X-Git-Url: http://info.iut-bm.univ-fcomte.fr/pub/gitweb/simgrid.git/blobdiff_plain/76d4849864c227687e17bdd93c5b1338e9b4cb50..fa5d6c99110d257cfdd76950311361bec0b72e72:/src/kernel/EngineImpl.cpp diff --git a/src/kernel/EngineImpl.cpp b/src/kernel/EngineImpl.cpp index be693d6f5e..1e669cbab9 100644 --- a/src/kernel/EngineImpl.cpp +++ b/src/kernel/EngineImpl.cpp @@ -1,4 +1,4 @@ -/* Copyright (c) 2016-2021. The SimGrid Team. All rights reserved. */ +/* Copyright (c) 2016-2022. 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. */ @@ -50,15 +50,6 @@ xbt_dynar_t get_actors_addr() #endif } -xbt_dynar_t get_dead_actors_addr() -{ -#if SIMGRID_HAVE_MC - return EngineImpl::get_instance()->get_dead_actors_vector(); -#else - xbt_die("This function is intended to be used when compiling with MC"); -#endif -} - constexpr std::initializer_list> context_factories = { #if HAVE_RAW_CONTEXTS {"raw", &context::raw_factory}, @@ -203,7 +194,6 @@ EngineImpl::~EngineImpl() /* Free the remaining data structures */ #if SIMGRID_HAVE_MC xbt_dynar_free(&actors_vector_); - xbt_dynar_free(&dead_actors_vector_); #endif /* clear models before freeing handle, network models can use external callback defined in the handle */ models_prio_.clear(); @@ -531,9 +521,6 @@ void EngineImpl::empty_trash() XBT_DEBUG("Getting rid of %s (refcount: %d)", actor->get_cname(), actor->get_refcount()); intrusive_ptr_release(actor); } -#if SIMGRID_HAVE_MC - xbt_dynar_reset(dead_actors_vector_); -#endif } void EngineImpl::display_all_actor_status() const @@ -542,7 +529,7 @@ void EngineImpl::display_all_actor_status() const /* List the actors and their state */ XBT_INFO("Legend of the following listing: \"Actor (@): \""); for (auto const& kv : actor_list_) { - actor::ActorImpl* actor = kv.second; + const actor::ActorImpl* actor = kv.second; if (actor->waiting_synchro_) { const char* synchro_description = "unknown"; @@ -556,16 +543,16 @@ void EngineImpl::display_all_actor_status() const if (boost::dynamic_pointer_cast(actor->waiting_synchro_) != nullptr) synchro_description = "sleeping"; - if (boost::dynamic_pointer_cast(actor->waiting_synchro_) != nullptr) + if (boost::dynamic_pointer_cast(actor->waiting_synchro_) != nullptr) synchro_description = "synchronization"; if (boost::dynamic_pointer_cast(actor->waiting_synchro_) != nullptr) synchro_description = "I/O"; - XBT_INFO("Actor %ld (%s@%s): waiting for %s activity %#zx (%s) in state %d to finish", actor->get_pid(), + XBT_INFO("Actor %ld (%s@%s): waiting for %s activity %#zx (%s) in state %s to finish", actor->get_pid(), actor->get_cname(), actor->get_host()->get_cname(), synchro_description, (xbt_log_no_loc ? (size_t)0xDEADBEEF : (size_t)actor->waiting_synchro_.get()), - actor->waiting_synchro_->get_cname(), (int)actor->waiting_synchro_->state_); + actor->waiting_synchro_->get_cname(), actor->waiting_synchro_->get_state_str()); } else { XBT_INFO("Actor %ld (%s@%s) simcall %s", actor->get_pid(), actor->get_cname(), actor->get_host()->get_cname(), SIMIX_simcall_name(actor->simcall_)); @@ -701,7 +688,7 @@ void EngineImpl::run(double max_date) seal_platform(); if (MC_record_replay_is_active()) { - mc::replay(MC_record_path()); + mc::RecordTrace::replay(MC_record_path()); empty_trash(); return; } @@ -736,60 +723,21 @@ void EngineImpl::run(double max_date) /* Here, the order is ok because: * - * Short proof: only maestro adds stuff to the actors_to_run array, so the execution order of user contexts do - * not impact its order. + * 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: * - * Long proof: actors remain sorted through an arbitrary (implicit, complex 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/). * - * - if there is no kill during the simulation, actors remain sorted according by their PID. - * Rationale: This can be proved inductively. - * Assume that actors_to_run is sorted at a beginning of one round (it is at round 0: the deployment file - * is parsed linearly). - * Let's show that it is still so at the end of this round. - * - if an actor is added when being created, that's from maestro. It can be either at startup - * time (and then in PID order), or in response to a process_create simcall. Since simcalls are handled - * in arbitrary order (inductive hypothesis), we are fine. - * - If an actor is added because it's getting killed, its subsequent actions shouldn't matter - * - If an actor gets added to actors_to_run because one of their blocking action constituting the meat - * of a simcall terminates, we're still good. Proof: - * - You are added from ActorImpl::simcall_answer() only. When this function is called depends on the - * resource kind (network, cpu, disk, whatever), but the same arguments hold. Let's take communications - * as an example. - * - For communications, this function is called from CommImpl::finish(). - * This function itself don't mess with the order since simcalls are handled in FIFO order. - * The function is called: - * - before the comm starts (invalid parameters, or resource already dead or whatever). - * The order then trivial holds since maestro didn't interrupt its handling of the simcall yet - * - because the communication failed or were canceled after startup. In this case, it's called from - * the function we are in, by the chunk: - * set = model->states.failed_action_set; - * while ((synchro = extract(set))) - * SIMIX_simcall_post((smx_synchro_t) synchro->data); - * This order is also fixed because it depends of the order in which the surf actions were - * added to the system, and only maestro can add stuff this way, through simcalls. - * We thus use the inductive hypothesis once again to conclude that the order in which synchros are - * popped out of the set does not depend on the user code's execution order. - * - because the communication terminated. In this case, synchros are served in the order given by - * set = model->states.done_action_set; - * while ((synchro = extract(set))) - * SIMIX_simcall_post((smx_synchro_t) synchro->data); - * and the argument is very similar to the previous one. - * So, in any case, the orders of calls to CommImpl::finish() do not depend on the order in which user - * actors are executed. - * So, in any cases, the orders of actors within actors_to_run do not depend on the order in which - * user actors were executed previously. - * So, if there is no killing in the simulation, the simulation reproducibility is not jeopardized. - * - If there is some actor killings, the order is changed by this decision that comes from user-land - * But this decision may not have been motivated by a situation that were different because the simulation is - * not reproducible. - * So, even the order change induced by the actor killing is perfectly reproducible. - * - * So science works, bitches [http://xkcd.com/54/]. - * - * We could sort the actors_that_ran array completely so that we can describe the order in which simcalls are - * handled (like "according to the PID of issuer"), but it's not mandatory (order is fixed already even if - * unfriendly). - * That would thus be a pure waste of time. + * 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. */ for (auto const& actor : actors_that_ran_) { @@ -857,7 +805,6 @@ void EngineImpl::run(double max_date) maestro_->kill(kv.second); } } - } while ((vetoed_activities == nullptr || vetoed_activities->empty()) && ((elapsed_time > -1.0 && not double_equals(max_date, NOW, 0.00001)) || has_actors_to_run()));