpp is incorrect, or that the code "
"deciding when to make subtrees in ODPOR is incorrect");
- xbt_assert((parent_state_->get_transition_out()->aid_ == min_process_node.value()->get_actor()) &&
- (parent_state_->get_transition_out()->type_ == min_process_node.value()->get_action()->type_),
+ xbt_assert((get_transition_in()->aid_ == min_process_node.value()->get_actor()) &&
+ (get_transition_in()->type_ == min_process_node.value()->get_action()->type_),
"We tried to make a subtree from a parent state who claimed to have executed `%s` "
"but whose wakeup tree indicates it should have executed `%s`. This indicates "
"that exploration is not following ODPOR. Are you sure you're choosing actors "
"to schedule from the wakeup tree?",
- parent_state_->get_transition_out()->to_string(false).c_str(),
+ get_transition_in()->to_string(false).c_str(),
min_process_node.value()->get_action()->to_string(false).c_str());
this->wakeup_tree_ = odpor::WakeupTree::make_subtree_rooted_at(min_process_node.value());
}
{
if (auto out_transition = get_transition_out(); out_transition != nullptr) {
remove_subtree_using_current_out_transition();
- add_sleep_set(std::move(out_transition));
+
+ // Only when we've exhausted all variants of the transition which
+ // can be chosen from this state do we finally add the actor to the
+ // sleep set. This ensures that the current logic handling sleep sets
+ // works with ODPOR in the way we intend it to work. There is not a
+ // good way to perform transition equality in SimGrid; instead, we
+ // effectively simply check for the presence of an actor in the sleep set.
+ if (!get_actors_list().at(out_transition->aid_).has_more_to_consider())
+ add_sleep_set(std::move(out_transition));
}
}