#include <utility>
#include <vector>
-#include <boost/intrusive_ptr.hpp>
-
-#include <xbt/base.h>
+#include <xbt/Extendable.hpp>
#include <xbt/functional.hpp>
#include <xbt/string.hpp>
#include <simgrid/chrono.hpp>
-#include <simgrid/simix.h>
#include <simgrid/s4u/forward.hpp>
namespace simgrid {
namespace s4u {
/** @ingroup s4u_api
- *
+ *
* An actor is an independent stream of execution in your distributed application.
*
* You can think of an actor as a process in your distributed application, or as a thread in a multithreaded program.
- * This is the only component in SimGrid that actually does something on its own, executing its own code.
- * A resource will not get used if you don't schedule activities on them. This is the code of Actors that create and schedule these activities.
- *
+ * This is the only component in SimGrid that actually does something on its own, executing its own code.
+ * A resource will not get used if you don't schedule activities on them. This is the code of Actors that create and
+ * schedule these activities.
+ *
* An actor is located on a (simulated) host, but it can interact
* with the whole simulated platform.
- *
+ *
* The s4u::Actor API is strongly inspired from the C++11 threads.
- * The <a href="http://en.cppreference.com/w/cpp/thread">documentation
+ * The <a href="http://en.cppreference.com/w/cpp/thread">documentation
* of this standard</a> may help to understand the philosophy of the S4U
- * Actors.
- *
+ * Actors.
+ *
* @section s4u_actor_def Defining the skeleton of an Actor
- *
- * %As in the <a href="http://en.cppreference.com/w/cpp/thread">C++11
+ *
+ * As in the <a href="http://en.cppreference.com/w/cpp/thread">C++11
* standard</a>, you can declare the code of your actor either as a
* pure function or as an object. It is very simple with functions:
- *
+ *
* @code{.cpp}
* #include "s4u/actor.hpp"
- *
+ *
* // Declare the code of your worker
* void worker() {
* printf("Hello s4u");
* simgrid::s4u::this_actor::execute(5*1024*1024); // Get the worker executing a task of 5 MFlops
* };
- *
+ *
* // From your main or from another actor, create your actor on the host Jupiter
- * // The following line actually creates a new actor, even if there is no "new".
+ * // The following line actually creates a new actor, even if there is no "new".
* Actor("Alice", simgrid::s4u::Host::by_name("Jupiter"), worker);
* @endcode
- *
+ *
* But some people prefer to encapsulate their actors in classes and
* objects to save the actor state in a cleanly dedicated location.
* The syntax is slightly more complicated, but not much.
- *
+ *
* @code{.cpp}
* #include "s4u/actor.hpp"
- *
+ *
* // Declare the class representing your actors
* class Worker {
* public:
* simgrid::s4u::this_actor::execute(5*1024*1024); // Get the worker executing a task of 5 MFlops
* }
* };
- *
+ *
* // From your main or from another actor, create your actor. Note the () after Worker
* Actor("Bob", simgrid::s4u::Host::by_name("Jupiter"), Worker());
* @endcode
- *
+ *
* @section s4u_actor_flesh Fleshing your actor
- *
+ *
* The body of your actor can use the functions of the
* simgrid::s4u::this_actor namespace to interact with the world.
* This namespace contains the methods to start new activities
* (executions, communications, etc), and to get informations about
* the currently running thread (its location, etc).
- *
+ *
* Please refer to the @link simgrid::s4u::this_actor full API @endlink.
*
- *
+ *
* @section s4u_actor_deploy Using a deployment file
- *
+ *
* @warning This is currently not working with S4U. Sorry about that.
- *
+ *
* The best practice is to use an external deployment file as
* follows, because it makes it easier to test your application in
* differing settings. Load this file with
- * s4u::Engine::loadDeployment() before the simulation starts.
+ * s4u::Engine::loadDeployment() before the simulation starts.
* Refer to the @ref deployment section for more information.
