/usr/include/ns3.26/ns3/synchronizer.h is in libns3-dev 3.26+dfsg-1.
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/*
* Copyright (c) 2008 University of Washington
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 2 as
* published by the Free Software Foundation;
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef SYNCHRONIZER_H
#define SYNCHRONIZER_H
#include <stdint.h>
#include "nstime.h"
#include "object.h"
/**
* @file
* @ingroup realtime
* ns3::Synchronizer declaration.
*/
namespace ns3 {
/**
* @ingroup realtime
* @brief Base class used for synchronizing the simulation events to some
* real time "wall clock."
*
* The simulation clock is maintained as a 64-bit integer in a unit specified
* by the user through the Time::SetResolution function. This means that
* it is not possible to specify event expiration times with anything better
* than this user-specified accuracy. We use this clock for the simulation
* time.
*
* The real-time clock is maintained as a 64-bit integer count of nanoseconds.
*
* The synchronization between the simulation clock and the real-time clock
* is maintained using a combination of sleep-waiting, busy-waiting and a
* feedback loop.
*/
class Synchronizer : public Object
{
public:
/**
* Get the registered TypeId for this class.
* @returns The TypeId.
*/
static TypeId GetTypeId (void);
/** Constructor. */
Synchronizer ();
/** Destructor. */
virtual ~Synchronizer ();
/**
* @brief Return true if this synchronizer is actually synchronizing to a
* realtime clock.
*
* The simulator sometimes needs to know this.
*
* @returns @c true if locked with realtime, @c false if not.
*/
bool Realtime (void);
/**
* @brief Retrieve the value of the origin of the underlying normalized wall
* clock time in simulator timestep units.
*
* @returns The normalized wall clock time (in Time resolution units).
* @see SetOrigin
*/
uint64_t GetCurrentRealtime (void);
/**
* @brief Establish a correspondence between a simulation time and the
* synchronizer real time.
*
* This method is expected to be called at the "instant" before simulation
* begins. At this point, simulation time = 0, and a
* set = 0 in this method. We then associate this time with the current
* value of the real time clock that will be used to actually perform the
* synchronization.
*
* Subclasses are expected to implement the corresponding DoSetOrigin pure
* virtual method to do the actual real-time-clock-specific work
* of making the correspondence mentioned above.
*
* @param [in] ts The simulation time we should use as the origin (in
* Time resolution units).
* @see DoSetOrigin
*/
void SetOrigin (uint64_t ts);
/**
* @brief Retrieve the value of the origin of the simulation time in
* Time.resolution units.
*
* @returns The simulation time used as the origin (in Time resolution units).
* @see SetOrigin
*/
uint64_t GetOrigin (void);
/**
* @brief Retrieve the difference between the real time clock used to
* synchronize the simulation and the simulation time (in
* Time resolution units).
*
* @param [in] ts Simulation time in Time resolution units.
* @returns Simulation Time (in Time resolution units)
* minus the origin time (stored internally in nanosecond units).
* @see SetOrigin
* @see DoGetDrift
*/
int64_t GetDrift (uint64_t ts);
/**
* @brief Wait until the real time is in sync with the specified simulation
* time or until the synchronizer is Sigalled.
*
* This is where the real work of synchronization is done. The @c tsCurrent
* argument is the simulation time. The job of Synchronize is to
* translate from simulation time to synchronizer time (in a perfect world
* this is the same time) and then figure out how long in real-time it needs
* to wait until that synchronizer / simulation time comes around.
*
* Subclasses are expected to implement the corresponding DoSynchronize pure
* virtual method to do the actual real-time-clock-specific work of waiting
* (either busy-waiting or sleeping, or some combination thereof) until the
* requested simulation time.
*
* @param [in] tsCurrent The current simulation time (in Time resolution units).
* @param [in] tsDelay The simulation time we need to wait for (in Time
* resolution units).
* @returns @c true if the function ran to completion,
* @c false if it was interrupted by a Signal.
* @see DoSynchronize
* @see Signal
*/
bool Synchronize (uint64_t tsCurrent, uint64_t tsDelay);
/**
* @brief Tell a possible simulator thread waiting in the Synchronize method
* that an event has happened which demands a reevaluation of the wait time.
*
* This will cause the thread to wake and return to the simulator proper
* where it can get its bearings.
*
* @see Synchronize
* @see DoSignal
*/
void Signal (void);
/**
* @brief Set the condition variable that tells a possible simulator thread
* waiting in the Synchronize method that an event has happened which demands
* a reevaluation of the wait time.
*
* @see Signal
*/
void SetCondition (bool);
/**
* @brief Ask the synchronizer to remember what time it is.
*
* Typically used with EventEnd to determine the real execution time
* of a simulation event.
*
* @see EventEnd
*/
void EventStart (void);
/**
* @brief Ask the synchronizer to return the time step between the instant
* remembered during EventStart and now.
