remove Node::Copy, Node::Create and Node::*Prototype* methods.
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@@ -99,90 +99,6 @@ void Node::Dispose()
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m_devices.erase (m_devices.begin (), m_devices.end ());
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}
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Node::SmartNodeVec_t **
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Node::GetNodeVector (void)
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{
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static SmartNodeVec_t *vector = 0;
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if (vector == 0)
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{
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vector = new SmartNodeVec_t ();
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Simulator::ScheduleDestroy (&Node::DestroyNodes);
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}
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return &vector;
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}
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Node::SmartNodeVec_t **
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Node::GetPrototypeVector (void)
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{
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static SmartNodeVec_t *vector = 0;
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if (vector == 0)
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{
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vector = new SmartNodeVec_t ();
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Simulator::ScheduleDestroy (&Node::DestroyPrototypes);
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}
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return &vector;
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}
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void
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Node::DestroyNodes (void)
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{
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SmartNodeVec_t **vector = GetNodeVector ();
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delete *vector;
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*vector = 0;
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}
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void
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Node::DestroyPrototypes (void)
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{
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SmartNodeVec_t **vector = GetPrototypeVector ();
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delete *vector;
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*vector = 0;
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}
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// Node stack creation and management routines.
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Node* Node::Create()
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{
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Node* n = (*GetPrototypeVector ())->Back()->Copy(); // Copy the top of the stack
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(*GetNodeVector ())->Add (n);
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NodeList::Add (n); // Add to global list of nodes
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return n;
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}
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Node* Node::Create(uint32_t sid)
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{ // Create with distributed simulation systemid
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// ! Need to check if sid matches DistributedSimulator system id,
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// and create an empty (ghost) node if so. Code this later
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Node* n = Create(sid);
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return n;
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}
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Node* Node::GetNodePrototype()
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{ // Get node* to top of prototypes stack
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return (*GetPrototypeVector ())->Back();
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}
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Node* Node::PushNodePrototype(const Node& n)
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{ // Add a new node to the top of the prototypes stack
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(*GetPrototypeVector ())->Add(n.Copy());
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return (*GetPrototypeVector ())->Back();
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}
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Node* Node::PushNodePrototype()
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{ // Replicate the top of the prototype stack
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(*GetPrototypeVector ())->Add(GetNodePrototype()->Copy());
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return (*GetPrototypeVector ())->Back();
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}
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void Node::PopNodePrototype()
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{
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if (!(*GetPrototypeVector ())->Empty()) (*GetPrototypeVector ())->Remove();
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}
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void Node::ClearAll()
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{ // Delete all nodes for memory leak checking, including prototypes
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(*GetNodeVector ())->Clear ();
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(*GetPrototypeVector ())->Clear();
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}
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L3Demux*
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Node::GetL3Demux() const
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{
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