namespace simgrid {
namespace s4u {
-xbt::signal<void(ActorPtr)> Comm::on_sender_start;
-xbt::signal<void(ActorPtr)> Comm::on_receiver_start;
-xbt::signal<void(ActorPtr)> Comm::on_completion;
+xbt::signal<void(Actor const&)> Comm::on_sender_start;
+xbt::signal<void(Actor const&)> Comm::on_receiver_start;
+xbt::signal<void(Actor const&)> Comm::on_completion;
Comm::~Comm()
{
__FUNCTION__);
if (src_buff_ != nullptr) { // Sender side
- on_sender_start(Actor::self());
+ on_sender_start(*Actor::self());
pimpl_ = simcall_comm_isend(sender_, mailbox_->get_impl(), remains_, rate_, src_buff_, src_buff_size_, match_fun_,
clean_fun_, copy_data_function_, user_data_, detached_);
} else if (dst_buff_ != nullptr) { // Receiver side
xbt_assert(not detached_, "Receive cannot be detached");
- on_receiver_start(Actor::self());
+ on_receiver_start(*Actor::self());
pimpl_ = simcall_comm_irecv(receiver_, mailbox_->get_impl(), dst_buff_, &dst_buff_size_, match_fun_,
copy_data_function_, user_data_, rate_);
/** @brief Block the calling actor until the communication is finished, or until timeout
*
- * On timeout, an exception is thrown.
+ * On timeout, an exception is thrown and the communication is invalidated.
*
* @param timeout the amount of seconds to wait for the comm termination.
* Negative values denote infinite wait times. 0 as a timeout returns immediately. */
case State::INITED: // It's not started yet. Do it in one simcall
if (src_buff_ != nullptr) {
- on_sender_start(Actor::self());
+ on_sender_start(*Actor::self());
simcall_comm_send(sender_, mailbox_->get_impl(), remains_, rate_, src_buff_, src_buff_size_, match_fun_,
copy_data_function_, user_data_, timeout);
} else { // Receiver
- on_receiver_start(Actor::self());
+ on_receiver_start(*Actor::self());
simcall_comm_recv(receiver_, mailbox_->get_impl(), dst_buff_, &dst_buff_size_, match_fun_, copy_data_function_,
user_data_, timeout, rate_);
}
case State::STARTED:
simcall_comm_wait(pimpl_, timeout);
- on_completion(Actor::self());
+ on_completion(*Actor::self());
state_ = State::FINISHED;
break;