#include "src/mc/api/ActorState.hpp"
#include "src/mc/api/RemoteApp.hpp"
-#include "src/mc/sosp/Snapshot.hpp"
+#include "src/mc/api/strategy/Strategy.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: what was the last transition that
* we took to leave this state?
* or a reference to the internal default transition `Transition()` if no transition has been
* set
*/
- Transition* transition_ = nullptr;
+ Transition* transition_ = default_transition_.get();
- /**
- * @brief An empty transition that leads to this state by default
- */
- const std::unique_ptr<Transition> default_transition;
+ /** @brief A list of transition to be replayed in order to get in this state. */
+ std::list<Transition*> recipe_;
/** Sequential state ID (used for debugging) */
long num_ = 0;
- /** State's exploration status by actor. Not all the actors are there, only the ones that are ready-to-run in this
- * state */
- std::map<aid_t, ActorState> actors_to_run_;
-
/** Snapshot of system state (if needed) */
std::shared_ptr<Snapshot> system_state_;
+ /** Unique parent of this state. Required both for sleep set computation
+ and for guided model-checking */
+ std::shared_ptr<State> parent_state_ = nullptr;
+
+ std::shared_ptr<Strategy> strategy_;
+
/* Sleep sets are composed of the actor and the corresponding transition that made it being added to the sleep
* set. With this information, it is check whether it should be removed from it or not when exploring a new
* transition */
std::map<aid_t, Transition> sleep_set_;
-
+
public:
- explicit State(const RemoteApp& remote_app);
- explicit State(const RemoteApp& remote_app, const State* previous_state);
+ explicit State(RemoteApp& remote_app);
+ explicit State(RemoteApp& remote_app, std::shared_ptr<State> parent_state);
/* Returns a positive number if there is another transition to pick, or -1 if not */
- aid_t next_transition() const;
+ aid_t next_transition() const; // this function should disapear as it is redundant with the next one
- /* Explore a new path; the parameter must be the result of a previous call to next_transition() */
- void execute_next(aid_t next);
+ /* 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, 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);
long get_num() const { return num_; }
std::size_t count_todo() const;
- void mark_todo(aid_t actor) { actors_to_run_.at(actor).mark_todo(); }
- void mark_done(aid_t actor) { actors_to_run_.at(actor).mark_done();}
- void mark_all_todo();
- bool is_done(aid_t actor) const { return actors_to_run_.at(actor).is_done(); }
+ std::size_t count_todo_multiples() const;
+
+ /* Marking as TODO some actor in this state:
+ * + 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) 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::map<aid_t, ActorState> const& get_actors_list() const { return actors_to_run_; }
+ std::shared_ptr<State> get_parent_state() const { return parent_state_; }
+ std::list<Transition*> get_recipe() const { return recipe_; }
- unsigned long get_actor_count() const { return actors_to_run_.size(); }
- bool is_actor_enabled(aid_t actor) { return actors_to_run_.at(actor).is_enabled(); }
+ 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) 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); }
std::map<aid_t, Transition> const& get_sleep_set() const { return sleep_set_; }
- void add_sleep_set(Transition* t) {sleep_set_.insert_or_assign(t->aid_, Transition(t->type_, t->aid_, t->times_considered_)); }
-
+ void add_sleep_set(const Transition* t)
+ {
+ sleep_set_.insert_or_assign(t->aid_, Transition(t->type_, t->aid_, t->times_considered_));
+ }
+
/* Returns the total amount of states created so far (for statistics) */
static long get_expanded_states() { return expended_states_; }
};