Import Geant4 10.0.0 source tree
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//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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// class description:
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// This is a class for run control in GEANT4 for multi-threaded runs
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// It extends G4RunManager re-implementing multi-threaded behavior in
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// key methods. See documentation for G4RunManager
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// Users initializes an instance of this class instead of G4RunManager
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// to start a multi-threaded simulation.
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#ifndef G4MTRunManager_h
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#define G4MTRunManager_h 1
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#include "G4RunManager.hh"
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#include "G4Threading.hh"
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#include "G4RNGHelper.hh"
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#include <list>
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#include <map>
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class G4MTRunManagerKernel;
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class G4ScoringManager;
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class G4UserWorkerInitialization;
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class G4UserWorkerThreadInitialization;
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//TODO: Split random number storage from this class
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class G4MTRunManager : public G4RunManager {
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public:
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G4MTRunManager();
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virtual ~G4MTRunManager();
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//New method
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void SetNumberOfThreads( G4int n );
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G4int GetNumberOfThreads() const { return nworkers; }
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public:
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//Inherited methods to re-implement for MT case
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virtual void Initialize();
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virtual void InitializeEventLoop(G4int n_event, const char* macroFile=0, G4int n_select=-1);
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//The following do not do anything for this runmanager
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virtual void TerminateOneEvent();
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virtual void ProcessOneEvent(G4int i_event);
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virtual void TerminateEventLoop();
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virtual void ConstructScoringWorlds();
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virtual void InitializePhysics();
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virtual void RunTermination();
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//The following method should be invoked by G4WorkerRunManager for each event.
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//False is returned if no more event to be processed.
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// Note: G4Event object must be instantiated by a worker thread. In case no more
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// event remains to be processed, that worker thread must delete that G4Event
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// object.
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virtual G4bool SetUpAnEvent(G4Event*, long& s1, long& s2, long& s3);
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// Same as above method, but the seeds are set only once over "eventModulo" events.
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// The return value shows the number of events the caller Worker has to process
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// (between 1 and eventModulo depending on number of events yet to be processed).
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// G4Event object has the event ID of the first event of this bunch.
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// If zero is returned no more event needs to be processed, and worker thread
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// must delete that G4Event.
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virtual G4int SetUpNEvents(G4Event*, G4SeedsQueue* seedsQueue);
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//Method called by Initialize() method
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protected:
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//Initialize the seeds list, if derived class does not implement this method
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//A default generation will be used (nevents*2 random seeds)
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//Return true if initialization is done.
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virtual G4bool InitializeSeeds( G4int /*nevts*/) { return false; };
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//Adds one seed to the list of seeds
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virtual void PrepareCommandsStack();
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virtual void StoreRNGStatus(const G4String& filenamePrefix );
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virtual void CreateAndStartWorkers();
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//Creates worker threads and signal to start
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public:
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std::vector<G4String> GetCommandStack();
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//This method is invoked just before spawning the threads to
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//collect from UI managere the list of commands that threads
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//will execute.
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private:
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// Number of worker threads. To be set by SetNumberOfThreads() method.
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G4int nworkers;
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// Force to use this number regardless of SetNumberOfThreads() method.
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G4int forcedNwokers;
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//List of workers (i.e. thread)
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typedef std::list<G4Thread*> G4ThreadsList;
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G4ThreadsList threads;
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//List of workers run managers
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//List of all workers run managers
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std::vector<G4String> uiCmdsForWorkers;
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//List of UI commands for workers.
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CLHEP::HepRandomEngine* masterRNGEngine;
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//Pointer to the mastet thread random engine
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protected:
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virtual void WaitForReadyWorkers();
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//Master thread barrier:
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//Call this function to block master thread and
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//wait workers to be ready to process work.
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//This function will return only when all
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//workers are ready to perform event loop.
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virtual void WaitForEndEventLoopWorkers();
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//Master thread barrier:
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//Call this function to block master thread and
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//wait workers have finished current event loop.
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//This function will return only when all
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//workers have finished processing events for this run.