- *
+ *
* @code{.xml}
* <?xml version='1.0'?>
* <!DOCTYPE platform SYSTEM "http://simgrid.gforge.inria.fr/simgrid/simgrid.dtd">
* <platform version="4">
- *
+ *
* <!-- Start a process called 'master' on the host called 'Tremblay' -->
* <process host="Tremblay" function="master">
* <!-- Here come the parameter that you want to feed to this instance of master -->
* <argument value="1000000"/> <!-- argv[3] -->
* <argument value="5"/> <!-- argv[4] -->
* </process>
- *
+ *
* <!-- Start a process called 'worker' on the host called 'Jupiter' -->
* <process host="Jupiter" function="worker"/> <!-- Don't provide any parameter ->>
- *
+ *
* </platform>
* @endcode
- *
+ *
* @{
*/
-/** @brief Simulation Agent (see \ref s4u_actor)*/
-XBT_PUBLIC_CLASS Actor {
+/** @brief Simulation Agent */
+XBT_PUBLIC_CLASS Actor : public simgrid::xbt::Extendable<Actor>
+{
friend Mailbox;
- friend simgrid::simix::Process;
- smx_process_t pimpl_ = nullptr;
+ friend simgrid::simix::ActorImpl;
+ friend simgrid::kernel::activity::MailboxImpl;
+ simix::ActorImpl* pimpl_ = nullptr;
/** Wrap a (possibly non-copyable) single-use task into a `std::function` */
template<class F, class... Args>
typedef decltype(f(std::move(args)...)) R;
auto task = std::make_shared<simgrid::xbt::Task<R()>>(
simgrid::xbt::makeTask(std::move(f), std::move(args)...));
- return [=] {
- (*task)();
- };
+ return [task] { (*task)(); };
}
- explicit Actor(smx_process_t pimpl) : pimpl_(pimpl) {}
+ explicit Actor(smx_actor_t pimpl) : pimpl_(pimpl) {}
public:
// ***** No copy *****
-
Actor(Actor const&) = delete;
Actor& operator=(Actor const&) = delete;
- // ***** Reference count (delegated to pimpl_) *****
-
- friend void intrusive_ptr_add_ref(Actor* actor)
- {
- xbt_assert(actor != nullptr);
- SIMIX_process_ref(actor->pimpl_);
- }
- friend void intrusive_ptr_release(Actor* actor)
- {
- xbt_assert(actor != nullptr);
- SIMIX_process_unref(actor->pimpl_);
- }
- using Ptr = boost::intrusive_ptr<Actor>;
+ // ***** Reference count *****
+ friend void intrusive_ptr_add_ref(Actor * actor);
+ friend void intrusive_ptr_release(Actor * actor);
// ***** Actor creation *****
/** Retrieve a reference to myself */
- static Ptr self();
+ static ActorPtr self();
/** Create an actor using a function
*
* If the actor is restarted, the actor has a fresh copy of the function.
