#include "src/kernel/activity/CommImpl.hpp"
#include "src/mc/remote/RemotePtr.hpp"
+#include <algorithm>
+#include <exception>
+#include <vector>
+
namespace simgrid::mc {
/* On every state, each actor has an entry of the following type.
- * This represents both the actor and its transition because
- * an actor cannot have more than one enabled transition at a given time.
+ * This usually represents both the actor and its transition because
+ * most of the time an actor cannot have more than one enabled transition
+ * at a given time. However, certain transitions have multiple "paths"
+ * that can be followed, which means that a given actor may be able
+ * to do more than one thing at a time.
+ *
+ * Formally, at this state multiple transitions would exist all of
+ * which happened to be executed by the same actor. This distinction
+ * is important in cases
*/
class ActorState {
+ /**
+ * @brief The transitions that the actor is allowed to execute from this
+ * state, viz. those that are enabled for this actor
+ *
+ * Most actors can take only a single action from any given state.
+ * However, when an actor executes a transition with multiple
+ * possible variations (e.g. an MC_Random() [see class: RandomTransition]
+ * for more details]), multiple enabled actions are defined
+ *
+ * @invariant The transitions are arranged such that an actor
+ * with multiple possible paths of execution will contain all
+ * such transitions such that `pending_transitions_[i]` represents
+ * the variation of the transition with `times_considered = i`.
+ *
+ * @note: If only a subset of transitions of an actor that can
+ * take multiple transitions in some state are truly enabled,
+ * we would instead need to map `times_considered` to a transition,
+ * as the map is currently implicit in the ordering of the transitions
+ * in the vector
+ *
+ * TODO: If a single transition is taken at a time in a concurrent system,
+ * then nearly all of the transitions from in a state `s'` after taking
+ * an action `t` from state `s` (i.e. s -- t --> s') are the same
+ * sans for the new transition of the actor which just executed t.
+ * This means there may be a way to store the list once and apply differences
+ * rather than repeating elements frequently.
+ */
+ std::vector<std::shared_ptr<Transition>> pending_transitions_;
+
/* Possible exploration status of an actor transition in a state.
- * Either the checker did not consider the transition, or it was considered and still to do, or considered and done.
+ * Either the checker did not consider the transition, or it was considered and still to do, or considered and
+ * done.
*/
enum class InterleavingType {
/** This actor transition is not considered by the checker (yet?) */
bool enabled_;
public:
- ActorState(aid_t aid, bool enabled, unsigned int max_consider)
- : aid_(aid), max_consider_(max_consider), enabled_(enabled)
+ ActorState(aid_t aid, bool enabled, unsigned int max_consider) : ActorState(aid, enabled, max_consider, {}) {}
+
+ ActorState(aid_t aid, bool enabled, unsigned int max_consider, std::vector<std::shared_ptr<Transition>> transitions)
+ : pending_transitions_(std::move(transitions)), aid_(aid), max_consider_(max_consider), enabled_(enabled)
{
}
mark_done();
return times_considered_++;
}
+ unsigned int get_max_considered() const { return max_consider_; }
unsigned int get_times_considered() const { return times_considered_; }
+ unsigned int get_times_not_considered() const { return max_consider_ - times_considered_; }
+ bool has_more_to_consider() const { return get_times_not_considered() > 0; }
aid_t get_aid() const { return aid_; }
/* returns whether the actor is marked as enabled in the application side */
this->times_considered_ = 0;
}
void mark_done() { this->state_ = InterleavingType::done; }
+
+ /**
+ * @brief Retrieves the transition that we should consider for execution by
+ * this actor from the State instance with respect to which this ActorState object
+ * is considered
+ */
+ std::shared_ptr<Transition> get_transition() const
+ {
+ // The rationale for this selection is as follows:
+ //
+ // 1. For transitions with only one possibility of execution,
+ // we always wish to select action `0` even if we've
+ // marked the transition already as considered (which
+ // we'll do if we explore a trace following that transition).
+ //
+ // 2. For transitions that can be considered multiple
+ // times, we want to be sure to select the most up-to-date
+ // action. In general, this means selecting that which is
+ // now being considered at this state. If, however, we've
+ // executed the
+ //
+ // The formula satisfies both of the above conditions:
+ //
+ // > std::clamp(times_considered_, 0u, max_consider_ - 1)
+ return get_transition(std::clamp(times_considered_, 0u, max_consider_ - 1));
+ }
+
+ std::shared_ptr<Transition> get_transition(unsigned times_considered) const
+ {
+ xbt_assert(times_considered < this->pending_transitions_.size(),
+ "Actor %ld does not have a state available transition with `times_considered = %u`,\n"
+ "yet one was asked for",
+ aid_, times_considered);
+ return this->pending_transitions_[times_considered];
+ }
+
+ void set_transition(std::shared_ptr<Transition> t, unsigned times_considered)
+ {
+ xbt_assert(times_considered < this->pending_transitions_.size(),
+ "Actor %ld does not have a state available transition with `times_considered = %u`, "
+ "yet one was attempted to be set",
+ aid_, times_considered);
+ this->pending_transitions_[times_considered] = std::move(t);
+ }
+
+ const std::vector<std::shared_ptr<Transition>>& get_enabled_transitions() const
+ {
+ static const auto no_enabled_transitions = std::vector<std::shared_ptr<Transition>>();
+ return this->is_enabled() ? this->pending_transitions_ : no_enabled_transitions;
+ };
};
} // namespace simgrid::mc