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/*
Copyright 2013 Sébastien Boisvert
Copyright 2013 Université Laval
Copyright 2013 Centre Hospitalier Universitaire de Québec
This file is part of the actor model implementation in RayPlatform.
RayPlatform is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, version 3 of the License.
RayPlatform is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with RayPlatform. If not, see <http://www.gnu.org/licenses/>.
*/
// \author Sébastien Boisvert
// License: GPLv3
// Université Laval 2013-10-10
#include "Actor.h"
#include <RayPlatform/communication/Message.h>
#include <RayPlatform/core/ComputeCore.h>
#include <RayPlatform/cryptography/crypto.h>
#include <string.h>
#include <iostream>
#include <cstring>
using namespace std;
Actor::Actor() {
}
Actor::~Actor() {
}
void Actor::send(int destination, Message * message) {
message->setSourceActor(getName());
message->setDestinationActor(destination);
// if the buffer is not NULL, allocate a RayPlatform
// buffer and copy stuff in it.
if(message->getBuffer() != NULL) {
// this call return MAXIMUM_MESSAGE_SIZE_IN_BYTES + padding
char * newBuffer = (char*)m_core->getOutboxAllocator()->allocate(42);
int bytes = message->getNumberOfBytes();
char * oldBuffer = (char*)message->getBufferBytes();
memcpy(newBuffer, oldBuffer, bytes * sizeof(char));
message->setBuffer(newBuffer);
}
#if 0
cout << "DEBUG Actor::send CRC32: ";
cout << computeCyclicRedundancyCode32((uint8_t*) message->getBufferBytes(),
message->getNumberOfBytes());
cout << endl;
#endif
// deleguate the message to ComputeCore..
m_core->sendActorMessage(message);
}
void Actor::send(int destination, Message & message) {
send(destination, &message);
}
void Actor::spawn(Actor * actor) {
m_core->spawnActor(actor);
}
void Actor::configureStuff(int name, Playground * kernel) {
m_name = name;
m_core = kernel;
m_dead = false;
}
void Actor::die() {
m_dead = true;
}
bool Actor::isDead() const {
return m_dead;
}
int Actor::getName() const {
return m_name;
}
void Actor::printName() const {
cout << "/actors/" << getName();
cout << " -> ";
}
int Actor::getRank() const {
return m_core->getRank();
}
int Actor::getSize() const {
return m_core->getSize();
}
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