* under the terms of the license (GNU LGPL) which comes with this package. */
#include "src/mc/api/State.hpp"
+#include "src/mc/api/strategy/BasicStrategy.hpp"
+#include "src/mc/api/strategy/WaitStrategy.hpp"
+#include "src/mc/explo/Exploration.hpp"
#include "src/mc/mc_config.hpp"
#include <boost/range/algorithm.hpp>
long State::expended_states_ = 0;
-State::State(const RemoteApp& remote_app) : num_(++expended_states_)
+State::State(RemoteApp& remote_app) : num_(++expended_states_)
{
- remote_app.get_actors_status(actors_to_run_);
+ XBT_VERB("Creating a guide for the state");
+ if (_sg_mc_strategy == "none")
+ strategy_ = std::make_shared<BasicStrategy>();
+ if (_sg_mc_strategy == "nb_wait")
+ strategy_ = std::make_shared<WaitStrategy>();
- transition_.reset(new Transition());
+ recipe_ = std::list<Transition*>();
+
+ remote_app.get_actors_status(strategy_->actors_to_run_);
+
+#if SIMGRID_HAVE_STATEFUL_MC
/* Stateful model checking */
- if ((_sg_mc_checkpoint > 0 && (num_ % _sg_mc_checkpoint == 0)) || _sg_mc_termination) {
- system_state_ = std::make_shared<simgrid::mc::Snapshot>(num_);
- }
+ if ((_sg_mc_checkpoint > 0 && (num_ % _sg_mc_checkpoint == 0)) || _sg_mc_termination)
+ system_state_ = std::make_shared<simgrid::mc::Snapshot>(num_, remote_app.get_page_store(),
+ *remote_app.get_remote_process_memory());
+#endif
}
-State::State(const RemoteApp& remote_app, const State* previous_state) : num_(++expended_states_)
+State::State(RemoteApp& remote_app, std::shared_ptr<State> parent_state)
+ : num_(++expended_states_), parent_state_(parent_state)
{
-
- remote_app.get_actors_status(actors_to_run_);
-
- transition_.reset(new Transition());
- /* Stateful model checking */
- if ((_sg_mc_checkpoint > 0 && (num_ % _sg_mc_checkpoint == 0)) || _sg_mc_termination) {
- system_state_ = std::make_shared<simgrid::mc::Snapshot>(num_);
- }
-
- for (auto & [aid, transition] : previous_state->get_sleep_set()) {
-
- XBT_DEBUG("Transition >>%s<< will be explored ?", transition.to_string().c_str());
- if (not previous_state->get_transition()->depends(&transition)) {
-
- sleep_set_.emplace(aid, transition);
- if (actors_to_run_.count(aid) != 0) {
- XBT_DEBUG("Actor %ld will not be explored, for it is in the sleep set", aid);
-
- actors_to_run_.at(aid).mark_done();
- }
- }
- else
- XBT_DEBUG("Transition >>%s<< removed from the sleep set because it was dependent with >>%s<<", transition.to_string().c_str(), previous_state->get_transition()->to_string().c_str());
-
+ if (_sg_mc_strategy == "none")
+ strategy_ = std::make_shared<BasicStrategy>();
+ if (_sg_mc_strategy == "nb_wait")
+ strategy_ = std::make_shared<WaitStrategy>();
+ *strategy_ = *(parent_state->strategy_);
+
+ recipe_ = std::list(parent_state_->get_recipe());
+ recipe_.push_back(parent_state_->get_transition());
+
+ remote_app.get_actors_status(strategy_->actors_to_run_);
+
+#if SIMGRID_HAVE_STATEFUL_MC /* Stateful model checking */
+ if ((_sg_mc_checkpoint > 0 && (num_ % _sg_mc_checkpoint == 0)) || _sg_mc_termination)
+ system_state_ = std::make_shared<simgrid::mc::Snapshot>(num_, remote_app.get_page_store(),
+ *remote_app.get_remote_process_memory());
+#endif
+
+ /* If we want sleep set reduction, copy the sleep set and eventually removes things from it */
+ if (_sg_mc_sleep_set) {
+ /* For each actor in the previous sleep set, keep it if it is not dependent with current transition.
