-/* Copyright (c) 2006-2016. The SimGrid Team. All rights reserved. */
+/* Copyright (c) 2006-2019. The SimGrid Team. All rights reserved. */
/* This program is free software; you can redistribute it and/or modify it
* under the terms of the license (GNU LGPL) which comes with this package. */
#ifndef SIMGRID_S4U_ACTOR_HPP
#define SIMGRID_S4U_ACTOR_HPP
-#include <atomic>
-#include <chrono>
-#include <functional>
-#include <memory>
-#include <stdexcept>
-#include <string>
-#include <type_traits>
-#include <utility>
-#include <vector>
-
-#include <boost/intrusive_ptr.hpp>
+#include <simgrid/forward.h>
+#include <simgrid/chrono.hpp>
#include <xbt/Extendable.hpp>
-#include <xbt/base.h>
#include <xbt/functional.hpp>
+#include <xbt/signal.hpp>
#include <xbt/string.hpp>
-#include <simgrid/chrono.hpp>
-#include <simgrid/simix.h>
-#include <simgrid/s4u/forward.hpp>
+#include <functional>
+#include <map> // deprecated wrappers
+#include <unordered_map>
namespace simgrid {
namespace s4u {
-/** @ingroup s4u_api
+/**
*
* An actor is an independent stream of execution in your distributed application.
*
* pure function or as an object. It is very simple with functions:
*
* @code{.cpp}
- * #include "s4u/actor.hpp"
+ * #include <simgrid/s4u/actor.hpp>
*
* // Declare the code of your worker
* void worker() {
* The syntax is slightly more complicated, but not much.
*
* @code{.cpp}
- * #include "s4u/actor.hpp"
+ * #include <simgrid/s4u/actor.hpp>
*
* // Declare the class representing your actors
* class Worker {
*
* @code{.xml}
* <?xml version='1.0'?>
- * <!DOCTYPE platform SYSTEM "http://simgrid.gforge.inria.fr/simgrid/simgrid.dtd">
- * <platform version="4">
+ * <!DOCTYPE platform SYSTEM "https://simgrid.org/simgrid.dtd">
+ * <platform version="4.1">
*
- * <!-- Start a process called 'master' on the host called 'Tremblay' -->
- * <process host="Tremblay" function="master">
+ * <!-- Start an actor called 'master' on the host called 'Tremblay' -->
+ * <actor host="Tremblay" function="master">
* <!-- Here come the parameter that you want to feed to this instance of master -->
* <argument value="20"/> <!-- argv[1] -->
* <argument value="50000000"/> <!-- argv[2] -->
* <argument value="1000000"/> <!-- argv[3] -->
* <argument value="5"/> <!-- argv[4] -->
- * </process>
+ * </actor>
*
- * <!-- Start a process called 'worker' on the host called 'Jupiter' -->
- * <process host="Jupiter" function="worker"/> <!-- Don't provide any parameter ->>
+ * <!-- Start an actor called 'worker' on the host called 'Jupiter' -->
+ * <actor host="Jupiter" function="worker"/> <!-- Don't provide any parameter ->>
*
* </platform>
* @endcode
*/
/** @brief Simulation Agent */
-XBT_PUBLIC_CLASS Actor : public simgrid::xbt::Extendable<Actor>
-{
+class XBT_PUBLIC Actor : public xbt::Extendable<Actor> {
+#ifndef DOXYGEN
+ friend Exec;
friend Mailbox;
- friend simgrid::simix::ActorImpl;
- friend simgrid::kernel::activity::MailboxImpl;
- simix::ActorImpl* pimpl_ = nullptr;
+ friend kernel::actor::ActorImpl;
+ friend kernel::activity::MailboxImpl;
- /** Wrap a (possibly non-copyable) single-use task into a `std::function` */
- template<class F, class... Args>
- static std::function<void()> wrap_task(F f, Args... 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] { (*task)(); };
- }
+ kernel::actor::ActorImpl* const pimpl_;
+#endif
explicit Actor(smx_actor_t pimpl) : pimpl_(pimpl) {}
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_);
- }
+ // ***** Reference count *****
+ friend XBT_PUBLIC void intrusive_ptr_add_ref(Actor * actor);
+ friend XBT_PUBLIC void intrusive_ptr_release(Actor * actor);
+ int get_refcount();
// ***** Actor creation *****
/** Retrieve a reference to myself */
- static ActorPtr self();
-
- /** Create an actor using a function
+ static Actor* self();
+
+ /** Fired when a new actor has been created **/
+ static xbt::signal<void(Actor&)> on_creation;
+ /** Signal to others that an actor has been suspended**/
+ static xbt::signal<void(Actor const&)> on_suspend;
+ /** Signal to others that an actor has been resumed **/
+ static xbt::signal<void(Actor const&)> on_resume;
+ /** Signal to others that an actor is sleeping **/
+ static xbt::signal<void(Actor const&)> on_sleep;
+ /** Signal to others that an actor wakes up for a sleep **/
+ static xbt::signal<void(Actor const&)> on_wake_up;
+ /** Signal to others that an actor is going to migrated to another host**/
+ static xbt::signal<void(Actor const&)> on_migration_start;
+ /** Signal to others that an actor is has been migrated to another host **/
+ static xbt::signal<void(Actor const&)> on_migration_end;
+ /** Signal indicating that an actor terminated its code.
