because sometimes we restore the state without replaying anything.
state->num, stack_.size() + 1);
stack_.push_back(std::move(state));
- simgrid::mc::replay(stack_);
+ simgrid::mc::restoreState(stack_);
XBT_DEBUG("Back-tracking to state %d at depth %zi done",
stack_.back()->num, stack_.size());
XBT_DEBUG("Back-tracking to state %d at depth %zi",
state->num, stack_.size() + 1);
stack_.push_back(std::move(state));
- simgrid::mc::replay(stack_);
+ simgrid::mc::restoreState(stack_);
XBT_DEBUG("Back-tracking to state %d at depth %zi done",
stack_.back()->num, stack_.size());
break;
* \param stack The stack with the transitions to execute.
* \param start Start index to begin the re-execution.
*/
-void replay(std::list<std::unique_ptr<simgrid::mc::State>> const& stack)
+void restoreState(std::list<std::unique_ptr<simgrid::mc::State>> const& stack)
{
XBT_DEBUG("**** Begin Replay ****");
Transition getTransition() const;
};
-XBT_PRIVATE void replay(std::list<std::unique_ptr<simgrid::mc::State>> const& stack);
+XBT_PRIVATE void restoreState(std::list<std::unique_ptr<simgrid::mc::State>> const& stack);
}
}