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@@ -169,47 +169,51 @@ RealtimeSimulatorImpl::ProcessOneEvent (void)
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NS_LOG_FUNCTION_NOARGS ();
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//
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// The idea here is to wait until the next event comes due. In the case of
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// a simulation not locked to realtime, the next event is due immediately and
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// we jump time forward -- there is no real time consumed between events. In
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// the case of a realtime simulation, we do want real time to be consumed
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// between events. It is the synchronizer that causes real time to be
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// consumed.
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// a realtime simulation, we want real time to be consumed between events.
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// It is the realtime synchronizer that causes real time to be consumed by
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// doing some kind of a wait.
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//
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// Now, there is a possibility that a wait down in the call to the synchronizer
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// will be interrupted. In this case, we need to re-evaluate how long to wait
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// until the next event since the interruption may have been caused by an
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// event inserted before the one that was on the head of the list when we
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// started.
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// We need to be able to have external events (such as a packet reception event)
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// cause us to re-evaluate our state. The way this works is that the synchronizer
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// gets interrupted and returs. So, there is a possibility that things may change
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// out from under us dynamically. In this case, we need to re-evaluate how long to
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// wait in a for-loop until we have waited sucessfully (until a timeout) for the
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// event at the head of the event list.
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//
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// m_synchronizer->Synchronize will return true if the wait was completed
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// without interruption, otherwise it will return false. So our goal is to
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// sit in a for loop trying to synchronize until it returns true. If this
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// happens we will have successfully synchronized the execution time of the
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// next event with the wall clock time of the synchronizer.
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// m_synchronizer->Synchronize will return true if the wait was completed without
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// interruption, otherwise it will return false indicating that something has changed
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// out from under us. If we sit in the for-loop trying to synchronize until
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// Synchronize() returns true, we will have successfully synchronized the execution
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// time of the next event with the wall clock time of the synchronizer.
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//
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for (;;)
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{
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uint64_t tsDelay = 0;
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uint64_t tsNow = m_currentTs;
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uint64_t tsNext = 0;
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//
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// NextTs peeks into the event list and returns the time stamp of the first
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// event in the list. We need to protect this kind of access with a critical
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// section.
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//
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// It is important to understand that m_currentTs is interpreted only as the
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// timestamp of the last event we executed. Current time can a bit of a
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// slippery concept in realtime mode. What we have here is a discrete event
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// simulator, so the last event is, by defintion, executed entirely at a single
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// discrete time. This is the definition of m_currentTs. It really has
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// nothing to do with the current real time, except that we are trying to arrange
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// that at the instant of the beginning of event execution, the current real time
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// and m_currentTs coincide.
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//
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// We use tsNow as the indication of the current real time.
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//
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uint64_t tsNow;
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{
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CriticalSection cs (m_mutex);
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NS_ASSERT_MSG (NextTs () >= m_currentTs,
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"RealtimeSimulatorImpl::ProcessOneEvent (): "
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"Next event time earlier than m_currentTs (list order error)");
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//
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// Since we are in realtime mode, the time to delay has got to be the
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// difference between the current realtime and the timestamp of the next
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// event. Since m_currentTs is actually the timestamp of the last event we
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// executed, it's not particularly meaningful for us here since real time has
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// since elapsed.
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// certainly elapsed since it was last updated.
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//
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// It is possible that the current realtime has drifted past the next event
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// time so we need to be careful about that and not delay in that case.
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@@ -217,9 +221,25 @@ RealtimeSimulatorImpl::ProcessOneEvent (void)
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NS_ASSERT_MSG (m_synchronizer->Realtime (),
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"RealtimeSimulatorImpl::ProcessOneEvent (): Synchronizer reports not Realtime ()");
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//
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// tsNow is set to the normalized current real time. When the simulation was
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// started, the current real time was effectively set to zero; so tsNow is
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// the current "real" simulation time.
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//
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// tsNext is the simulation time of the next event we want to execute.