+ * The actor may continue to exist if it is still referenced in the simulation, but it's not active anymore.
+ * If you want to free extra data when the actor's destructor is called, use Actor::on_destruction.
+ * If you want to register to the termination of a given actor, use this_actor::on_exit() instead.*/
+ static xbt::signal<void(Actor const&)> on_termination;
+ /** Signal indicating that an actor is about to disappear (its destructor was called).
+ * This signal is fired for any destructed actor, which is mostly useful when designing plugins and extensions.
+ * If you want to react to the end of the actor's code, use Actor::on_termination instead.
+ * If you want to register to the termination of a given actor, use this_actor::on_exit() instead.*/
+ static xbt::signal<void(Actor const&)> on_destruction;
+
+ /** Create an actor from a std::function<void()>
*
* If the actor is restarted, the actor has a fresh copy of the function.
*/
- static ActorPtr createActor(const char* name, s4u::Host* host, std::function<void()> code);
+ static ActorPtr create(const std::string& name, s4u::Host* host, const std::function<void()>& code);
+ static ActorPtr init(const std::string& name, s4u::Host* host);
+ ActorPtr start(const std::function<void()>& code);
- /** Create an actor using code
+ /** Create an actor from a std::function
*
- * Using this constructor, move-only type can be used. The consequence is
- * that we cannot copy the value and restart the process in its initial
- * state. In order to use auto-restart, an explicit `function` must be passed
- * instead.
+ * If the actor is restarted, the actor has a fresh copy of the function.
*/
- template<class F, class... Args,
- // This constructor is enabled only if the call code(args...) is valid:
- typename = typename std::result_of<F(Args...)>::type
- >
- static ActorPtr createActor(const char* name, s4u::Host *host, F code, Args... args)
+ template <class F> static ActorPtr create(const std::string& name, s4u::Host* host, F code)
{
- return createActor(name, host, wrap_task(std::move(code), std::move(args)...));
+ return create(name, host, std::function<void()>(std::move(code)));
}
- // Create actor from function name:
+ /** Create an actor using a callable thing and its arguments.
