}
/** 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);
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_)
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
/* 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())
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 */