*/
- static Ptr createActor(const char* name, s4u::Host *host, double killTime, std::function<void()> code);
+ static ActorPtr createActor(const char* name, s4u::Host* host, std::function<void()> code);
- static Ptr createActor(const char* name, s4u::Host *host, std::function<void()> code)
+ static ActorPtr createActor(const char* name, s4u::Host* host, std::function<void(std::vector<std::string>*)> code,
+ std::vector<std::string>* args)
{
- return createActor(name, host, -1.0, std::move(code));
+ return createActor(name, host, [code](std::vector<std::string>* args) { code(args); }, args);
}
/** Create an actor using code
// This constructor is enabled only if the call code(args...) is valid:
typename = typename std::result_of<F(Args...)>::type
>
- static Ptr createActor(const char* name, s4u::Host *host, F code, Args... args)
+ static ActorPtr createActor(const char* name, s4u::Host *host, F code, Args... args)
{
return createActor(name, host, wrap_task(std::move(code), std::move(args)...));
}
// Create actor from function name:
- static Ptr createActor(const char* name, s4u::Host *host, double killTime,
- const char* function, std::vector<std::string> args);
-
- static Ptr createActor(const char* name, s4u::Host *host, const char* function,
- std::vector<std::string> args)
- {
- return createActor(name, host, -1.0, function, std::move(args));
- }
+ static ActorPtr createActor(const char* name, s4u::Host* host, const char* function, std::vector<std::string> args);
// ***** Methods *****
+ /** This actor will be automatically terminated when the last non-daemon process finishes **/
+ void daemonize();
- /** Retrieves the actor that have the given PID (or NULL if not existing) */
- //static Actor *byPid(int pid); not implemented
-
- /** Retrieves the name of that actor */
+ /** Retrieves the name of that actor as a C string */
+ const char* getCname();
+ /** Retrieves the name of that actor as a C++ string */
simgrid::xbt::string getName();
/** Retrieves the host on which that actor is running */
- s4u::Host *getHost();
- /** Retrieves the PID of that actor */
- int getPid();
+ s4u::Host* getHost();
+ /** Retrieves the PID of that actor
+ *
+ * actor_id_t is an alias for unsigned long */
+ aid_t getPid();
+ /** Retrieves the PPID of that actor
+ *
+ * actor_id_t is an alias for unsigned long */
+ aid_t getPpid();
+
+ /** Suspend an actor by suspending the task on which it was waiting for the completion. */
+ void suspend();
+
+ /** Resume a suspended process by resuming the task on which it was waiting for the completion. */
+ void resume();
+
+ /** Returns true if the process is suspended. */
+ int isSuspended();
/** If set to true, the actor will automatically restart when its host reboots */
void setAutoRestart(bool autorestart);
+
+ /** Add a function to the list of "on_exit" functions for the current actor. The on_exit functions are the functions
+ * executed when your actor is killed. You should use them to free the data used by your process.
+ */
+ void onExit(int_f_pvoid_pvoid_t fun, void* data);
+
/** Sets the time at which that actor should be killed */
void setKillTime(double time);
/** Retrieves the time at which that actor will be killed (or -1 if not set) */
double getKillTime();
+ void migrate(Host * new_host);
+
/** Ask the actor to die.
*
- * It will only notice your request when doing a simcall next time (a communication or similar).
- * SimGrid sometimes have issues when you kill actors that are currently communicating and such.
- * We are working on it to fix the issues.
+ * Any blocking activity will be canceled, and it will be rescheduled to free its memory.
+ * Being killed is not something that actors can defer or avoid.
+ *
+ * SimGrid still have sometimes issues when you kill actors that are currently communicating and such.
+ * Still. Please report any bug that you may encounter with a minimal working example.
*/
void kill();
- static void kill(int pid);
- static Ptr forPid(int pid);
-
- /**
- * Wait for the actor to finish.
- */
+ static void kill(aid_t pid);
+
+ /** Retrieves the actor that have the given PID (or nullptr if not existing) */
+ static ActorPtr byPid(aid_t pid);
+
+ /** @brief Wait for the actor to finish.