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protected:
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G4int numberOfEventToBeProcessed;
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virtual void TerminateWorkers();
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//Empty the workersList
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public:
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virtual void ThisWorkerReady();
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//Worker threads barrier:
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//This method should be called by each
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//worker when ready to start thread event-loop
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//This method will return only when all workers
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//are ready.
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//static void ThisWorkerFinishWork();
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//Worker threads barrier:
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//This static method should be called by each
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//worker when finish to process events
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virtual void ThisWorkerEndEventLoop();
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//Worker threads barrier:
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//This method should be called by each
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//worker when worker event loop is terminated.
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typedef std::map<G4int,G4VPhysicalVolume*> masterWorlds_t;
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static G4ScoringManager* GetMasterScoringManager() { return masterScM; }
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static masterWorlds_t& GetMasterWorlds() { return masterWorlds; }
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static void addWorld( G4int counter, G4VPhysicalVolume* w) { masterWorlds.insert( std::make_pair(counter,w) ); }
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const CLHEP::HepRandomEngine* getMasterRandomEngine() const { return masterRNGEngine; }
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private:
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//Handling of master thread scoring worlds, access to it is needed by workers
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static G4ScoringManager* masterScM;
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static masterWorlds_t masterWorlds;
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//Singleton implementing master thread behavior
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static G4MTRunManager* fMasterRM;
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G4MTRunManagerKernel* MTkernel;
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public: // with description
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static G4MTRunManager* GetMasterRunManager();
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// Returns the singleton instance of the run manager common to all threads implementing
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// the master behavior
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static G4RunManagerKernel* GetMasterRunManagerKernel();
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static G4MTRunManagerKernel* GetMTMasterRunManagerKernel();
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// Returns the singleton instance of the run manager kernel common to all threads
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virtual void SetUserInitialization(G4VUserPhysicsList* userPL);
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virtual void SetUserInitialization(G4VUserDetectorConstruction* userDC);
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virtual void SetUserInitialization(G4UserWorkerInitialization* userInit);
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virtual void SetUserInitialization(G4UserWorkerThreadInitialization* userInit);
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virtual void SetUserInitialization(G4VUserActionInitialization* userInit);
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virtual void SetUserAction(G4UserRunAction* userAction);
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virtual void SetUserAction(G4VUserPrimaryGeneratorAction* userAction);
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virtual void SetUserAction(G4UserEventAction* userAction);
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virtual void SetUserAction(G4UserStackingAction* userAction);
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virtual void SetUserAction(G4UserTrackingAction* userAction);
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virtual void SetUserAction(G4UserSteppingAction* userAction);
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public:
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// To be invoked solely from G4WorkerRunManager to merge the results
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void MergeScores(const G4ScoringManager* localScoringManager);
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void MergeRun(const G4Run* localRun);
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public:
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//Handling of more than one run per thread
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enum WorkerActionRequest {
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UNDEFINED ,
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NEXTITERATION , // There is another set of UI commands to be executed
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ENDWORKER // Terminate thread, work finished
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};
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virtual WorkerActionRequest ThisWorkerWaitForNextAction();
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//Worker thread barrier
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//This method should be used by workers' run manager to wait,
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//after an event loop for the next action to be performed
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// (for example execute a new run)
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//This returns the action to be performed
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protected:
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WorkerActionRequest nextActionRequest;
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virtual void NewActionRequest( WorkerActionRequest newRequest );
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protected:
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G4int eventModuloDef;
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G4int eventModulo;
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G4int nSeedsUsed;
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G4int nSeedsFilled;
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G4int nSeedsMax;
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G4int nSeedsPerEvent;
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double* randDbl;
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void RefillSeeds();
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public:
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inline void SetEventModulo(G4int i=1) { eventModuloDef = i; }
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inline G4int GetEventModulo() const { return eventModuloDef; }
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public:
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virtual void AbortRun(G4bool softAbort=false);
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virtual void AbortEvent();
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};
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#endif //G4MTRunManager_h
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