+ * And if we kept it and the actor is enabled in this state, mark the actor as already done, so that
+ * it is not explored*/
+ for (auto& [aid, transition] : parent_state_->get_sleep_set()) {
+ if (not parent_state_->get_transition()->depends(&transition)) {
+ sleep_set_.try_emplace(aid, transition);
+ if (strategy_->actors_to_run_.count(aid) != 0) {
+ XBT_DEBUG("Actor %ld will not be explored, for it is in the sleep set", aid);
+
+ strategy_->actors_to_run_.at(aid).mark_done();
+ }
+ } else
+ XBT_DEBUG("Transition >>%s<< removed from the sleep set because it was dependent with >>%s<<",
+ transition.to_string().c_str(), parent_state_->get_transition()->to_string().c_str());
+ }
}
-
}
-
+
std::size_t State::count_todo() const
{
- return boost::range::count_if(this->actors_to_run_, [](auto& pair) { return pair.second.is_todo(); });
+ return boost::range::count_if(this->strategy_->actors_to_run_, [](auto& pair) { return pair.second.is_todo(); });
}
- void State::mark_all_todo()
+std::size_t State::count_todo_multiples() const
{
- for (auto & [aid, actor] : actors_to_run_) {
+ size_t count = 0;
+ for (auto& [_, actor] : strategy_->actors_to_run_)
+ if (actor.is_todo())
+ count += actor.get_times_not_considered();
- if (actor.is_enabled() and not actor.is_done() and not actor.is_todo())
- actor.mark_todo();
-
- }
+ return count;
}
-
+
Transition* State::get_transition() const
{
- return transition_.get();
+ return transition_;
}
aid_t State::next_transition() const
{
- XBT_DEBUG("Search for an actor to run. %zu actors to consider", actors_to_run_.size());
- for (auto const& [aid, actor] : actors_to_run_) {
+ XBT_DEBUG("Search for an actor to run. %zu actors to consider", strategy_->actors_to_run_.size());
+ for (auto const& [aid, actor] : strategy_->actors_to_run_) {
/* Only consider actors (1) marked as interleaving by the checker and (2) currently enabled in the application */
- if (not actor.is_todo() || not actor.is_enabled() || actor.is_done()) {
+ if (not actor.is_todo() || not actor.is_enabled() || actor.is_done()) {
+ if (not actor.is_todo())
+ XBT_DEBUG("Can't run actor %ld because it is not todo", aid);
- if (not actor.is_todo())
- XBT_DEBUG("Can't run actor %ld because it is not todo", aid);
+ if (not actor.is_enabled())
+ XBT_DEBUG("Can't run actor %ld because it is not enabled", aid);
- if (not actor.is_enabled())
- XBT_DEBUG("Can't run actor %ld because it is not enabled", aid);
+ if (actor.is_done())
+ XBT_DEBUG("Can't run actor %ld because it has already been done", aid);
- if (actor.is_done())
- XBT_DEBUG("Can't run actor %ld because it has already been done", aid);
-
-
- continue;
-
-
- }
+ continue;
+ }
return aid;
}
return -1;
}
-void State::execute_next(aid_t next)
+
+std::pair<aid_t, int> State::next_transition_guided() const
{
- /* This actor is ready to be executed. Prepare its execution when simcall_handle will be called on it */
- const unsigned times_considered = actors_to_run_.at(next).do_consider();
+ return strategy_->next_transition();
+}
+
+// This should be done in GuidedState, or at least interact with it
+void State::execute_next(aid_t next, RemoteApp& app)
+{
+ // First, warn the guide, so it knows how to build a proper child state
+ strategy_->execute_next(next, app);
+
+ // This actor is ready to be executed. Execution involves three phases:
+
+ // 1. Identify the appropriate ActorState to prepare for execution
+ // when simcall_handle will be called on it
+ auto& actor_state = strategy_->actors_to_run_.at(next);
+ const unsigned times_considered = actor_state.do_consider();
+ const auto* expected_executed_transition = actor_state.get_transition(times_considered);
+ xbt_assert(expected_executed_transition != nullptr,
+ "Expected a transition with %u times considered to be noted in actor %ld", times_considered, next);
XBT_DEBUG("Let's run actor %ld (times_considered = %u)", next, times_considered);
+ // 2. Execute the actor according to the preparation above
Transition::executed_transitions_++;
-
- transition_.reset(mc_model_checker->handle_simcall(next, times_considered, true));
- mc_model_checker->wait_for_requests();
+ auto* just_executed = app.handle_simcall(next, times_considered, true);
+ xbt_assert(just_executed->type_ == expected_executed_transition->type_,
+ "The transition that was just executed by actor %ld, viz:\n"
+ "%s\n"
+ "is not what was purportedly scheduled to execute, which was:\n"
+ "%s\n",
+ next, just_executed->to_string().c_str(), expected_executed_transition->to_string().c_str());
+
+ // 3. Update the state with the newest information. This means recording
+ // both
+ // 1. what action was last taken from this state (viz. `executed_transition`)
+ // 2. what action actor `next` was able to take given `times_considered`
+ // The latter update is important as *more* information is potentially available
+ // about a transition AFTER it has executed.
+ transition_ = just_executed;
+
+ auto executed_transition = std::unique_ptr<Transition>(just_executed);
+ actor_state.set_transition(std::move(executed_transition), times_considered);
+
+ app.wait_for_requests();
}
} // namespace simgrid::mc