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//
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tsNow = m_synchronizer->GetCurrentRealtime ();
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tsNext = NextTs ();
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//
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// tsDelay is therefore the real time we need to delay in order to bring the
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// real time in sync with the simulation time. If we wait for this amount of
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// real time, we will accomplish moving the simulation time at the same rate
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// as the real time. This is typically called "pacing" the simulation time.
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//
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// We do have to be careful if we are falling behind. If so, tsDelay must be
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// zero. If we're late, don't dawdle.
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//
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if (tsNext <= tsNow)
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{
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tsDelay = 0;
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@@ -229,13 +249,24 @@ RealtimeSimulatorImpl::ProcessOneEvent (void)
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tsDelay = tsNext - tsNow;
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}
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//
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// We've figured out how long we need to delay in order to pace the
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// simulation time with the real time. We're going to sleep, but need
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// to work with the synchronizer to make sure we're awakened if something
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// external happens (like a packet is received). This next line resets
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// the synchronizer so that any future event will cause it to interrupt.
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//
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m_synchronizer->SetCondition (false);
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}
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//
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// So, we have a time to delay. This time may actually not be valid anymore
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// since we released the critical section and a Schedule may have snuck in just
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// after the closing brace above.
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// We have a time to delay. This time may actually not be valid anymore
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// since we released the critical section immediately above, and a real-time
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// ScheduleReal or ScheduleRealNow may have snuck in, well, between the
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// closing brace above and this comment so to speak. If this is the case,
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// that schedule operation will have done a synchronizer Signal() that
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// will set the condition variable to true and cause the Synchronize call
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// below to return immediately.
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//
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// It's easiest to understand if you just consider a short tsDelay that only
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// requires a SpinWait down in the synchronizer. What will happen is that
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@@ -247,105 +278,112 @@ RealtimeSimulatorImpl::ProcessOneEvent (void)
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// until the condition variable becomes true. A true condition indicates that
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// the wait should stop. The condition is set to true by one of the Schedule
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// methods of the simulator; so if we are in a wait down in Synchronize, and
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// a Simulator::Schedule is done, the wait down in Synchronize will exit and
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// Synchronize will return (false).
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// a Simulator::ScheduleReal is done, the wait down in Synchronize will exit and
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// Synchronize will return false. This means we have not actually synchronized
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// to the event expiration time. If no real-time schedule operation is done
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// while down in Synchronize, the wait will time out and Synchronize will return
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// true. This indicates that we have synchronized to the event time.
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//
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// So, we set this condition to false in a critical section. The code that
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// sets the condition (Simulator::Schedule) also runs protected by the same
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// critical section mutex -- there is no race. We call Synchronize -- if no
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// Simulator::Schedule is done, the waits (sleep- and spin-wait) will complete
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// and Synchronize will return true. If a Schedule is done before we get to
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// Synchronize, the Synchronize code will check the condition before going to
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// sleep. If a Schedule happens while we are sleeping, we let the kernel wake
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// us up.
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// So we need to stay in this for loop, looking for the next event timestamp and
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// attempting to sleep until its due. If we've slept until the timestamp is due,
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// Synchronize returns true and we break out of the sync loop. If an external
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// event happens that requires a re-schedule, Synchronize returns false and
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// we re-evaluate our timing by continuing in the loop.
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//
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// So the bottom line is that we just stay in this for loop, looking for the
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// next timestamp and attempting to sleep until its due. If we've slept until
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// the timestamp is due, Synchronize() returns true and we break out of the
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//sync loop. If we're interrupted we continue in the loop. We may find that
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// the next timestamp is actually earlier than we thought, but we continue
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// around the loop and reevaluate and wait for that one correctly.
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// It is expected that tsDelay become shorter as external events interrupt our
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// waits.
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//
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if (m_synchronizer->Synchronize (tsNow, tsDelay))
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{
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NS_LOG_LOGIC ("Interrupted ...");
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break;
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}
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//
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// If we get to this point, we have been interrupted during a wait by a real-time
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// schedule operation. This means all bets are off regarding tsDelay and we need
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// to re-evaluate what it is we want to do. We'll loop back around in the
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// for-loop and start again from scratch.
