host.extension_set(new HostEnergy(&host));
}
-static void on_action_state_change(simgrid::surf::CpuAction const& action,
+static void on_action_state_change(simgrid::kernel::resource::CpuAction const& action,
simgrid::kernel::resource::Action::State /*previous*/)
{
- for (simgrid::surf::Cpu* const& cpu : action.cpus()) {
+ for (simgrid::kernel::resource::Cpu* const& cpu : action.cpus()) {
simgrid::s4u::Host* host = cpu->get_host();
if (host != nullptr) {
simgrid::s4u::Host::on_speed_change.connect(&on_host_change);
simgrid::s4u::Host::on_destruction.connect(&on_host_destruction);
simgrid::s4u::on_simulation_end.connect(&on_simulation_end);
- simgrid::surf::CpuAction::on_state_change.connect(&on_action_state_change);
+ simgrid::kernel::resource::CpuAction::on_state_change.connect(&on_action_state_change);
// 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
// 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.)
simgrid::kernel::activity::ExecImpl::on_creation.connect([](simgrid::kernel::activity::ExecImpl const& activity) {
- if (activity.host_ != nullptr) { // We only run on one host
- simgrid::s4u::Host* host = activity.host_;
+ if (activity.get_host_number() == 1) { // We only run on one host
+ simgrid::s4u::Host* host = activity.get_host();
simgrid::s4u::VirtualMachine* vm = dynamic_cast<simgrid::s4u::VirtualMachine*>(host);
if (vm != nullptr)
host = vm->get_pm();