#define SIMGRID_MC_STATE_HPP
#include "src/mc/api/ActorState.hpp"
+#include "src/mc/api/ClockVector.hpp"
#include "src/mc/api/RemoteApp.hpp"
#include "src/mc/api/strategy/Strategy.hpp"
-#include "src/mc/sosp/Snapshot.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) */
class XBT_PRIVATE State : public xbt::Extendable<State> {
static long expended_states_; /* Count total amount of states, for stats */
- /**
- * @brief An empty transition that leads to this state by default
- */
- const std::unique_ptr<Transition> default_transition_ = std::make_unique<Transition>();
+ /** @brief The outgoing transition is the last transition that we took to leave this state. */
+ std::shared_ptr<Transition> outgoing_transition_ = nullptr;
- /**
- * @brief The outgoing transition: what was the last transition that
- * we took to leave this state?
- *
- * The owner of the transition is the `ActorState` instance which exists in this state,
- * or a reference to the internal default transition `Transition()` if no transition has been
- * set
- */
- Transition* transition_ = default_transition_.get();
-
- /** @brief A list of transition to be replayed in order to get in this state. */
- std::list<Transition*> recipe_;
+ /** @brief The incoming transition is what led to this state, coming from its parent */
+ std::shared_ptr<Transition> incoming_transition_ = nullptr;
/** Sequential state ID (used for debugging) */
long num_ = 0;
/* 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() */
- void execute_next(aid_t next, RemoteApp& app);
+ /**
+ * @brief Explore a new path on the remote app; the parameter 'next' must be the result of a previous call to
+ * next_transition()
+ */
+ std::shared_ptr<Transition> execute_next(aid_t next, RemoteApp& app);
long get_num() const { return num_; }
std::size_t count_todo() const;
* + 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) { strategy_->consider_one(aid); }
- void consider_best() { strategy_->consider_best(); }
- unsigned long consider_all() { return strategy_->consider_all(); }
+ 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 strategy_->actors_to_run_.at(actor).is_done(); }
- Transition* get_transition() const;
- void set_transition(Transition* t) { transition_ = t; }
- std::shared_ptr<State> get_parent_state() { return parent_state_; }
- std::list<Transition*> get_recipe() const { return recipe_; }
+ std::shared_ptr<Transition> get_transition_out() const { return outgoing_transition_; }
+ std::shared_ptr<Transition> get_transition_in() const { return incoming_transition_; }
+ std::shared_ptr<State> get_parent_state() const { return parent_state_; }
std::map<aid_t, ActorState> const& get_actors_list() const { return strategy_->actors_to_run_; }
unsigned long get_actor_count() const { return strategy_->actors_to_run_.size(); }
- bool is_actor_enabled(aid_t actor) { return strategy_->actors_to_run_.at(actor).is_enabled(); }
+ 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); }
+ /**
+ * @brief Computes the backtrack set for this state
+ * according to its definition in Simgrid.
+ *
+ * The backtrack set as it appears in DPOR, SDPOR, and ODPOR
+ * in SimGrid consists of those actors marked as `todo`
+ * (i.e. those that have yet to be explored) as well as those
+ * marked `done` (i.e. those that have already been explored)
+ * since the pseudcode in none of the above algorithms explicitly
+ * removes elements from the backtrack set. DPOR makes use
+ * explicitly of the `done` set, but we again note that the
+ * backtrack set still contains processes added to the done set.
+ */
+ std::unordered_set<aid_t> get_backtrack_set() const;
std::map<aid_t, Transition> const& get_sleep_set() const { return sleep_set_; }
- void add_sleep_set(const Transition* t)
+ void add_sleep_set(std::shared_ptr<Transition> t)
{
sleep_set_.insert_or_assign(t->aid_, Transition(t->type_, t->aid_, t->times_considered_));
}