simgrid::s4u::Engine::on_simulation_end_cb(&on_simulation_end);
// We may only have one actor on a node. If that actor executes something like
// compute -> recv -> compute
- // the recv operation will not trigger a "CpuAction::on_state_change". This means
+ // the recv operation will not trigger a "Host::on_exec_state_change_cb". This means
// that the next trigger would be the 2nd compute, hence ignoring the idle time
// during the recv call. By updating at the beginning of a compute, we can
// fix that. (If the cpu is not idle, this is not required.)