-/* Copyright (c) 2006-2014. The SimGrid Team.
- * All rights reserved. */
+/* Copyright (c) 2006-2017. The SimGrid Team. All rights reserved. */
/* This program is free software; you can redistribute it and/or modify it
* under the terms of the license (GNU LGPL) which comes with this package. */
#include <map>
-#include "simgrid/s4u/engine.hpp"
-#include "simgrid/s4u/host.hpp"
-#include "simgrid/s4u/storage.hpp"
+#include "simgrid/s4u/Engine.hpp"
+#include "simgrid/s4u/Host.hpp"
+#include "simgrid/s4u/Storage.hpp"
#include "simgrid/simix.hpp"
#include "src/kernel/routing/NetPoint.hpp"
#include "src/msg/msg_private.h"
XBT_LOG_EXTERNAL_CATEGORY(surf_route);
-std::map<std::string, simgrid::s4u::Host*> host_list; // FIXME: move it to Engine
-
int USER_HOST_LEVEL = -1;
namespace simgrid {
namespace s4u {
+std::map<std::string, simgrid::s4u::Host*> host_list; // FIXME: move it to Engine
+
simgrid::xbt::signal<void(Host&)> Host::onCreation;
simgrid::xbt::signal<void(Host&)> Host::onDestruction;
simgrid::xbt::signal<void(Host&)> Host::onStateChange;
*/
void Host::destroy()
{
- if (!currentlyDestroying_) {
+ if (not currentlyDestroying_) {
currentlyDestroying_ = true;
onDestruction(*this);
host_list.erase(name_);
return this->pimpl_cpu->getNbPStates();
}
+/**
+ * \brief Return the list of actors attached to an host.
+ *
+ * \param whereto a vector in which we should push actors living on that host
+ */
+void Host::actorList(std::vector<ActorPtr>* whereto)
+{
+ smx_actor_t actor = NULL;
+ xbt_swag_foreach(actor, this->extension<simgrid::simix::Host>()->process_list)
+ {
+ whereto->push_back(actor->ciface());
+ }
+}
+
/**
* \brief Find a route toward another host
*
}
/** Get the processes attached to the host */
-xbt_swag_t Host::processes()
+void Host::processes(std::vector<ActorPtr>* list)
{
- return simgrid::simix::kernelImmediate([this] {
- return this->extension<simgrid::simix::Host>()->process_list;
- });
+ smx_actor_t actor = NULL;
+ xbt_swag_foreach(actor, this->extension<simgrid::simix::Host>()->process_list) {
+ list->push_back(actor->iface());
+ }
}
/** @brief Get the peak processor speed (in flops/s), at the specified pstate */