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Various sonar cleanups
[simgrid.git] / src / mc / api / State.cpp
index c8059b5..f537a48 100644 (file)
@@ -5,9 +5,12 @@
 
 #include "src/mc/api/State.hpp"
 #include "src/mc/api/strategy/BasicStrategy.hpp"
-#include "src/mc/api/strategy/WaitStrategy.hpp"
+#include "src/mc/api/strategy/MaxMatchComm.hpp"
+#include "src/mc/api/strategy/MinMatchComm.hpp"
+#include "src/mc/api/strategy/UniformStrategy.hpp"
 #include "src/mc/explo/Exploration.hpp"
 #include "src/mc/mc_config.hpp"
+#include "xbt/random.hpp"
 
 #include <algorithm>
 #include <boost/range/algorithm.hpp>
@@ -21,21 +24,20 @@ long State::expended_states_ = 0;
 State::State(RemoteApp& remote_app) : num_(++expended_states_)
 {
   XBT_VERB("Creating a guide for the state");
+
   if (_sg_mc_strategy == "none")
     strategy_ = std::make_shared<BasicStrategy>();
-  else if (_sg_mc_strategy == "nb_wait")
-    strategy_ = std::make_shared<WaitStrategy>();
-  else
+  else if (_sg_mc_strategy == "max_match_comm")
+    strategy_ = std::make_shared<MaxMatchComm>();
+  else if (_sg_mc_strategy == "min_match_comm")
+    strategy_ = std::make_shared<MinMatchComm>();
+  else if (_sg_mc_strategy == "uniform") {
+    xbt::random::set_mersenne_seed(_sg_mc_random_seed);
+    strategy_ = std::make_shared<UniformStrategy>();
+  } else
     THROW_IMPOSSIBLE;
 
   remote_app.get_actors_status(strategy_->actors_to_run_);
-
-#if SIMGRID_HAVE_STATEFUL_MC
-  /* Stateful model checking */
-  if ((_sg_mc_checkpoint > 0 && (num_ % _sg_mc_checkpoint == 0)) || _sg_mc_termination)
-    system_state_ = std::make_shared<simgrid::mc::Snapshot>(num_, remote_app.get_page_store(),
-                                                            *remote_app.get_remote_process_memory());
-#endif
 }
 
 State::State(RemoteApp& remote_app, std::shared_ptr<State> parent_state)
@@ -43,37 +45,32 @@ State::State(RemoteApp& remote_app, std::shared_ptr<State> parent_state)
 {
   if (_sg_mc_strategy == "none")
     strategy_ = std::make_shared<BasicStrategy>();
-  else if (_sg_mc_strategy == "nb_wait")
-    strategy_ = std::make_shared<WaitStrategy>();
+  else if (_sg_mc_strategy == "max_match_comm")
+    strategy_ = std::make_shared<MaxMatchComm>();
+  else if (_sg_mc_strategy == "min_match_comm")
+    strategy_ = std::make_shared<MinMatchComm>();
+  else if (_sg_mc_strategy == "uniform")
+    strategy_ = std::make_shared<UniformStrategy>();
   else
     THROW_IMPOSSIBLE;
-  *strategy_ = *(parent_state->strategy_);
+  strategy_->copy_from(parent_state_->strategy_.get());
 
   remote_app.get_actors_status(strategy_->actors_to_run_);
 
-#if SIMGRID_HAVE_STATEFUL_MC /* Stateful model checking */
-  if ((_sg_mc_checkpoint > 0 && (num_ % _sg_mc_checkpoint == 0)) || _sg_mc_termination)
-    system_state_ = std::make_shared<simgrid::mc::Snapshot>(num_, remote_app.get_page_store(),
-                                                            *remote_app.get_remote_process_memory());
-#endif
-
-  /* If we want sleep set reduction, copy the sleep set and eventually removes things from it */
-  if (_sg_mc_sleep_set) {
-    /* For each actor in the previous sleep set, keep it if it is not dependent with current transition.
-     * And if we kept it and the actor is enabled in this state, mark the actor as already done, so that
-     * it is not explored*/
-    for (auto& [aid, transition] : parent_state_->get_sleep_set()) {
-      if (not incoming_transition_->depends(&transition)) {
-        sleep_set_.try_emplace(aid, transition);
-        if (strategy_->actors_to_run_.count(aid) != 0) {
-          XBT_DEBUG("Actor %ld will not be explored, for it is in the sleep set", aid);
-
-          strategy_->actors_to_run_.at(aid).mark_done();
-        }
-      } else
-        XBT_DEBUG("Transition >>%s<< removed from the sleep set because it was dependent with incoming >>%s<<",
-                  transition.to_string().c_str(), incoming_transition_->to_string().c_str());
-    }
+  /* Copy the sleep set and eventually removes things from it: */
+  /* For each actor in the previous sleep set, keep it if it is not dependent with current transition.
+   * And if we kept it and the actor is enabled in this state, mark the actor as already done, so that
+   * it is not explored*/
+  for (const auto& [aid, transition] : parent_state_->get_sleep_set()) {
+    if (not incoming_transition_->depends(transition.get())) {
+      sleep_set_.try_emplace(aid, transition);
+      if (strategy_->actors_to_run_.count(aid) != 0) {
+        XBT_DEBUG("Actor %ld will not be explored, for it is in the sleep set", aid);
+        strategy_->actors_to_run_.at(aid).mark_done();
+      }
+    } else
+      XBT_DEBUG("Transition >>%s<< removed from the sleep set because it was dependent with incoming >>%s<<",
+                transition->to_string().c_str(), incoming_transition_->to_string().c_str());
   }
 }
 