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//
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}
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//
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// Okay, now more words. We have slept without interruption until the
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// timestamp we found at the head of the event list when we started the sleep.
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// We are now outside a critical section, so another schedule operation can
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// sneak in. What does this mean? The only thing that can "go wrong" is if
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// the new event was moved in ahead of the timestamp for which we waited.
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//
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// If you think about it, this is not a problem, since the best we can
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// possibly do is to execute the event as soon as we can execute it. We'll
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// be a little late, but we were late anyway.
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//
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// So we just go ahead and pull the first event off of the list, even though
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// it may be the case that it's not actually the one we waited for.
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//
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// One final tidbit is, "what the heck time is it anyway"? The simulator is
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// going to want to get a timestamp from the next event and wait until the
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// wall clock time is equal to the timestamp. At the point when those times
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// are the same (roughly) we get to this point and set the m_currentTs below.
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// That's straightforward here, but you might ask, how does the next event get
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// the time when it is inserted from an external source?
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//
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// The method RealtimeSimulatorImpl::ScheduleNow takes makes an event and
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// needs to schedule that event for immediate execution. If the simulator is
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// not locked to a realtime source, the current time is m_currentTs. If it is
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// locked to a realtime source, we need to use the real current real time.
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// This real time is then used to set the event execution time and will be
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// read by the next.GetTs below and will set the current simulation time.
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// If we break out of the for-loop above, we have waited until the time specified
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// by the event that was at the head of the event list when we started the process.
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// Since there is a bunch of code that was executed outside a critical section (the
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// Synchronize call) we cannot be sure that the event at the head of the event list
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// is the one we think it is. What we can be sure of is that it is time to execute
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// whatever event is at the head of this list if the list is in time order.
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//
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EventId next;
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{
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CriticalSection cs (m_mutex);
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//
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// We do know we're waiting for an event, so there had better be an event on the
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// event queue. Let's pull it off. When we release the critical section, the
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// event we're working on won't be on the list and so subsequent operations won't
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// mess with us.
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//
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NS_ASSERT_MSG (m_events->IsEmpty () == false,
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"RealtimeSimulatorImpl::ProcessOneEvent(): event queue is empty");
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next = m_events->RemoveNext ();
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--m_unscheduledEvents;
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//
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// We cannot make any assumption that "next" is the same event we originally waited
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// for. We can only assume that only that it must be due and cannot cause time
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// to move backward.
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//
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NS_ASSERT_MSG (next.GetTs () >= m_currentTs,
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"RealtimeSimulatorImpl::ProcessOneEvent(): "
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"next.GetTs() earlier than m_currentTs (list order error)");
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NS_LOG_LOGIC ("handle " << next.GetTs ());
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//
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// Update the current simulation time to be the timestamp of the event we're
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// executing. From the rest of the simulation's point of view, simulation time
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// is frozen until the next event is executed.
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//
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m_currentTs = next.GetTs ();
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m_currentUid = next.GetUid ();
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//
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// We're about to run the event and we've done our best to synchronize this
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// event execution time to real time. Now, if we're in SYNC_HARD_LIMIT mode
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// we have to decide if we've done a good enough job and if we haven't, we've
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// been asked to commit ritual suicide.
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//
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// We check the simulation time against the current real time to make this
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// judgement.
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//
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if (m_synchronizationMode == SYNC_HARD_LIMIT)
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{
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uint64_t tsFinal = m_synchronizer->GetCurrentRealtime ();
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uint64_t tsJitter;
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if (tsFinal >= m_currentTs)
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{
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tsJitter = tsFinal - m_currentTs;
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}
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else
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{
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tsJitter = m_currentTs - tsFinal;
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}
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if (tsJitter > static_cast<uint64_t>(m_hardLimit.GetTimeStep ()))
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{
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NS_FATAL_ERROR ("RealtimeSimulatorImpl::ProcessOneEvent (): "
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"Hard real-time limit exceeded (jitter = " << tsJitter << ")");
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}
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}
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}
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NS_ASSERT_MSG (next.GetTs () >= m_currentTs,
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"RealtimeSimulatorImpl::ProcessOneEvent(): "
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"next.GetTs() earlier than m_currentTs (list order error)");
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NS_LOG_LOGIC ("handle " << next.GetTs ());
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m_currentTs = next.GetTs ();
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m_currentUid = next.GetUid ();
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//
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// We're about to run the event and we've done our best to synchronize this
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// event execution time to real time. Now, if we're in SYNC_HARD_LIMIT mode
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// we have to decide if we've done a good enough job and if we haven't, we've
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// been asked to commit ritual suicide.
