double HostEnergy::get_consumed_energy()
{
if (last_updated_ < surf_get_clock()) // We need to simcall this as it modifies the environment
double HostEnergy::get_consumed_energy()
{
if (last_updated_ < surf_get_clock()) // We need to simcall this as it modifies the environment
simgrid::s4u::Host::on_state_change.connect(&on_host_change);
simgrid::s4u::Host::on_speed_change.connect(&on_host_change);
simgrid::s4u::Host::on_destruction.connect(&on_host_destruction);
simgrid::s4u::Host::on_state_change.connect(&on_host_change);
simgrid::s4u::Host::on_speed_change.connect(&on_host_change);
simgrid::s4u::Host::on_destruction.connect(&on_host_destruction);
simgrid::kernel::resource::CpuAction::on_state_change.connect(&on_action_state_change);
// We may only have one actor on a node. If that actor executes something like
// compute -> recv -> compute
simgrid::kernel::resource::CpuAction::on_state_change.connect(&on_action_state_change);
// We may only have one actor on a node. If that actor executes something like
// compute -> recv -> compute
std::vector<simgrid::s4u::Host*> list = simgrid::s4u::Engine::get_instance()->get_all_hosts();
for (auto const& host : list)
if (dynamic_cast<simgrid::s4u::VirtualMachine*>(host) == nullptr) { // Ignore virtual machines
std::vector<simgrid::s4u::Host*> list = simgrid::s4u::Engine::get_instance()->get_all_hosts();
for (auto const& host : list)
if (dynamic_cast<simgrid::s4u::VirtualMachine*>(host) == nullptr) { // Ignore virtual machines