+ *
+ * Note that the arguments will be copied, so move-only parameters are forbidden */
+ template <class F, class... Args,
+ // This constructor is enabled only if the call code(args...) is valid:
+ typename = typename std::result_of<F(Args...)>::type>
+ static ActorPtr create(const std::string& name, s4u::Host* host, F code, Args... args)
+ {
+ return create(name, host, std::bind(std::move(code), std::move(args)...));
+ }
- static ActorPtr createActor(const char* name, s4u::Host* host, const char* function, std::vector<std::string> args);
+ // Create actor from function name:
+ static ActorPtr create(const std::string& name, s4u::Host* host, const std::string& function,
+ std::vector<std::string> args);
// ***** Methods *****
+ /** This actor will be automatically terminated when the last non-daemon actor finishes **/
+ void daemonize();
+
+ /** Returns whether or not this actor has been daemonized or not **/
+ bool is_daemon() const;
- /** Retrieves the name of that actor as a C string */
- const char* cname();
/** Retrieves the name of that actor as a C++ string */
- simgrid::xbt::string name();
+ const simgrid::xbt::string& get_name() const;
+ /** Retrieves the name of that actor as a C string */
+ const char* get_cname() const;
/** Retrieves the host on which that actor is running */
- s4u::Host* host();
- /** Retrieves the PID of that actor */
- int pid();
- /** Retrieves the PPID of that actor */
- int ppid();
+ Host* get_host() const;
+ /** Retrieves the actor ID of that actor */
+ aid_t get_pid() const;
+ /** Retrieves the actor ID of that actor's creator */
+ aid_t get_ppid() const;
- /** Suspend an actor by suspending the task on which it was waiting for the completion. */
+ /** Suspend an actor, that is blocked until resume()ed by another actor */
void suspend();
- /** Resume a suspended process by resuming the task on which it was waiting for the completion. */
+ /** Resume an actor that was previously suspend()ed */
void resume();
- /** Returns true if the process is suspended. */
- int isSuspended();
+ /** Returns true if the actor is suspended. */
+ bool is_suspended();
/** If set to true, the actor will automatically restart when its host reboots */
- void setAutoRestart(bool autorestart);
+ void set_auto_restart(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.
+ * executed when your actor is killed. You should use them to free the data used by your actor.
+ *
+ * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
+ * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
+ * blocking functions forbidden in this setting, but also modifications to the global state.
+ *
+ * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
+ * It will be set to true if the actor was killed or failed because of an exception,
+ * while it will remain to false if the actor terminated gracefully.
*/
- void onExit(int_f_pvoid_pvoid_t fun, void* data);
+ void on_exit(const std::function<void(bool /*failed*/)>& fun) const;
/** Sets the time at which that actor should be killed */
- void setKillTime(double time);
+ void set_kill_time(double time);
/** Retrieves the time at which that actor will be killed (or -1 if not set) */
- double killTime();
+ double get_kill_time();
+ /** @brief Moves the actor to another host
+ *
+ * If the actor is currently blocked on an execution activity, the activity is also
+ * migrated to the new host. If it's blocked on another kind of activity, an error is
+ * raised as the mandated code is not written yet. Please report that bug if you need it.
+ *
+ * Asynchronous activities started by the actor are not migrated automatically, so you have
+ * to take care of this yourself (only you knows which ones should be migrated).
+ */
void migrate(Host * new_host);
/** Ask the actor to die.
*/
void kill();
- static void kill(int pid);
-
/** Retrieves the actor that have the given PID (or nullptr if not existing) */
- static ActorPtr byPid(int pid);
+ static ActorPtr by_pid(aid_t pid);
- /** @brief Wait for the actor to finish.
+ /** Wait for the actor to finish.
*
- * This blocks the calling actor until the actor on which we call join() is terminated
+ * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
+ * blocked until bob terminates.
*/
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);
+ /** Wait for the actor to finish, or for the timeout to elapse.
+ *
+ * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
+ * blocked until bob terminates.
