X-Git-Url: http://info.iut-bm.univ-fcomte.fr/pub/gitweb/simgrid.git/blobdiff_plain/eaacbb174d19fe490b8243e2675e5e3b7cbb62de..3f9b311ec56db95ec539001a860ae3c838c48312:/src/mc/api/State.cpp diff --git a/src/mc/api/State.cpp b/src/mc/api/State.cpp index d702ff39d9..f537a484b5 100644 --- a/src/mc/api/State.cpp +++ b/src/mc/api/State.cpp @@ -4,11 +4,15 @@ * under the terms of the license (GNU LGPL) which comes with this package. */ #include "src/mc/api/State.hpp" -#include "src/mc/api/guide/BasicGuide.hpp" -#include "src/mc/api/guide/WaitGuide.hpp" +#include "src/mc/api/strategy/BasicStrategy.hpp" +#include "src/mc/api/strategy/MaxMatchComm.hpp" +#include "src/mc/api/strategy/MinMatchComm.hpp" +#include "src/mc/api/strategy/UniformStrategy.hpp" #include "src/mc/explo/Exploration.hpp" #include "src/mc/mc_config.hpp" +#include "xbt/random.hpp" +#include #include XBT_LOG_NEW_DEFAULT_SUBCATEGORY(mc_state, mc, "Logging specific to MC states"); @@ -20,74 +24,77 @@ long State::expended_states_ = 0; State::State(RemoteApp& remote_app) : num_(++expended_states_) { XBT_VERB("Creating a guide for the state"); - if (_sg_mc_guided == "none") - guide_ = std::make_unique(); - if (_sg_mc_guided == "nb_wait") - guide_ = std::make_unique(); - remote_app.get_actors_status(guide_->actors_to_run_); - - /* Stateful model checking */ - if ((_sg_mc_checkpoint > 0 && (num_ % _sg_mc_checkpoint == 0)) || _sg_mc_termination) - system_state_ = std::make_shared(num_, remote_app.get_page_store(), - remote_app.get_remote_process_memory()); + if (_sg_mc_strategy == "none") + strategy_ = std::make_shared(); + else if (_sg_mc_strategy == "max_match_comm") + strategy_ = std::make_shared(); + else if (_sg_mc_strategy == "min_match_comm") + strategy_ = std::make_shared(); + else if (_sg_mc_strategy == "uniform") { + xbt::random::set_mersenne_seed(_sg_mc_random_seed); + strategy_ = std::make_shared(); + } else + THROW_IMPOSSIBLE; + + remote_app.get_actors_status(strategy_->actors_to_run_); } -State::State(RemoteApp& remote_app, const State* parent_state) : num_(++expended_states_), parent_state_(parent_state) +State::State(RemoteApp& remote_app, std::shared_ptr parent_state) + : incoming_transition_(parent_state->get_transition_out()), num_(++expended_states_), parent_state_(parent_state) { - - if (_sg_mc_guided == "none") - guide_ = std::make_unique(); - if (_sg_mc_guided == "nb_wait") - guide_ = std::make_unique(); - *guide_ = *(parent_state->guide_); - - remote_app.get_actors_status(guide_->actors_to_run_); - - /* Stateful model checking */ - if ((_sg_mc_checkpoint > 0 && (num_ % _sg_mc_checkpoint == 0)) || _sg_mc_termination) - system_state_ = std::make_shared(num_, remote_app.get_page_store(), - remote_app.get_remote_process_memory()); - - /* If we want sleep set reduction, copy the sleep set and eventually removes things from it */ - if (_sg_mc_sleep_set) { - /* For each actor in the previous sleep set, keep it if it is not dependent with current transition. - * And if we kept it and the actor is enabled in this state, mark the actor as already done, so that - * it is not explored*/ - for (auto& [aid, transition] : parent_state_->get_sleep_set()) { - - if (not parent_state_->get_transition()->depends(&transition)) { - - sleep_set_.emplace(aid, transition); - if (guide_->actors_to_run_.count(aid) != 0) { - XBT_DEBUG("Actor %ld will not be explored, for it is in the sleep set", aid); - - guide_->actors_to_run_.at(aid).mark_done(); - } - } else - XBT_DEBUG("Transition >>%s<< removed from the sleep set because it was dependent with >>%s<<", - transition.to_string().c_str(), parent_state_->get_transition()->to_string().c_str()); - } + if (_sg_mc_strategy == "none") + strategy_ = std::make_shared(); + else if (_sg_mc_strategy == "max_match_comm") + strategy_ = std::make_shared(); + else if (_sg_mc_strategy == "min_match_comm") + strategy_ = std::make_shared(); + else if (_sg_mc_strategy == "uniform") + strategy_ = std::make_shared(); + else + THROW_IMPOSSIBLE; + strategy_->copy_from(parent_state_->strategy_.get()); + + remote_app.get_actors_status(strategy_->actors_to_run_); + + /* Copy the sleep set and eventually removes things from it: */ + /* For each actor in the previous sleep set, keep it if it is not dependent with current transition. + * And if we kept it and the actor is enabled in this state, mark the actor as already done, so that + * it is not explored*/ + for (const auto& [aid, transition] : parent_state_->get_sleep_set()) { + if (not