+ *
+ * This blocks the calling actor until the actor on which we call join() is terminated
+ */
void join();
-
+
// Static methods on all actors:
/** Ask kindly to all actors to die. Only the issuer will survive. */
static void killAll();
+ static void killAll(int resetPid);
-protected:
/** Returns the internal implementation of this actor */
- smx_process_t getImpl();
-};
+ simix::ActorImpl* getImpl();
-using ActorPtr = Actor::Ptr;
+ /** Retrieve the property value (or nullptr if not set) */
+ const char* getProperty(const char* key);
+ void setProperty(const char* key, const char* value);
+};
/** @ingroup s4u_api
* @brief Static methods working on the current actor (see @ref s4u::Actor) */
namespace this_actor {
- /** Block the actor sleeping for that amount of seconds (may throws hostFailure) */
- XBT_PUBLIC(void) sleep_for(double duration);
- XBT_PUBLIC(void) sleep_until(double timeout);
+XBT_PUBLIC(bool) isMaestro();
- template<class Rep, class Period>
- inline void sleep_for(std::chrono::duration<Rep, Period> duration)
- {
- auto seconds = std::chrono::duration_cast<SimulationClockDuration>(duration);
- this_actor::sleep_for(seconds.count());
+/** Block the actor sleeping for that amount of seconds (may throws hostFailure) */
+XBT_PUBLIC(void) sleep_for(double duration);
+XBT_PUBLIC(void) sleep_until(double timeout);
+
+template <class Rep, class Period> inline void sleep_for(std::chrono::duration<Rep, Period> duration)
+{
+ auto seconds = std::chrono::duration_cast<SimulationClockDuration>(duration);
+ this_actor::sleep_for(seconds.count());
}
template<class Duration>
inline void sleep_until(const SimulationTimePoint<Duration>& timeout_time)
}
/** Block the actor, computing the given amount of flops */
- XBT_PUBLIC(e_smx_state_t) execute(double flop);
+ XBT_PUBLIC(void) execute(double flop);
/** Block the actor until it gets a message from the given mailbox.
*
* See \ref Comm for the full communication API (including non blocking communications).
*/
- XBT_PUBLIC(void*) recv(Mailbox &chan);
+ XBT_PUBLIC(void*) XBT_ATTRIB_DEPRECATED("Please use Mailbox::get") recv(MailboxPtr chan); // 3.17
+ XBT_PUBLIC(void*) XBT_ATTRIB_DEPRECATED("Please use Mailbox::get") recv(MailboxPtr chan, double timeout); // 3.17
+ XBT_PUBLIC(CommPtr)
+ XBT_ATTRIB_DEPRECATED("Please use Mailbox::recv_async") irecv(MailboxPtr chan, void** data); // 3.17
/** Block the actor until it delivers a message of the given simulated size to the given mailbox
*
* See \ref Comm for the full communication API (including non blocking communications).
*/
- XBT_PUBLIC(void) send(Mailbox &chan, void*payload, size_t simulatedSize);
-
- /**
- * Return the PID of the current actor.
- */
- XBT_PUBLIC(int) getPid();
+ XBT_PUBLIC(void)
+ XBT_ATTRIB_DEPRECATED("Please use Mailbox::put") send(MailboxPtr chan, void* payload, double simulatedSize); // 3.17
+ XBT_PUBLIC(void)
+ XBT_ATTRIB_DEPRECATED("Please use Mailbox::put")
+ send(MailboxPtr chan, void* payload, double simulatedSize, double timeout); // 3.17
+
+ XBT_PUBLIC(CommPtr)
+ XBT_ATTRIB_DEPRECATED("Please use Mailbox::put_async") isend(MailboxPtr chan, void* payload, double simulatedSize);
+
+ /** @brief Returns the actor ID of the current actor (same as pid). */
+ XBT_PUBLIC(aid_t) getPid();
+
+ /** @brief Returns the ancestor's actor ID of the current actor (same as ppid). */
+ XBT_PUBLIC(aid_t) getPpid();
+
+ /** @brief Returns the name of the current actor. */
+ XBT_PUBLIC(std::string) getName();
+
+ /** @brief Returns the name of the host on which the process is running. */
+ XBT_PUBLIC(Host*) getHost();
+
+ /** @brief Suspend the actor. */
+ XBT_PUBLIC(void) suspend();
+
+ /** @brief Resume the actor. */
+ XBT_PUBLIC(void) resume();
+
+ XBT_PUBLIC(bool) isSuspended();
+
+ /** @brief kill the actor. */
+ XBT_PUBLIC(void) kill();
+
+ /** @brief Add a function to the list of "on_exit" functions. */
+ XBT_PUBLIC(void) onExit(int_f_pvoid_pvoid_t fun, void* data);
+ /** @brief Migrate the actor to a new host. */
+ XBT_PUBLIC(void) migrate(Host* new_host);
};
-/** @} */
+/** @} */
}} // namespace simgrid::s4u