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//
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if (m_synchronizationMode == SYNC_HARD_LIMIT)
|
|
|
|
|
{
|
|
|
|
|
uint64_t tsFinal = m_synchronizer->GetCurrentRealtime ();
|
|
|
|
|
uint64_t tsJitter;
|
|
|
|
|
|
|
|
|
|
if (tsFinal >= m_currentTs)
|
|
|
|
|
{
|
|
|
|
|
tsJitter = tsFinal - m_currentTs;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
tsJitter = m_currentTs - tsFinal;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (tsJitter > static_cast<uint64_t>(m_hardLimit.GetTimeStep ()))
|
|
|
|
|
{
|
|
|
|
|
NS_FATAL_ERROR ("RealtimeSimulatorImpl::ProcessOneEvent (): "
|
|
|
|
|
"Hard real-time limit exceeded (jitter = " << tsJitter << ")");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// We have got the event we're about to execute completely disentangled from the
|
|
|
|
|
// event list so we can execute it outside a critical section without fear of someone
|
|
|
|
|
// changing things out from under us.
|
|
|
|
|
|
|
|
|
|
EventImpl *event = next.PeekEventImpl ();
|
|
|
|
|
m_synchronizer->EventStart ();
|
|
|
|
|
@@ -479,15 +517,19 @@ RealtimeSimulatorImpl::Stop (void)
|
|
|
|
|
|
|
|
|
|
static void Placeholder (void) {}
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
|
// Schedule a stop for a _relative_ time in the future. If the simulation
|
|
|
|
|
// hasn't started yet, this will effectively be an absolute time.
|
|
|
|
|
//
|
|
|
|
|
void
|
|
|
|
|
RealtimeSimulatorImpl::Stop (Time const &time)
|
|
|
|
|
{
|
|
|
|
|
NS_LOG_FUNCTION (time);
|
|
|
|
|
NS_ASSERT_MSG (time.IsPositive (),
|
|
|
|
|
"RealtimeSimulatorImpl::Stop(): Negative time");
|
|
|
|
|
|
|
|
|
|
Time absolute = Simulator::Now () + time;
|
|
|
|
|
m_stopAt = absolute.GetTimeStep ();
|
|
|
|
|
Time tAbsolute = Simulator::Now () + time;
|
|
|
|
|
NS_ASSERT (tAbsolute.IsPositive ());
|
|
|
|
|
NS_ASSERT (tAbsolute >= TimeStep (m_currentTs));
|
|
|
|
|
m_stopAt = tAbsolute.GetTimeStep ();
|
|
|
|
|
//
|
|
|
|
|
// For the realtime case, we need a real event sitting out at the end of time
|
|
|
|
|
// to keep the simulator running (sleeping) while there are no other events
|
|
|
|
|
@@ -497,11 +539,15 @@ RealtimeSimulatorImpl::Stop (Time const &time)
|
|
|
|
|
//
|
|
|
|
|
// The easiest thing to do is to call back up into the simulator to take
|
|
|
|
|
// advantage of all of the nice event wrappers. This will call back down into
|
|
|
|
|
// RealtimeSimulatorImpl::Schedule to do the work.
|
|
|
|
|
// RealtimeSimulatorImpl::Schedule to do the work. This path interprets the
|
|
|
|
|
// time as relative, so pass the relative time.