+ */
+ void join(double timeout);
+ Actor* restart();
+
+ /** Kill all actors (but the issuer). Being killed is not something that actors can delay or avoid. */
+ static void kill_all();
/** Returns the internal implementation of this actor */
- simix::ActorImpl* getImpl();
+ kernel::actor::ActorImpl* get_impl() const { return pimpl_; }
+
+ /** Retrieve the property value (or nullptr if not set) */
+ const std::unordered_map<std::string, std::string>*
+ get_properties() const; // FIXME: do not export the map, but only the keys or something
+ const char* get_property(const std::string& key) const;
+ void set_property(const std::string& key, const std::string& value);
+
+#ifndef DOXYGEN
+ XBT_ATTRIB_DEPRECATED_v325("Please use Actor::on_exit(fun) instead") void on_exit(
+ const std::function<void(int, void*)>& fun, void* data);
+
+ XBT_ATTRIB_DEPRECATED_v325("Please use Actor::by_pid(pid).kill() instead") static void kill(aid_t pid);
+#endif
};
/** @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 is_maestro();
- 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)
- {
- auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(timeout_time);
- this_actor::sleep_until(timeout_native.time_since_epoch().count());
- }
+/** Block the current actor sleeping for that amount of seconds */
+XBT_PUBLIC void sleep_for(double duration);
+/** Block the current actor sleeping until the specified timestamp */
+XBT_PUBLIC void sleep_until(double wakeup_time);
- XBT_ATTRIB_DEPRECATED("Use sleep_for()")
- inline void sleep(double duration)
- {
- return sleep_for(duration);
- }
+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, computing the given amount of flops */
- XBT_PUBLIC(e_smx_state_t) execute(double flop);
+template <class Duration> inline void sleep_until(const SimulationTimePoint<Duration>& wakeup_time)
+{
+ auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(wakeup_time);
+ this_actor::sleep_until(timeout_native.time_since_epoch().count());
+}
- /** 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(MailboxPtr chan);
+/** Block the current actor, computing the given amount of flops */
+XBT_PUBLIC void execute(double flop);
- /** 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(MailboxPtr chan, void* payload, double simulatedSize);
+/** Block the current actor, computing the given amount of flops at the given priority.
+ * An execution of priority 2 computes twice as fast as an execution at priority 1. */
+XBT_PUBLIC void execute(double flop, double priority);
+
+/**
+ * @example examples/s4u/exec-ptask/s4u-exec-ptask.cpp
+ */
+
+/** Block the current actor until the built parallel execution terminates
+ *
+ * \rst
+ * .. _API_s4u_parallel_execute:
+ *
+ * **Example of use:** `examples/s4u/exec-ptask/s4u-exec-ptask.cpp
+ * <https://framagit.org/simgrid/simgrid/tree/master/examples/s4u/exec-ptask/s4u-exec-ptask.cpp>`_
+ *
+ * Parallel executions convenient abstractions of parallel computational kernels that span over several machines,
+ * such as a PDGEM and the other ScaLAPACK routines. If you are interested in the effects of such parallel kernel
+ * on the platform (e.g. to schedule them wisely), there is no need to model them in all details of their internal
+ * execution and communications. It is much more convenient to model them as a single execution activity that spans
+ * over several hosts. This is exactly what s4u's Parallel Executions are.
+ *
+ * To build such an object, you need to provide a list of hosts that are involved in the parallel kernel (the
+ * actor's own host may or may not be in this list) and specify the amount of computations that should be done by
+ * each host, using a vector of flops amount. Then, you should specify the amount of data exchanged between each
+ * hosts during the parallel kernel. For that, a matrix of values is expected.
+ *
+ * It is OK to build a parallel execution without any computation and/or without any communication.
+ * Just pass an empty vector to the corresponding parameter.
+ *
+ * For example, if your list of hosts is ``[host0, host1]``, passing a vector ``[1000, 2000]`` as a `flops_amount`
+ * vector means that `host0` should compute 1000 flops while `host1` will compute 2000 flops. A matrix of
+ * communications' sizes of ``[0, 1, 2, 3]`` specifies the following data exchanges:
+ *
+ * +-----------+-------+------+
+ * |from \\ to | host0 | host1|
+ * +===========+=======+======+
+ * |host0 | 0 | 1 |
+ * +-----------+-------+------+
+ * |host1 | 2 | 3 |
+ * +-----------+-------+------+
+ *
+ * - From host0 to host0: 0 bytes are exchanged
+ * - From host0 to host1: 1 byte is exchanged
+ * - From host1 to host0: 2 bytes are exchanged
+ * - From host1 to host1: 3 bytes are exchanged
+ *
+ * In a parallel execution, all parts (all executions on each hosts, all communications) progress exactly at the
+ * same pace, so they all terminate at the exact same pace. If one part is slow because of a slow resource or
+ * because of contention, this slows down the parallel execution as a whole.
+ *
+ * These objects are somewhat surprising from a modeling point of view. For example, the unit of their speed is
+ * somewhere between flop/sec and byte/sec. Arbitrary parallel executions will simply not work with the usual platform
+ * models, and you must :ref:`use the ptask_L07 host model <options_model_select>` for that. Note that you can mix
+ * regular executions and communications with parallel executions, provided that the host model is ptask_L07.
