X-Git-Url: http://info.iut-bm.univ-fcomte.fr/pub/gitweb/simgrid.git/blobdiff_plain/09869708c4e9a48cf4e9c6c582444f2349eb137c..a3d21ecd742b7936526f2dac34396b564ac17cf7:/src/kernel/EngineImpl.cpp diff --git a/src/kernel/EngineImpl.cpp b/src/kernel/EngineImpl.cpp index 676413e478..7dcaf9bbb5 100644 --- a/src/kernel/EngineImpl.cpp +++ b/src/kernel/EngineImpl.cpp @@ -409,15 +409,14 @@ void EngineImpl::add_split_duplex_link(const std::string& name, std::unique_ptr< } /** Wake up all actors waiting for a Surf action to finish */ -void EngineImpl::wake_all_waiting_actors() const +void EngineImpl::handle_ended_actions() const { for (auto const& model : models_) { XBT_DEBUG("Handling the failed actions (if any)"); while (auto* action = model->extract_failed_action()) { XBT_DEBUG(" Handling Action %p", action); - if (action->get_activity() != nullptr) { - // If nobody told the interface that the activity has failed, that's because no actor waits on it (maestro - // started it). SimDAG I see you! + if (action->get_activity() != nullptr) { // Skip vcpu actions + // Action failures are not automatically reported when the action is started by maestro (as in SimDAG) if (action->get_activity()->get_actor() == maestro_) action->get_activity()->get_iface()->complete(s4u::Activity::State::FAILED); @@ -427,11 +426,8 @@ void EngineImpl::wake_all_waiting_actors() const XBT_DEBUG("Handling the terminated actions (if any)"); while (auto* action = model->extract_done_action()) { XBT_DEBUG(" Handling Action %p", action); - if (action->get_activity() == nullptr) - XBT_DEBUG("probably vcpu's action %p, skip", action); - else { - // If nobody told the interface that the activity is finished, that's because no actor waits on it (maestro - // started it). SimDAG I see you! + if (action->get_activity() != nullptr) { + // Action termination are not automatically reported when the action is started by maestro (as in SimDAG) action->get_activity()->set_finish_time(action->get_finish_time()); if (action->get_activity()->get_actor() == maestro_) @@ -689,7 +685,6 @@ void EngineImpl::run(double max_date) if (cfg_breakpoint >= 0.0 && simgrid_get_clock() >= cfg_breakpoint) { XBT_DEBUG("Breakpoint reached (%g)", cfg_breakpoint.get()); - cfg_breakpoint = -1.0; #ifdef SIGTRAP std::raise(SIGTRAP); #else @@ -703,34 +698,16 @@ void EngineImpl::run(double max_date) /* Run all actors that are ready to run, possibly in parallel */ run_all_actors(); - /* answer sequentially and in a fixed arbitrary order all the simcalls that were issued during that sub-round */ - - /* WARNING, the order *must* be fixed or you'll jeopardize the simulation reproducibility (see RR-7653) */ - - /* Here, the order is ok because: - * - * Only maestro adds stuff to the actors_to_run array, so the execution order of user contexts do not impact its order. - * - * In addition, actors remain sorted through an arbitrary but fixed order in all cases: - * - * - If there is no killing during the simulation, actors remain sorted according by their PID. - * - Killer actors are moved to the end of the scheduling round (to let victims finish their simcall before dying), but - * (1) this decision of killing is reproducible because the simulation was reproducible until then - * (2) this reordering introduces no reproducibility hazard in the subsequent simulation. - * Even the order change induced by the actor killing is perfectly reproducible. - * - * So the array order is implicit and somewhat complex, but fixed and reproducible (science works, http://xkcd.com/54/). - * - * We could manually sort the actors_that_ran array so that simcalls are handled in an easy to predict order - * (e.g. "according to the PID of issuer"), but it's not mandatory for the simulation soundness and reproducibility, - * and would thus be a pure waste of time. + /* answer sequentially and in a fixed arbitrary order all the simcalls that were issued during that sub-round. + * The order must be fixed for the simulation to be reproducible (see RR-7653). It's OK here because only maestro + * changes the list. Killer actors are moved to the end to let victims finish their simcall before dying, but + * the order remains reproducible (even if arbitrarily). No need to sort the vector for sake of reproducibility. */ - for (auto const& actor : actors_that_ran_) if (actor->simcall_.call_ != actor::Simcall::Type::NONE) actor->simcall_handle(0); - wake_all_waiting_actors(); + handle_ended_actions(); /* If only daemon actors remain, cancel their actions, mark them to die and reschedule them */ if (actor_list_.size() == daemons_.size()) @@ -753,15 +730,11 @@ void EngineImpl::run(double max_date) elapsed_time = solve(next_time); XBT_DEBUG("Moving time ahead. NOW=%g; elapsed: %g", NOW, elapsed_time); - /* Notify all the hosts that have failed */ - /* FIXME: iterate through the list of failed host and mark each of them */ - /* as failed. On each host, signal all the running actors with host_fail */ - // Execute timers until there isn't anything to be done: bool again = false; do { again = timer::Timer::execute_all(); - wake_all_waiting_actors(); + handle_ended_actions(); } while (again); /* Clean actors to destroy */