|
|
|
|
|
//
|
|
|
|
|
Simulator::Schedule (absolute, &Placeholder);
|
|
|
|
|
Simulator::Schedule (time, &Placeholder);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
|
// Schedule an event for a _relative_ time in the future.
|
|
|
|
|
//
|
|
|
|
|
EventId
|
|
|
|
|
RealtimeSimulatorImpl::Schedule (Time const &time, const Ptr<EventImpl> &event)
|
|
|
|
|
{
|
|
|
|
|
@@ -511,77 +557,39 @@ RealtimeSimulatorImpl::Schedule (Time const &time, const Ptr<EventImpl> &event)
|
|
|
|
|
// This is a little tricky. We get a Ptr<EventImpl> passed down to us in some
|
|
|
|
|
// thread context. This Ptr<EventImpl> is not yet shared in any way. It is
|
|
|
|
|
// possible however that the calling context is not the context of the main
|
|
|
|
|
// scheduler thread (eg. it is in the context of a separate device thread).
|
|
|
|
|
// scheduler thread (e.g. it is in the context of a separate device thread).
|
|
|
|
|
// It would be bad (TM) if we naively wrapped the EventImpl up in an EventId
|
|
|
|
|
// that would be accessible from multiple threads without considering thread
|
|
|
|
|
// safety.
|
|
|
|
|
//
|
|
|
|
|
// Having multiple EventId containing Ptr<EventImpl> in different thread
|
|
|
|
|
// contexts creates a situation where atomic reference count decrements
|
|
|
|
|
// would be required (think about an event being scheduled with the calling
|
|
|
|
|
// yielding immediately afterward. The scheduler could become ready and
|
|
|
|
|
// fire the event which would eventually want to release the EventImpl. If
|
|
|
|
|
// the calling thread were readied and executed in mid-release, it would also
|
|
|
|
|
// want to release the EventImpl "at the same time." If we are careless about
|
|
|
|
|
// this, multiple deletes are sure to eventually happen as the threads
|
|
|
|
|
// separately play with the EventImpl reference counts.
|
|
|
|
|
//
|
|
|
|
|
// The way this all works is that we created an EventImpl in the template
|
|
|
|
|
// function that called us, which may be in the context of a thread separate
|
|
|
|
|
// from the simulator thread. We are managing the lifetime of the EventImpl
|
|
|
|
|
// with an intrusive reference count. The count was initialized to one when
|
|
|
|
|
// it was created and is still one right now. We're going to "wrap" this
|
|
|
|
|
// EventImpl in an EventId in this method. There's an assignment of our
|
|
|
|
|
// Ptr<EventImpl> into another Ptr<EventImpl> inside the EventId which will
|
|
|
|
|
// bump the ref count to two. We're going to return this EventId to the
|
|
|
|
|
// caller so the calling thread will hold a reference to the underlying
|
|
|
|
|
// EventImpl. This is what causes the first half of the multithreading issue.
|
|
|
|
|
//
|
|
|
|
|
// We are going to call Insert() on the EventId to put the event into the
|
|
|
|
|
// scheduler. Down there, it will do a PeekEventImpl to get the pointer to
|
|
|
|
|
// the EventImpl and manually increment the reference count (to three). From
|
|
|
|
|
// there, the sheduler works with the EventImpl pointer. When the EventId
|
|
|
|
|
// below goes out of scope, the Ptr<EventImpl> destructor is run and the ref
|
|
|
|
|
// count is decremented to two. When this function returns to the calling
|
|
|
|
|
// template function, the Ptr<EventImpl> there will go out of scope and we'll
|
|
|
|
|
// decrement the EventImpl ref count leaving it to be the one held by our
|
|
|
|
|
// scheduler directly.
|
|
|
|
|
//
|
|
|
|
|
// The scheduler removes the EventImpl in Remove() or RemoveNext(). In the
|
|
|
|
|
// case of Remove(), the scheduler is provided an Event reference and locates
|
|
|
|
|
// the corresponding EventImpl in the event list. It gets the raw pointer to
|
|
|
|
|
// the EventImpl, erases the pointer in the list, and manually calls Unref()
|
|
|
|
|
// on the pointer. In RemoveNext(), it gets the raw pointer from the list and
|
|
|
|
|
// assigns it to a Ptr<EventImpl> without bumping the reference count, thereby
|
|
|
|
|
// transferring ownership to a containing EventId. This is the second half of
|
|
|
|
|
// the multithreading issue.