@@ -171,7 +168,7 @@ std::unordered_set<aid_t> State::get_backtrack_set() const
 {
   std::unordered_set<aid_t> actors;
   for (const auto& [aid, state] : get_actors_list()) {
-    if (state.is_todo() or state.is_done()) {
+    if (state.is_todo() || state.is_done()) {
       actors.insert(aid);
     }
   }
@@ -202,6 +199,9 @@ void State::seed_wakeup_tree_if_needed(const odpor::Execution& prior)
 {
   // TODO: It would be better not to have such a flag.
   if (has_initialized_wakeup_tree) {
+    XBT_DEBUG("Reached a node with the following initialized WuT:");
+    XBT_DEBUG("\n%s", wakeup_tree_.string_of_whole_tree().c_str());
+
     return;
   }
   // TODO: Note that the next action taken by the actor may be updated
@@ -212,11 +212,8 @@ void State::seed_wakeup_tree_if_needed(const odpor::Execution& prior)
     // Find an enabled transition to pick
     for (const auto& [_, actor] : get_actors_list()) {
       if (actor.is_enabled()) {
-        // For each variant of the transition, we want
-        // to insert the action into the tree. This ensures
-        // that all variants are searched?
-        //
-        // TODO: How do we modify sleep sets then?
+        // For each variant of the transition that is enabled, we want to insert the action into the tree.
+        // This ensures that all variants are searched
         for (unsigned times = 0; times < actor.get_max_considered(); ++times) {
           wakeup_tree_.insert(prior, odpor::PartialExecution{actor.get_transition(times)});
         }
@@ -229,6 +226,10 @@ void State::seed_wakeup_tree_if_needed(const odpor::Execution& prior)
 
 void State::sprout_tree_from_parent_state()
 {
+
+  XBT_DEBUG("Initializing Wut with parent one:");
+  XBT_DEBUG("\n%s", parent_state_->wakeup_tree_.string_of_whole_tree().c_str());
+
   xbt_assert(parent_state_ != nullptr, "Attempting to construct a wakeup tree for the root state "
                                        "(or what appears to be, rather for state without a parent defined)");
   const auto min_process_node = parent_state_->wakeup_tree_.get_min_single_process_node();
@@ -236,14 +237,18 @@ void State::sprout_tree_from_parent_state()
                                            "parent with an empty wakeup tree. This indicates either that ODPOR "
                                            "actor selection in State.cpp is incorrect, or that the code "
                                            "deciding when to make subtrees in ODPOR is incorrect");
-  xbt_assert((parent_state_->get_transition_out()->aid_ == min_process_node.value()->get_actor()) &&
-                 (parent_state_->get_transition_out()->type_ == min_process_node.value()->get_action()->type_),
-             "We tried to make a subtree from a parent state who claimed to have executed `%s` "
-             "but whose wakeup tree indicates it should have executed `%s`. This indicates "
-             "that exploration is not following ODPOR. Are you sure you're choosing actors "
-             "to schedule from the wakeup tree?",
-             parent_state_->get_transition_out()->to_string(false).c_str(),
-             min_process_node.value()->get_action()->to_string(false).c_str());
+  if (not(get_transition_in()->aid_ == min_process_node.value()->get_actor() &&
+          get_transition_in()->type_ == min_process_node.value()->get_action()->type_)) {
+    XBT_ERROR("We tried to make a subtree from a parent state who claimed to have executed `%s` on actor %ld "
+              "but whose wakeup tree indicates it should have executed `%s` on actor %ld. This indicates "
+              "that exploration is not following ODPOR. Are you sure you're choosing actors "
+              "to schedule from the wakeup tree? Trace so far:",
+              get_transition_in()->to_string(false).c_str(), get_transition_in()->aid_,
+              min_process_node.value()->get_action()->to_string(false).c_str(), min_process_node.value()->get_actor());
+    for (auto const& elm : Exploration::get_instance()->get_textual_trace())
+      XBT_ERROR("%s", elm.c_str());
+    xbt_abort();
+  }
   this->wakeup_tree_ = odpor::WakeupTree::make_subtree_rooted_at(min_process_node.value());
 }
 
@@ -264,16 +269,30 @@ void State::remove_subtree_using_current_out_transition()
   wakeup_tree_.remove_min_single_process_subtree();
 }
 
-void State::mark_path_interesting_for_odpor(const odpor::PartialExecution& pe, const odpor::Execution& E)
+void State::remove_subtree_at_aid(const aid_t proc)
 {
-  this->wakeup_tree_.insert(E, pe);
+  wakeup_tree_.remove_subtree_at_aid(proc);
 }
 
-void State::do_odpor_backtrack_cleanup()
+odpor::WakeupTree::InsertionResult State::insert_into_wakeup_tree(const odpor::PartialExecution& pe,
+                                                                  const odpor::Execution& E)
+{
+  return this->wakeup_tree_.insert(E, pe);
+}
+
+void State::do_odpor_unwind()
 {
   if (auto out_transition = get_transition_out(); out_transition != nullptr) {
     remove_subtree_using_current_out_transition();
-    add_sleep_set(std::move(out_transition));
+
+    // Only when we've exhausted all variants of the transition which
+    // can be chosen from this state do we finally add the actor to the
+    // sleep set. This ensures that the current logic handling sleep sets
+    // works with ODPOR in the way we intend it to work. There is not a
+    // good way to perform transition equality in SimGrid; instead, we
+    // effectively simply check for the presence of an actor in the sleep set.
+    if (not get_actors_list().at(out_transition->aid_).has_more_to_consider())
+      add_sleep_set(std::move(out_transition));
   }
 }