* This function is optional: you can call wait() even if you didn't call start()
*/
virtual Activity* start() = 0;
- /** Blocks until the activity is terminated */
+ /** Blocks the current actor until the activity is terminated */
virtual Activity* wait() = 0;
- /** Blocks until the activity is terminated, or until the timeout is elapsed
+ /** Blocks the current actor until the activity is terminated, or until the timeout is elapsed\n
* Raises: timeout exception.*/
virtual Activity* wait_for(double timeout) = 0;
- /** Blocks until the activity is terminated, or until the time limit is reached
+ /** Blocks the current actor until the activity is terminated, or until the time limit is reached\n
* Raises: timeout exception. */
void wait_until(double time_limit);
/** Tests whether the given activity is terminated yet. */
virtual bool test();
+ /** Blocks the progression of this activity until it gets resumed */
+ virtual Activity* suspend();
+ /** Unblock the progression of this activity if it was suspended previously */
+ virtual Activity* resume();
+ /** Whether or not the progression of this activity is blocked */
+ bool is_suspended() { return suspended_; }
+
virtual const char* get_cname() const = 0;
virtual const std::string& get_name() const = 0;
kernel::activity::ActivityImplPtr pimpl_ = nullptr;
Activity::State state_ = Activity::State::INITED;
double remains_ = 0;
+ bool suspended_ = false;
std::vector<ActivityPtr> successors_;
std::set<ActivityPtr> dependencies_;
std::atomic_int_fast32_t refcount_{0};