|
|
|
|
|
//
|
|
|
|
|
// It's clear that we cannot have a situation where the EventImpl is "owned" by
|
|
|
|
|
// multiple threads. The calling thread is free to hold the EventId as long as
|
|
|
|
|
// it wants and manage the reference counts to the underlying EventImpl all it
|
|
|
|
|
// wants. The scheduler is free to do the same; and will eventually release
|
|
|
|
|
// the reference in the context of thread running ProcessOneEvent(). It is
|
|
|
|
|
// "a bad thing" (TM) if these two threads decide to release the underlying
|
|
|
|
|
// EventImpl "at the same time."
|
|
|
|
|
// EventImpl "at the same time" since the result is sure to be multiple frees,
|
|
|
|
|
// memory leaks or bus errors.
|
|
|
|
|
//
|
|
|
|
|
// The answer is to make the reference counting of the EventImpl thread safe;
|
|
|
|
|
// which we do. We don't want to force the event implementation to carry around
|
|
|
|
|
// a mutex, so we "lend" it one using a RealtimeEventLock object (m_eventLock)
|
|
|
|
|
// in the constructor and take it back in the destructor.
|
|
|
|
|
// in the constructor of the event and take it back in the destructor. See the
|
|
|
|
|
// event code for details.
|
|
|
|
|
//
|
|
|
|
|
EventId id;
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
CriticalSection cs (m_mutex);
|
|
|
|
|
|
|
|
|
|
NS_ASSERT_MSG (time.IsPositive (),
|
|
|
|
|
"RealtimeSimulatorImpl::Schedule(): Negative time");
|
|
|
|
|
NS_ASSERT_MSG (
|
|
|
|
|
time >= TimeStep (m_currentTs),
|
|
|
|
|
"RealtimeSimulatorImpl::Schedule(): time < m_currentTs");
|
|
|
|
|
|
|
|
|
|
uint64_t ts = (uint64_t) time.GetTimeStep ();
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
|
// This is the reason we had to bring the absolute time calcualtion in from the
|
|
|
|
|
// simulator.h into the implementation. Since the implementations may be
|
|
|
|
|
// multi-threaded, we need this calculation to be atomic. You can see it is
|
|
|
|
|
// here since we are running in a CriticalSection.
|
|
|
|
|
//
|
|
|
|
|
Time tAbsolute = Simulator::Now () + time;
|
|
|
|
|
NS_ASSERT_MSG (tAbsolute.IsPositive (), "RealtimeSimulatorImpl::Schedule(): Negative time");
|
|
|
|
|
NS_ASSERT_MSG (tAbsolute >= TimeStep (m_currentTs), "RealtimeSimulatorImpl::Schedule(): time < m_currentTs");
|
|
|
|
|
uint64_t ts = (uint64_t) tAbsolute.GetTimeStep ();
|
|
|
|
|
id = EventId (event, ts, m_uid);
|
|
|
|
|
m_uid++;
|
|
|
|
|
++m_unscheduledEvents;
|
|
|
|
|
@@ -600,8 +608,7 @@ RealtimeSimulatorImpl::ScheduleNow (const Ptr<EventImpl> &event)
|
|
|
|
|
{
|
|
|
|
|
CriticalSection cs (m_mutex);
|
|
|
|
|
|
|
|
|
|
id = EventId (event, m_synchronizer->GetCurrentRealtime (), m_uid);
|
|
|
|
|
|
|
|
|
|
id = EventId (event, m_currentTs, m_uid);
|
|
|
|
|
m_uid++;
|
|
|
|
|
++m_unscheduledEvents;
|
|
|
|
|
m_events->Insert (id);
|
|
|
|
|
|