}
/** Registers the main function of an actor that will be launched from the deployment file */
-void Engine::register_function(const std::string& name, std::function<void(int, char**)> code)
+void Engine::register_function(const std::string& name, const std::function<void(int, char**)>& code)
{
kernel::actor::ActorCodeFactory code_factory = [code](std::vector<std::string> args) {
return xbt::wrap_main(code, std::move(args));
}
/** Registers the main function of an actor that will be launched from the deployment file */
-void Engine::register_function(const std::string& name, std::function<void(std::vector<std::string>)> code)
+void Engine::register_function(const std::string& name, const std::function<void(std::vector<std::string>)>& code)
{
kernel::actor::ActorCodeFactory code_factory = [code](std::vector<std::string> args) {
return std::bind(std::move(code), std::move(args));
* It will be used as fallback when the function requested from the deployment file was not registered.
* It is used for trace-based simulations (see examples/s4u/replay-comms and similar).
*/
-void Engine::register_default(std::function<void(int, char**)> code)
+void Engine::register_default(const std::function<void(int, char**)>& code)
{
register_default([code](std::vector<std::string> args) { return xbt::wrap_main(code, std::move(args)); });
}