incoming_transition_->depends(transition.get())) { + sleep_set_.try_emplace(aid, transition); + if (strategy_->actors_to_run_.count(aid) != 0) { + XBT_DEBUG("Actor %ld will not be explored, for it is in the sleep set", aid); + strategy_->actors_to_run_.at(aid).mark_done(); + } + } else + XBT_DEBUG("Transition >>%s<< removed from the sleep set because it was dependent with incoming >>%s<<", + transition->to_string().c_str(), incoming_transition_->to_string().c_str()); } } std::size_t State::count_todo() const { - return boost::range::count_if(this->guide_->actors_to_run_, [](auto& pair) { return pair.second.is_todo(); }); + return boost::range::count_if(this->strategy_->actors_to_run_, [](auto& pair) { return pair.second.is_todo(); }); } -Transition* State::get_transition() const +std::size_t State::count_todo_multiples() const { - return transition_; + size_t count = 0; + for (auto const& [_, actor] : strategy_->actors_to_run_) + if (actor.is_todo()) + count += actor.get_times_not_considered(); + + return count; } aid_t State::next_transition() const { - XBT_DEBUG("Search for an actor to run. %zu actors to consider", guide_->actors_to_run_.size()); - for (auto const& [aid, actor] : guide_->actors_to_run_) { + XBT_DEBUG("Search for an actor to run. %zu actors to consider", strategy_->actors_to_run_.size()); + for (auto const& [aid, actor] : strategy_->actors_to_run_) { /* Only consider actors (1) marked as interleaving by the checker and (2) currently enabled in the application */ if (not actor.is_todo() || not actor.is_enabled() || actor.is_done()) { - if (not actor.is_todo()) XBT_DEBUG("Can't run actor %ld because it is not todo", aid); @@ -105,24 +112,29 @@ aid_t State::next_transition() const return -1; } -std::pair State::next_transition_guided() const +std::pair State::next_transition_guided() const +{ + return strategy_->next_transition(); +} + +aid_t State::next_odpor_transition() const { - return guide_->next_transition(); + return wakeup_tree_.get_min_single_process_actor().value_or(-1); } // This should be done in GuidedState, or at least interact with it -void State::execute_next(aid_t next, RemoteApp& app) +std::shared_ptr State::execute_next(aid_t next, RemoteApp& app) { // First, warn the guide, so it knows how to build a proper child state - guide_->execute_next(next, app); + strategy_->execute_next(next, app); // This actor is ready to be executed. Execution involves three phases: // 1. Identify the appropriate ActorState to prepare for execution // when simcall_handle will be called on it - auto& actor_state = guide_->actors_to_run_.at(next); + auto& actor_state = strategy_->actors_to_run_.at(next); const unsigned times_considered = actor_state.do_consider(); - const auto* expected_executed_transition = actor_state.get_transition(times_considered); + const auto* expected_executed_transition = actor_state.get_transition(times_considered).get(); xbt_assert(expected_executed_transition != nullptr, "Expected a transition with %u times considered to be noted in actor %ld", times_considered, next); @@ -144,11 +156,144 @@ void State::execute_next(aid_t next, RemoteApp& app) // 2. what action actor `next` was able to take given `times_considered` // The latter update is important as *more* information is potentially available // about a transition AFTER it has executed. - transition_ = just_executed; - - auto executed_transition = std::unique_ptr(just_executed); - actor_state.set_transition(std::move(executed_transition), times_considered); + outgoing_transition_ = std::shared_ptr(just_executed); + actor_state.set_transition(outgoing_transition_, times_considered); app.wait_for_requests(); + + return outgoing_transition_; +} + +std::unordered_set State::get_backtrack_set() const +{ + std::unordered_set actors; + for (const auto& [aid, state] : get_actors_list()) { + if (state.is_todo() || state.is_done()) { + actors.insert(aid); + } + } + return actors; +} + +std::unordered_set State::get_sleeping_actors() const +{ + std::unordered_set actors; + for (const auto& [aid, _] : get_sleep_set()) { + actors.insert(aid); + } + return actors; +} + +std::unordered_set State::get_enabled_actors() const +{ + std::unordered_set actors; + for (const auto& [aid, state] : get_actors_list()) { + if (state.is_enabled()) { + actors.insert(aid); + } + } + return actors; +} + +void State::seed_wakeup_tree_if_needed(const odpor::Execution& prior) +{ + // TODO: It would be better not to have such a flag. + if (has_initialized_wakeup_tree) { + XBT_DEBUG("Reached