#ifndef SIMGRID_ROUTING_NETZONEIMPL_HPP
#define SIMGRID_ROUTING_NETZONEIMPL_HPP
+#include <map>
+
#include "xbt/graph.h"
#include "simgrid/s4u/NetZone.hpp"
#include "simgrid/s4u/forward.hpp"
-#include "src/surf/xml/platf_private.hpp" // FIXME: kill sg_platf_route_cbarg_t to remove that UGLY include
-
namespace simgrid {
namespace kernel {
class EngineImpl;
namespace routing {
class BypassRoute;
-/** @brief Networking Zones
+/** @ingroup ROUTING_API
+ * @brief Private implementation of the Networking Zones
*
- * A netzone is a network container, in charge of routing information between elements (hosts) and to the nearby
- * netzones. In SimGrid, there is a hierarchy of netzones, ie a tree with a unique root NetZone, that you can retrieve
- * from the s4u::Engine.
+ * A netzone is a network container, in charge of routing information between elements (hosts and sub-netzones)
+ * and to the nearby netzones. In SimGrid, there is a hierarchy of netzones, ie a tree with a unique root
+ * NetZone, that you can retrieve with simgrid::s4u::Engine::netRoot().
*
* The purpose of the kernel::routing module is to retrieve the routing path between two points in a time- and
* space-efficient manner. This is done by NetZoneImpl::getGlobalRoute(), called when creating a communication to
* retrieve both the list of links that the create communication will use, and the summed latency that these
* links represent.
*
- * The network could recompute the latency by itself from the list, but it would require an additional link
- * set traversal. This operation being on the critical path of SimGrid, the routing computes the latency on the
- * behalf of the network.
+ * The network model could recompute the latency by itself from the list, but it would require an additional
+ * traversal of the link set. This operation being on the critical path of SimGrid, the routing computes the
+ * latency on the behalf of the network while constructing the link set.
*
* Finding the path between two nodes is rather complex because we navigate a hierarchy of netzones, each of them
* being a full network. In addition, the routing can declare shortcuts (called bypasses), either within a NetZone
* at the route level or directly between NetZones. Also, each NetZone can use a differing routing algorithm, depending
- * on its class. @ref{FullZone} have a full matrix giving explicitly the path between any pair of their
- * contained nodes, while @ref{DijkstraZone} or @ref{FloydZone} rely on a shortest path algorithm. @ref{VivaldiZone}
+ * on its class. @ref FullZone have a full matrix giving explicitly the path between any pair of their
+ * contained nodes, while @ref DijkstraZone or @ref FloydZone rely on a shortest path algorithm. @ref VivaldiZone
* does not even have any link but only use only coordinate information to compute the latency.
*
* So NetZoneImpl::getGlobalRoute builds the path recursively asking its specific information to each traversed NetZone