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314e962edf
Removed the requirement of passing flags throughout ICG indicating if we are in an inherited class or not. Removed the init_attr friends throughout Trick core headers.
165 lines
6.5 KiB
C++
165 lines
6.5 KiB
C++
/*
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PURPOSE:
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(Trick input processor.)
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REFERENCE:
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(((Bailey, R.W, and Paddock, E.J.) (Trick Simulation Environment)
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(NASA:JSC #37943)
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(JSC / Engineering Directorate / Automation and Robotics Division)
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(June 1994) (--)))
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ASSUMPTIONS AND LIMITATIONS:
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()
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PROGRAMMERS:
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(((Robert W. Bailey) (LinCom) (4/92) (--) (Realtime))
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((Robert W. Bailey) (LinCom) (6/1/91) (Trick-CR-00000) (Initial Release)))
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*/
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#ifndef EVENTMANAGER_HH
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#define EVENTMANAGER_HH
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#include <string>
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#include <vector>
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#include "trick/Event.hh"
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#include "trick/EventInstrument.hh"
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#include "trick/EventProcessor.hh"
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namespace Trick {
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/**
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This class is handles scheduling for events in the simulation. It handles adding and
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removing events to the simulation. It is responsible for maintaining an event processor
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for each thread of the simulation.
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@author Alex Lin, Danny Strauss
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*/
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class EventManager {
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public:
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/**
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@brief Constructor.
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*/
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EventManager() ;
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/**
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@brief Command to get the event object given the event's name (needed after a reload from checkpoint).
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@param event_name - the string name of the event object you want
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@return the event object if found, NULL if not found
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*/
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Trick::Event * get_event(std::string event_name) ;
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/**
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@brief @userdesc Command to insert a user's input file event into the input processor's list of events to process.
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The event will be processed at the top of each execution frame.
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@par Python Usage:
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@code trick.add_event(<in_event>) @endcode
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@param in_event - the event object previously created by new_event()
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@return always 0
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*/
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int add_event(Trick::Event * in_event) ;
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/**
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@brief @userdesc Command to insert an instrument job (containing in_event) into job queue before target job.
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The event will be processed immediately before the target job.
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@par Python Usage:
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@code trick.add_event_before(<in_event>, "<target_job>") @endcode
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@param in_event - the event object previously created by new_event()
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@param target_job - name or ID of the job (taken from S_job_execution file) to insert event before
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(ID is the unique number identifying the job, handy when there are multiple jobs with same name)
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@return always 0
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*/
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int add_event_before(Trick::Event * in_event, std::string target_job, unsigned int target_inst = 1 ) ;
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/**
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@brief @userdesc Command to insert an instrument job (containing in_event) into job queue after target job.
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The event will be processed immediately after the target job.
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@par Python Usage:
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@code trick.add_event_after(<in_event>, "<target_job>") @endcode
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@param in_event - the event object previously created by new_event()
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@param target_job - name or ID of the job (taken from S_job_execution file) to insert event after
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(ID is the unique number identifying the job, handy when there are multiple jobs with same name)
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@return always 0
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*/
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int add_event_after(Trick::Event * in_event, std::string target_job, unsigned int target_inst = 1 ) ;
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/**
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@brief @userdesc Activates an event with a specific name. If you have the <event_object> created by new_event(),
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it's more conventional to call <event_object>.activate().
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@par Python Usage:
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@code trick.activate_event(<event_name>) @endcode
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@param event_name - string containing the event name.
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@return always 0
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*/
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int activate_event(const char * event_name) ;
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/**
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@brief @userdesc Deactivates an event with a specific name. If you have the <event_object> created by new_event(),
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it's more conventional to call <event_object>.deactivate().
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@par Python Usage:
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@code trick.deactivate_event(<event_name>) @endcode
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@param event_name - string containing the event name.
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@return always 0
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*/
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int deactivate_event(const char * event_name) ;
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/**
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@brief @userdesc Command to remove an event from everywhere it was added.
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It will no longer be processed but can still be displayed in MTV and added again later.
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@par Python Usage:
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@code trick.remove_event(<in_event>) @endcode
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@param in_event - the event object previously created by new_event()
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@return always 0
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*/
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int remove_event(Trick::Event * in_event) ;
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/**
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@brief Modifies the event firing times according to the time tic change
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@return always 0
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*/
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int time_tic_changed() ;
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/**
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@brief Removes instrumented events before a checkpoint is reloaded.
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@return always 0
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*/
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int preload_checkpoint() ;
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/**
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@brief Restore event information from checkpointable structures
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@return always 0
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*/
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int restart() ;
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/**
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@brief Add an EventProcessor. One EventProcessor is assigned to each thread in the sim.
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The event processor holds the list of events to be processed per thread.
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@return always 0
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*/
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void add_event_processor( Trick::EventProcessor * in_ipep ) ;
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protected:
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/** All active events in the simulation\n */
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Trick::Event ** active_events ; /**< trick_io(*io) trick_units(--) */
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/** Number of active events\n */
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unsigned int num_active_events ; /**< trick_io(*io) trick_units(--) */
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/** All of the event processors, one per thread. */
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std::vector< Trick::EventProcessor * > event_processors ; /**< trick_io(**) */
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/** All of the events that have been attached to jobs */
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std::vector< Trick::EventInstrument * > events_instrumented ; /**< trick_io(**) */
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/**
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@brief Add user's event to manager's list of events; don't add it if it's already in list.
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*/
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int add_to_active_events(Trick::Event * in_event) ;
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} ;
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}
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#endif
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