a node with the following initialized WuT:"); + XBT_DEBUG("\n%s", wakeup_tree_.string_of_whole_tree().c_str()); + + return; + } + // TODO: Note that the next action taken by the actor may be updated + // after it executes. But we will have already inserted it into the + // tree and decided upon "happens-before" at that point for different + // executions :( + if (wakeup_tree_.empty()) { + // Find an enabled transition to pick + for (const auto& [_, actor] : get_actors_list()) { + if (actor.is_enabled()) { + // For each variant of the transition that is enabled, we want to insert the action into the tree. + // This ensures that all variants are searched + for (unsigned times = 0; times < actor.get_max_considered(); ++times) { + wakeup_tree_.insert(prior, odpor::PartialExecution{actor.get_transition(times)}); + } + break; // Only one actor gets inserted (see pseudocode) + } + } + } + has_initialized_wakeup_tree = true; +} + +void State::sprout_tree_from_parent_state() +{ + + XBT_DEBUG("Initializing Wut with parent one:"); + XBT_DEBUG("\n%s", parent_state_->wakeup_tree_.string_of_whole_tree().c_str()); + + xbt_assert(parent_state_ != nullptr, "Attempting to construct a wakeup tree for the root state " + "(or what appears to be, rather for state without a parent defined)"); + const auto min_process_node = parent_state_->wakeup_tree_.get_min_single_process_node(); + xbt_assert(min_process_node.has_value(), "Attempting to construct a subtree for a substate from a " + "parent with an empty wakeup tree. This indicates either that ODPOR " + "actor selection in State.cpp is incorrect, or that the code " + "deciding when to make subtrees in ODPOR is incorrect"); + if (not(get_transition_in()->aid_ == min_process_node.value()->get_actor() && + get_transition_in()->type_ == min_process_node.value()->get_action()->type_)) { + XBT_ERROR("We tried to make a subtree from a parent state who claimed to have executed `%s` on actor %ld " + "but whose wakeup tree indicates it should have executed `%s` on actor %ld. This indicates " + "that exploration is not following ODPOR. Are you sure you're choosing actors " + "to schedule from the wakeup tree? Trace so far:", + get_transition_in()->to_string(false).c_str(), get_transition_in()->aid_, + min_process_node.value()->get_action()->to_string(false).c_str(), min_process_node.value()->get_actor()); + for (auto const& elm : Exploration::get_instance()->get_textual_trace()) + XBT_ERROR("%s", elm.c_str()); + xbt_abort(); + } + this->wakeup_tree_ = odpor::WakeupTree::make_subtree_rooted_at(min_process_node.value()); +} + +void State::remove_subtree_using_current_out_transition() +{ + if (auto out_transition = get_transition_out(); out_transition != nullptr) { + if (const auto min_process_node = wakeup_tree_.get_min_single_process_node(); min_process_node.has_value()) { + xbt_assert((out_transition->aid_ == min_process_node.value()->get_actor()) && + (out_transition->type_ == min_process_node.value()->get_action()->type_), + "We tried to make a subtree from a parent state who claimed to have executed `%s` " + "but whose wakeup tree indicates it should have executed `%s`. This indicates " + "that exploration is not following ODPOR. Are you sure you're choosing actors " + "to schedule from the wakeup tree?", + out_transition->to_string(false).c_str(), + min_process_node.value()->get_action()->to_string(false).c_str()); + } + } + wakeup_tree_.remove_min_single_process_subtree(); } + +void State::remove_subtree_at_aid(const aid_t proc) +{ + wakeup_tree_.remove_subtree_at_aid(proc); +} + +odpor::WakeupTree::InsertionResult State::insert_into_wakeup_tree(const odpor::PartialExecution& pe, + const odpor::Execution& E) +{ + return this->wakeup_tree_.insert(E, pe); +} + +void State::do_odpor_unwind() +{ + if (auto out_transition = get_transition_out(); out_transition != nullptr) { + remove_subtree_using_current_out_transition(); + + // Only when we've exhausted all variants of the transition which + // can be chosen from this state do we finally add the actor to the + // sleep set. This ensures that the current logic handling sleep sets + // works with ODPOR in the way we intend it to work. There is not a + // good way to perform transition equality in SimGrid; instead, we + // effectively simply check for the presence of an actor in the sleep set. + if (not get_actors_list().at(out_transition->aid_).has_more_to_consider()) + add_sleep_set(std::move(out_transition)); + } +} + } // namespace simgrid::mc