// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // class description: // This is a class for run control in GEANT4 for multi-threaded runs // It extends G4RunManager re-implementing multi-threaded behavior in // key methods. See documentation for G4RunManager // Users initializes an instance of this class instead of G4RunManager // to start a multi-threaded simulation. #ifndef G4MTRunManager_h #define G4MTRunManager_h 1 #include "G4MTBarrier.hh" #include "G4RNGHelper.hh" #include "G4RunManager.hh" #include "G4Threading.hh" #include "G4Profiler.hh" #include #include class G4MTRunManagerKernel; class G4ScoringManager; class G4UserWorkerInitialization; class G4UserWorkerThreadInitialization; class G4RunManagerFactory; // TODO: Split random number storage from this class class G4MTRunManager : public G4RunManager { friend class G4RunManagerFactory; public: // the profiler aliases are only used when compiled with GEANT4_USE_TIMEMORY using ProfilerConfig = G4ProfilerConfig; public: G4MTRunManager(); virtual ~G4MTRunManager(); // New method virtual void SetNumberOfThreads(G4int n); virtual G4int GetNumberOfThreads() const { return nworkers; } void SetPinAffinity(G4int n = 1); G4int GetPinAffinity() const { return pinAffinity; } public: // Inherited methods to re-implement for MT case virtual void Initialize(); virtual void InitializeEventLoop(G4int n_event, const char* macroFile = 0, G4int n_select = -1); virtual void InitializeThreadPool() {} // The following do not do anything for this runmanager virtual void TerminateOneEvent(); virtual void ProcessOneEvent(G4int i_event); ////virtual void TerminateEventLoop(); virtual void ConstructScoringWorlds(); virtual void RunTermination(); // The following method should be invoked by G4WorkerRunManager for each // event. False is returned if no more event to be processed. Note: G4Event // object must be instantiated by a worker thread. In case no more // event remains to be processed, that worker thread must delete that G4Event // object. If a worker runs with its own random number sequence, the boolean // flag reseedRequired should be set to false. This is *NOT* allowed for the // first event. virtual G4bool SetUpAnEvent(G4Event*, long& s1, long& s2, long& s3, G4bool reseedRequired = true); // Same as above method, but the seeds are set only once over "eventModulo" // events. The return value shows the number of events the caller Worker has // to process (between 1 and eventModulo depending on number of events yet to // be processed). G4Event object has the event ID of the first event of this // bunch. If zero is returned no more event needs to be processed, and worker // thread must delete that G4Event. virtual G4int SetUpNEvents(G4Event*, G4SeedsQueue* seedsQueue, G4bool reseedRequired = true); // Method called by Initialize() method protected: // Initialize the seeds list, if derived class does not implement this method // A default generation will be used (nevents*2 random seeds) // Return true if initialization is done. virtual G4bool InitializeSeeds(G4int /*nevts*/) { return false; }; // Adds one seed to the list of seeds virtual void PrepareCommandsStack(); virtual void StoreRNGStatus(const G4String& filenamePrefix); virtual void rndmSaveThisRun(); virtual void rndmSaveThisEvent(); virtual void CreateAndStartWorkers(); // Creates worker threads and signal to start public: std::vector GetCommandStack(); // This method is invoked just before spawning the threads to // collect from UI managere the list of commands that threads // will execute. virtual size_t GetNumberActiveThreads() const { return threads.size(); } // Returns number of currently active threads. // This number may be different from the number of threads currently // in running state (e.g. the number returned by: // G4Threading::GetNumberOfActiveWorkerThreads() method). static G4ThreadId GetMasterThreadId(); protected: // Number of worker threads. To be set by SetNumberOfThreads() method. G4int nworkers; // Force to use this number regardless of SetNumberOfThreads() method. G4int forcedNwokers; private: // Pin Affinity parameter G4int pinAffinity; // List of workers (i.e. thread) typedef std::list G4ThreadsList; G4ThreadsList threads; // List of workers run managers // List of all workers run managers std::vector uiCmdsForWorkers; // List of UI commands for workers. CLHEP::HepRandomEngine* masterRNGEngine; // Pointer to the mastet thread random engine protected: virtual void WaitForReadyWorkers(); // Master thread barrier: // Call this function to block master thread and // wait workers to be ready to process work. // This function will return only when all // workers are ready to perform event loop. virtual void WaitForEndEventLoopWorkers(); // Master thread barrier: // Call this function to block master thread and // wait workers have finished current event loop. // This function will return only when all // workers have finished processing events for this run. protected: G4int numberOfEventToBeProcessed; virtual void TerminateWorkers(); // Empty the workersList public: