// ***** 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 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 is about to disappear.
- * This signal is fired for any dying actor, which is mostly useful when designing plugins and extensions. If you
- * want to register to the termination of a given actor, use this_actor::on_exit() instead.*/
+ /** 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()>
XBT_PUBLIC bool is_maestro();
-/** Block the current actor sleeping for that amount of seconds (may throw hostFailure) */
+/** 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 (may throw hostFailure) */
-XBT_PUBLIC void sleep_until(double timeout);
+/** Block the current actor sleeping until the specified timestamp */
+XBT_PUBLIC void sleep_until(double wakeup_time);
template <class Rep, class Period> inline void sleep_for(std::chrono::duration<Rep, Period> duration)
{
this_actor::sleep_for(seconds.count());
}
-template <class Duration> inline void sleep_until(const SimulationTimePoint<Duration>& timeout_time)
+template <class Duration> inline void sleep_until(const SimulationTimePoint<Duration>& wakeup_time)
{
- auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(timeout_time);
+ auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(wakeup_time);
this_actor::sleep_until(timeout_native.time_since_epoch().count());
}
/** @brief Returns the name of the current actor as a C string. */
XBT_PUBLIC const char* get_cname();
-/** @brief Returns the name of the host on which the curret actor is running. */
+/** @brief Returns the name of the host on which the current actor is running. */
XBT_PUBLIC Host* get_host();
/** @brief Suspend the current actor, that is blocked until resume()ed by another actor. */
#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);
-
-/** @deprecated See this_actor::exit() */
-XBT_ATTRIB_DEPRECATED_v324("Please use this_actor::exit()") XBT_PUBLIC void kill();
#endif
}