Get emu working again: Add Dix/Llc option, add and use contextual realtime schedule ops, don't refcount realtime simulator impl
/* -*- Mode:C++; c-file-style:"gnu"; indent-tabs-mode:nil; -*- */
/*
* 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 REALTIME_SIMULATOR_IMPL_H
#define REALTIME_SIMULATOR_IMPL_H
#include "simulator-impl.h"
#include "scheduler.h"
#include "synchronizer.h"
#include "event-impl.h"
#include "ns3/ptr.h"
#include "ns3/assert.h"
#include "ns3/log.h"
#include "ns3/system-mutex.h"
#include <list>
namespace ns3 {
class RealtimeSimulatorImpl : public SimulatorImpl
{
public:
static TypeId GetTypeId (void);
/**
* Enumeration of the types of packets supported in the class.
*
*/
enum SynchronizationMode {
SYNC_BEST_EFFORT, /** Make a best effort to keep synced to real-time */
SYNC_HARD_LIMIT, /** Keep to real-time within a tolerance or die trying */
};
RealtimeSimulatorImpl ();
~RealtimeSimulatorImpl ();
virtual void Destroy ();
virtual bool IsFinished (void) const;
virtual Time Next (void) const;
virtual void Stop (void);
virtual void Stop (Time const &time);
virtual EventId Schedule (Time const &time, EventImpl *event);
virtual void ScheduleWithContext (uint32_t context, Time const &time, EventImpl *event);
virtual EventId ScheduleNow (EventImpl *event);
virtual EventId ScheduleDestroy (EventImpl *event);
virtual void Remove (const EventId &ev);
virtual void Cancel (const EventId &ev);
virtual bool IsExpired (const EventId &ev) const;
virtual void Run (void);
virtual void RunOneEvent (void);
virtual Time Now (void) const;
virtual Time GetDelayLeft (const EventId &id) const;
virtual Time GetMaximumSimulationTime (void) const;
virtual void SetScheduler (ObjectFactory schedulerFactory);
virtual uint32_t GetContext (void) const;
void ScheduleRealtimeWithContext (uint32_t context, Time const &time, EventImpl *event);
void ScheduleRealtime (Time const &time, EventImpl *event);
void ScheduleRealtimeNowWithContext (uint32_t context, EventImpl *event);
void ScheduleRealtimeNow (EventImpl *event);
Time RealtimeNow (void) const;
void SetSynchronizationMode (RealtimeSimulatorImpl::SynchronizationMode mode);
RealtimeSimulatorImpl::SynchronizationMode GetSynchronizationMode (void) const;
void SetHardLimit (Time limit);
Time GetHardLimit (void) const;
private:
bool Running (void) const;
bool Realtime (void) const;
void ProcessOneEvent (void);
uint64_t NextTs (void) const;
typedef std::list<EventId> DestroyEvents;
DestroyEvents m_destroyEvents;
bool m_stop;
bool m_running;
// The following variables are protected using the m_mutex
Ptr<Scheduler> m_events;
int m_unscheduledEvents;
uint32_t m_uid;
uint32_t m_currentUid;
uint64_t m_currentTs;
uint32_t m_currentContext;
mutable SystemMutex m_mutex;
Ptr<Synchronizer> m_synchronizer;
/**
* The policy to use if the simulation cannot keep synchronized to real-time.
*/
SynchronizationMode m_synchronizationMode;
/**
* The maximum allowable drift from real-time in SYNC_HARD_LIMIT mode.
*/
Time m_hardLimit;
};
} // namespace ns3
#endif /* REALTIME_SIMULATOR_IMPL_H */