virtual void ThisWorkerReady(); // Worker threads barrier: // This method should be called by each // worker when ready to start thread event-loop // This method will return only when all workers // are ready. // static void ThisWorkerFinishWork(); // Worker threads barrier: // This static method should be called by each // worker when finish to process events virtual void ThisWorkerEndEventLoop(); // Worker threads barrier: // This method should be called by each // worker when worker event loop is terminated. typedef std::map masterWorlds_t; static G4ScoringManager* GetMasterScoringManager(); static masterWorlds_t& GetMasterWorlds(); static void addWorld(G4int counter, G4VPhysicalVolume* w); const CLHEP::HepRandomEngine* getMasterRandomEngine() const { return masterRNGEngine; } protected: // Handling of master thread scoring worlds, access to it is needed by workers G4MTRUN_DLL static G4ScoringManager* masterScM; G4MTRUN_DLL static masterWorlds_t masterWorlds; // Singleton implementing master thread behavior G4MTRUN_DLL static G4MTRunManager* fMasterRM; private: G4MTRunManagerKernel* MTkernel; public: // with description static G4MTRunManager* GetMasterRunManager(); // Returns the singleton instance of the run manager common to all threads // implementing the master behavior static G4RunManagerKernel* GetMasterRunManagerKernel(); static G4MTRunManagerKernel* GetMTMasterRunManagerKernel(); // Returns the singleton instance of the run manager kernel common to all // threads virtual void SetUserInitialization(G4VUserPhysicsList* userPL); virtual void SetUserInitialization(G4VUserDetectorConstruction* userDC); virtual void SetUserInitialization(G4UserWorkerInitialization* userInit); virtual void SetUserInitialization( G4UserWorkerThreadInitialization* userInit); virtual void SetUserInitialization(G4VUserActionInitialization* userInit); virtual void SetUserAction(G4UserRunAction* userAction); virtual void SetUserAction(G4VUserPrimaryGeneratorAction* userAction); virtual void SetUserAction(G4UserEventAction* userAction); virtual void SetUserAction(G4UserStackingAction* userAction); virtual void SetUserAction(G4UserTrackingAction* userAction); virtual void SetUserAction(G4UserSteppingAction* userAction); public: // To be invoked solely from G4WorkerRunManager to merge the results void MergeScores(const G4ScoringManager* localScoringManager); void MergeRun(const G4Run* localRun); public: // Handling of more than one run per thread enum class WorkerActionRequest { UNDEFINED, NEXTITERATION, // There is another set of UI commands to be executed PROCESSUI, // Process UI commands w/o a /run/beamOn ENDWORKER // Terminate thread, work finished }; virtual void RequestWorkersProcessCommandsStack(); // Called to force workers to request and process the UI commands stack // This will block untill all workers have processed UI commands virtual void ThisWorkerProcessCommandsStackDone(); // Called by workers to signal to master it has completed processing of // UI commands virtual WorkerActionRequest ThisWorkerWaitForNextAction(); // Worker thread barrier // This method should be used by workers' run manager to wait, // after an event loop for the next action to be performed // (for example execute a new run) // This returns the action to be performed protected: WorkerActionRequest nextActionRequest; virtual void NewActionRequest(WorkerActionRequest newRequest); protected: G4int eventModuloDef; G4int eventModulo; G4int nSeedsUsed; G4int nSeedsFilled; G4int nSeedsMax; G4int nSeedsPerEvent; double* randDbl; virtual void RefillSeeds(); public: inline void SetEventModulo(G4int i = 1) { eventModuloDef = i; } inline G4int GetEventModulo() const { return eventModuloDef; } public: virtual void AbortRun(G4bool softAbort = false); virtual void AbortEvent(); protected: static G4ThreadId masterThreadId; static G4int seedOncePerCommunication; // - If it is set to 0 (default), seeds that are centrally managed // by G4MTRunManager are set for every event of every worker thread. // This option guarantees event reproducability regardless of number // of threads. // - If it is set to 1, seeds are set only once for the first // event of each run of each worker thread. Event reproducability is // guaranteed only if the same number of worker threads are used. // On the other hand, this option offers better computing performance // in particular for applications with relatively small primary // particle energy and large number of events. // - If it is set to 2, seeds are set only for the first event of // group of N events. This option is reserved for the future use when // Geant4 allows number of threads to be dynatically changed during an // event loop. public: static G4int SeedOncePerCommunication(); static void SetSeedOncePerCommunication(G4int val); static G4ThreadId GetMasterTheadId(); protected: // Barriers: synch points between master and workers G4MTBarrier beginOfEventLoopBarrier; G4MTBarrier endOfEventLoopBarrier; G4MTBarrier nextActionRequestBarrier; G4MTBarrier processUIBarrier; }; #endif // G4MTRunManager_h