+ *
+ * \endrst
+ */
+XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
+ const std::vector<double>& bytes_amounts);
+
+/** \rst
+ * Block the current actor until the built :ref:`parallel execution <API_s4u_parallel_execute>` completes, or until the
+ * timeout. \endrst
+ */
+XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
+ const std::vector<double>& bytes_amounts, double timeout);
- XBT_PUBLIC(Comm&) isend(MailboxPtr chan, void* payload, double simulatedSize);
+#ifndef DOXYGEN
+XBT_ATTRIB_DEPRECATED_v325("Please use std::vectors as parameters") XBT_PUBLIC
+ void parallel_execute(int host_nb, s4u::Host* const* host_list, const double* flops_amount,
+ const double* bytes_amount);
+XBT_ATTRIB_DEPRECATED_v325("Please use std::vectors as parameters") XBT_PUBLIC
+ void parallel_execute(int host_nb, s4u::Host* const* host_list, const double* flops_amount,
+ const double* bytes_amount, double timeout);
+#endif
- /** @brief Returns the PID of the current actor. */
- XBT_PUBLIC(int) pid();
+XBT_PUBLIC ExecPtr exec_init(double flops_amounts);
+XBT_PUBLIC ExecPtr exec_init(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
+ const std::vector<double>& bytes_amounts);
- /** @brief Returns the PPID of the current actor. */
- XBT_PUBLIC(int) ppid();
+XBT_PUBLIC ExecPtr exec_async(double flops_amounts);
- /** @brief Returns the name of the current actor. */
- XBT_PUBLIC(std::string) name();
+/** @brief Returns the actor ID of the current actor. */
+XBT_PUBLIC aid_t get_pid();
- /** @brief Returns the name of the host on which the process is running. */
- XBT_PUBLIC(Host*) host();
+/** @brief Returns the ancestor's actor ID of the current actor. */
+XBT_PUBLIC aid_t get_ppid();
- /** @brief Suspend the actor. */
- XBT_PUBLIC(void) suspend();
+/** @brief Returns the name of the current actor. */
+XBT_PUBLIC std::string get_name();
+/** @brief Returns the name of the current actor as a C string. */
+XBT_PUBLIC const char* get_cname();
- /** @brief Resume the actor. */
- XBT_PUBLIC(void) resume();
+/** @brief Returns the name of the host on which the current actor is running. */
+XBT_PUBLIC Host* get_host();
- XBT_PUBLIC(int) isSuspended();
+/** @brief Suspend the current actor, that is blocked until resume()ed by another actor. */
+XBT_PUBLIC void suspend();
- /** @brief kill the actor. */
- XBT_PUBLIC(void) kill();
+/** @brief Yield the current actor. */
+XBT_PUBLIC void yield();
- /** @brief Add a function to the list of "on_exit" functions. */
- XBT_PUBLIC(void) onExit(int_f_pvoid_pvoid_t fun, void* data);
+/** @brief Resume the current actor, that was suspend()ed previously. */
+XBT_PUBLIC void resume();
- /** @brief Migrate the actor to a new host. */
- XBT_PUBLIC(void) migrate(Host* new_host);
-};
+/** @brief kill the current actor. */
+XBT_PUBLIC void exit();
+
+/** @brief Add a function to the list of "on_exit" functions of 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 actor.
+ *
+ * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
+ * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
+ * blocking functions forbidden in this setting, but also modifications to the global state.
+ *
+ * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
+ * It will be set to true if the actor was killed or failed because of an exception,
+ * while it will remain to false if the actor terminated gracefully.
+ */
+
+XBT_PUBLIC void on_exit(const std::function<void(bool)>& fun);
+
+/** @brief Migrate the current actor to a new host. */
+XBT_PUBLIC void migrate(Host* new_host);
+
+/** @} */
+
+#ifndef DOXYGEN
+XBT_ATTRIB_DEPRECATED_v325("Please use std::function<void(bool)> for first parameter.") XBT_PUBLIC
+ void on_exit(const std::function<void(int, void*)>& fun, void* data);
+#endif
+}
-/** @} */
}} // namespace simgrid::s4u