#include <simgrid/s4u/Host.hpp>
#include <simgrid/sg_config.hpp>
-#define SIMIX_H_NO_DEPRECATED_WARNING // avoid deprecation warning on include (remove with XBT_ATTRIB_DEPRECATED_v332)
-#include <simgrid/simix.h>
-
#include "mc/mc.h"
#include "src/kernel/EngineImpl.hpp"
#include "src/kernel/resource/StandardLinkImpl.hpp"
for (auto const& kv : mailboxes_)
delete kv.second;
- /* Free the remaining data structures */
+ /* Kill all actors (but maestro) */
+ maestro_->kill_all();
+ run_all_actors();
+ empty_trash();
+
+ delete maestro_;
+ delete context_factory_;
+
+ /* Free the remaining data structures */
#if SIMGRID_HAVE_MC
xbt_dynar_free(&actors_vector_);
#endif
xbt_die("Bailing out to avoid that stop-before-start madness. Please fix your code.");
}
- /* Kill all actors (but maestro) */
- instance_->maestro_->kill_all();
- instance_->run_all_actors();
- instance_->empty_trash();
-
- /* Let's free maestro now */
- delete instance_->maestro_;
- instance_->maestro_ = nullptr;
-
- /* Finish context module and SURF */
- instance_->destroy_context_factory();
-
while (not timer::kernel_timers().empty()) {
delete timer::kernel_timers().top().second;
timer::kernel_timers().pop();
void EngineImpl::load_platform(const std::string& platf)
{
double start = xbt_os_time();
- if (boost::algorithm::ends_with(platf, ".so") or boost::algorithm::ends_with(platf, ".dylib")) {
+ if (boost::algorithm::ends_with(platf, ".so") || boost::algorithm::ends_with(platf, ".dylib")) {
#ifdef _WIN32
xbt_die("loading platform through shared library isn't supported on windows");
#else
}
/** Wake up all actors waiting for a Surf action to finish */
-void EngineImpl::wake_all_waiting_actors() const
+void EngineImpl::handle_ended_actions() const
{
for (auto const& model : models_) {
XBT_DEBUG("Handling the failed actions (if any)");
while (auto* action = model->extract_failed_action()) {
XBT_DEBUG(" Handling Action %p", action);
- if (action->get_activity() != nullptr) {
- // If nobody told the interface that the activity has failed, that's because no actor waits on it (maestro
- // started it). SimDAG I see you!
+ if (action->get_activity() != nullptr) { // Skip vcpu actions
+ // Action failures are not automatically reported when the action is started by maestro (as in SimDAG)
if (action->get_activity()->get_actor() == maestro_)
action->get_activity()->get_iface()->complete(s4u::Activity::State::FAILED);
XBT_DEBUG("Handling the terminated actions (if any)");
while (auto* action = model->extract_done_action()) {
XBT_DEBUG(" Handling Action %p", action);
- if (action->get_activity() == nullptr)
- XBT_DEBUG("probably vcpu's action %p, skip", action);
- else {
- // If nobody told the interface that the activity is finished, that's because no actor waits on it (maestro
- // started it). SimDAG I see you!
+ if (action->get_activity() != nullptr) {
+ // Action termination are not automatically reported when the action is started by maestro (as in SimDAG)
action->get_activity()->set_finish_time(action->get_finish_time());
if (action->get_activity()->get_actor() == maestro_)
*/
void EngineImpl::run_all_actors()
{
- instance_->get_context_factory()->run_all();
+ instance_->get_context_factory()->run_all(actors_to_run_);
for (auto const& actor : actors_to_run_)
- if (actor->context_->to_be_freed())
+ if (actor->to_be_freed())
actor->cleanup_from_kernel();
actors_to_run_.swap(actors_that_ran_);
if (item != actor_list_.end())
return item->second;
- // Search the trash
- for (auto& a : actors_to_destroy_)
- if (a.get_pid() == pid)
- return &a;
- return nullptr; // Not found, even in the trash
+ return nullptr; // Not found
}
void EngineImpl::remove_daemon(actor::ActorImpl* actor)
if (cfg_breakpoint >= 0.0 && simgrid_get_clock() >= cfg_breakpoint) {
XBT_DEBUG("Breakpoint reached (%g)", cfg_breakpoint.get());
- cfg_breakpoint = -1.0;
+ cfg_breakpoint = -1.0; // Let the simulation continue without hiting the breakpoint again and again
#ifdef SIGTRAP
std::raise(SIGTRAP);
#else
/* Run all actors that are ready to run, possibly in parallel */
run_all_actors();
- /* answer sequentially and in a fixed arbitrary order all the simcalls that were issued during that sub-round */
-
- /* WARNING, the order *must* be fixed or you'll jeopardize the simulation reproducibility (see RR-7653) */
-
- /* Here, the order is ok because:
- *
- * Only maestro adds stuff to the actors_to_run array, so the execution order of user contexts do not impact its order.
- *
- * In addition, actors remain sorted through an arbitrary but fixed order in all cases:
- *
- * - If there is no killing during the simulation, actors remain sorted according by their PID.
- * - Killer actors are moved to the end of the scheduling round (to let victims finish their simcall before dying), but
- * (1) this decision of killing is reproducible because the simulation was reproducible until then
- * (2) this reordering introduces no reproducibility hazard in the subsequent simulation.
- * Even the order change induced by the actor killing is perfectly reproducible.
- *
- * So the array order is implicit and somewhat complex, but fixed and reproducible (science works, http://xkcd.com/54/).
- *
- * We could manually sort the actors_that_ran array so that simcalls are handled in an easy to predict order
- * (e.g. "according to the PID of issuer"), but it's not mandatory for the simulation soundness and reproducibility,
- * and would thus be a pure waste of time.
+ /* answer sequentially and in a fixed arbitrary order all the simcalls that were issued during that sub-round.
+ * The order must be fixed for the simulation to be reproducible (see RR-7653). It's OK here because only maestro
+ * changes the list. Killer actors are moved to the end to let victims finish their simcall before dying, but
+ * the order remains reproducible (even if arbitrarily). No need to sort the vector for sake of reproducibility.
*/
-
for (auto const& actor : actors_that_ran_)
if (actor->simcall_.call_ != actor::Simcall::Type::NONE)
actor->simcall_handle(0);
- wake_all_waiting_actors();
+ handle_ended_actions();
/* If only daemon actors remain, cancel their actions, mark them to die and reschedule them */
if (actor_list_.size() == daemons_.size())
elapsed_time = solve(next_time);
XBT_DEBUG("Moving time ahead. NOW=%g; elapsed: %g", NOW, elapsed_time);
- /* Notify all the hosts that have failed */
- /* FIXME: iterate through the list of failed host and mark each of them */
- /* as failed. On each host, signal all the running actors with host_fail */
-
// Execute timers until there isn't anything to be done:
bool again = false;
do {
again = timer::Timer::execute_all();
- wake_all_waiting_actors();
+ handle_ended_actions();
} while (again);
/* Clean actors to destroy */
}
} // namespace kernel
} // namespace simgrid
-
-void SIMIX_run() // XBT_ATTRIB_DEPRECATED_v332
-{
- simgrid::kernel::EngineImpl::get_instance()->run(-1);
-}