*
* Used in conjunction with EventStart to determine the real execution time
* of a simulation event.
*
* @returns The elapsed real time, in ns.
* @see EventStart
*/
uint64_t EventEnd (void);
protected:
/**
* @brief Establish a correspondence between a simulation time and a
* wall-clock (real) time.
*
* There are three timelines involved here: the simulation (virtual) time,
* the (absolute) wall-clock time and the (relative) synchronizer real time.
* Calling this method makes a correspondence between the origin of the
* synchronizer time and the current wall-clock time.
*
* This method is expected to be called at the "instant" before simulation
* begins. At this point, simulation time = 0, and synchronizer time is
* set = 0 in this method. We then associate this time with the current
* value of the real time clock that will be used to actually perform the
* synchronization.
*
* Subclasses are expected to implement this method to do the actual
* real-time-clock-specific work of making the correspondence mentioned above.
* for example, this is where the differences between Time parameters and
* parameters to clock_nanosleep would be dealt with.
*
* @param [in] ns The simulation time we need to use as the origin (normalized to
* nanosecond units).
* @see SetOrigin
*/
virtual void DoSetOrigin (uint64_t ns) = 0;
/**
* @brief Return @c true if this synchronizer is actually synchronizing to a
* realtime clock.
*
* The simulator sometimes needs to know this.
*
* Subclasses are expected to implement this method to tell the outside world
* whether or not they are synchronizing to a realtime clock.
*
* @returns @c true if locked with realtime, @c false if not.
*/
virtual bool DoRealtime (void) = 0;
/**
* @brief Retrieve the value of the origin of the underlying normalized wall
* clock time in Time resolution units.
*
* Subclasses are expected to implement this method to do the actual
* real-time-clock-specific work of getting the current time.
*
* @returns The normalized wall clock time (in nanosecond units).
* @see SetOrigin
*/
virtual uint64_t DoGetCurrentRealtime (void) = 0;
/**
* @brief Wait until the real time is in sync with the specified simulation
* time.
*
* This is where the real work of synchronization is done. The
* @c nsCurrent argument is the simulation time (in ns). The job of
* DoSynchronize is to translate from simulation time to synchronizer time
* (in a perfect world these are the same time) and then figure out
* how long in real-time it needs to wait until that
* synchronizer / simulation time comes around.
*
* Subclasses are expected to implement this method to do the actual
* real-time-clock-specific work of waiting (either busy-waiting or sleeping,
* or some combination) until the requested simulation time.
*
* @param [in] nsCurrent The current simulation time (in nanosecond units).
* @param [in] nsDelay The simulation time we need to wait for (normalized to
* nanosecond units).
* @returns @c true if the function ran to completion,
* @c false if it was interrupted by a Signal.
* @see Synchronize
* @see Signal
*/
virtual bool DoSynchronize (uint64_t nsCurrent, uint64_t nsDelay) = 0;
/**
* @brief Tell a possible simulator thread waiting in the
* DoSynchronize method that an event has happened which
* demands a reevaluation of the wait time.
*
* @see Signal
*/
virtual void DoSignal (void) = 0;
/**
* @brief Set the condition variable to tell a possible simulator thread
* waiting in the Synchronize method that an event has happened which
* demands a reevaluation of the wait time.
*
* @see SetCondition
*/
virtual void DoSetCondition (bool) = 0;
/**
* @brief Get the drift between the real time clock used to synchronize
* the simulation and the current simulation time.
*
* @param [in] ns Simulation time in ns.
* @returns Drift in ns units.
* @see SetOrigin
* @see GetDrift
*/
virtual int64_t DoGetDrift (uint64_t ns) = 0;
/**
* @brief Record the normalized real time at which the current
* event is starting execution.
*/
virtual void DoEventStart (void) = 0;
/**
* @brief Return the amount of real time elapsed since the last call
* to EventStart.
*
* @returns The elapsed real time, in ns.
*/
virtual uint64_t DoEventEnd (void) = 0;
/** The real time, in ns, when SetOrigin was called. */
uint64_t m_realtimeOriginNano;
/** The simulation time, in ns, when SetOrigin was called. */
uint64_t m_simOriginNano;
private:
/**
* @brief Convert a simulator time step (in Time resolution units)
* to a normalized time step in nanosecond units.
*
* @param [in] ts The simulation time step to be normalized.
* @returns The simulation time step normalized to nanosecond units.
*/
uint64_t TimeStepToNanosecond (uint64_t ts);
/**
* @brief Convert a normalized nanosecond time step into a
* simulator time step (in Time resolution units).
*
* @param [in] ns The nanosecond count step to be converted
* @returns The simulation time step to be interpreted in appropriate units.
*/
uint64_t NanosecondToTimeStep (uint64_t ns);
};
} // namespace ns3
#endif /* SYNCHRONIZER_H */
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