295 lines
12 KiB
C++
295 lines
12 KiB
C++
//
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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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// G4MTRunManager
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//
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// Class description:
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//
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// This is a class for run control in Geant4 of 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 initialise an instance of this class instead of G4RunManager
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// to start a multi-threaded simulation.
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// Original authors: X.Dong, A.Dotti - February 2013
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// --------------------------------------------------------------------
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#ifndef G4MTRUNMANAGER_HH
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#define G4MTRUNMANAGER_HH
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#include "G4MTBarrier.hh"
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#include "G4RNGHelper.hh"
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#include "G4RunManager.hh"
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#include "G4Threading.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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class G4RunManagerFactory;
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// TODO: Split random number storage from this class
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class G4MTRunManager : public G4RunManager
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{
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friend class G4RunManagerFactory;
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public:
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// Map of defined worlds.
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using masterWorlds_t = std::map<G4int, G4VPhysicalVolume*>;
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public:
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G4MTRunManager();
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~G4MTRunManager() override;
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void SetNumberOfThreads(G4int n) override;
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G4int GetNumberOfThreads() const override { return nworkers; }
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void SetPinAffinity(G4int n = 1);
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inline G4int GetPinAffinity() const { return pinAffinity; }
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// Inherited methods to re-implement for MT case
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void Initialize() override;
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void InitializeEventLoop(G4int n_event, const char* macroFile = nullptr,
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G4int n_select = -1) override;
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virtual void InitializeThreadPool() {}
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// Start parallel optimization
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void GeometryOptimisation() override;
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// The following do not do anything for this runmanager
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void TerminateOneEvent() override;
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void ProcessOneEvent(G4int i_event) override;
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void ConstructScoringWorlds() override;
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void RunTermination() override;
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// The following method should be invoked by G4WorkerRunManager for each
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// event. False is returned if no more event to be processed.
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// Note: G4Event object must be instantiated by a worker thread.
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// In case no more events remain to be processed, that worker thread must
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// delete that G4Event object. If a worker runs with its own random number
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// sequence, the Boolean flag 'reseedRequired' should be set to false.
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// This is *NOT* allowed for the first event.
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virtual G4bool SetUpAnEvent(G4Event*, G4long& s1, G4long& s2, G4long& s3,
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G4bool reseedRequired = true);
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// Same as above method, but seeds are set only once over "eventModulo"
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// events. The return value shows the number of events the caller Worker
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// has to process (between 1 and eventModulo depending on number of events
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// yet to be processed). G4Event object has the event ID of the first
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// event of this bunch. If zero is returned no more events need to be
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// processed, and worker thread must delete that G4Event.
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// Called by Initialize() method.
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virtual G4int SetUpNEvents(G4Event*, G4SeedsQueue* seedsQueue, G4bool reseedRequired = true);
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// This method is invoked just before spawning the threads to
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// collect from UI manager the list of commands that threads
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// will execute.
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std::vector<G4String> GetCommandStack();
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// Returns number of currently active threads.
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// This number may be different from the number of threads currently
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// in running state, e.g. the number returned by:
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// G4Threading::GetNumberOfActiveWorkerThreads() method.
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virtual size_t GetNumberActiveThreads() const { return threads.size(); }
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static G4ThreadId GetMasterThreadId();
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// Worker threads barrier: 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 are ready.
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virtual void ThisWorkerReady();
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// Worker threads barrier: this method should be called by each
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// worker when worker event loop is terminated.
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virtual void ThisWorkerEndEventLoop();
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static G4ScoringManager* GetMasterScoringManager();
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static masterWorlds_t& GetMasterWorlds();
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static void addWorld(G4int counter, G4VPhysicalVolume* w);
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inline const CLHEP::HepRandomEngine* getMasterRandomEngine() const { return masterRNGEngine; }
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// Returns the singleton instance of the run manager common to all
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// threads implementing the master behavior
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static G4MTRunManager* GetMasterRunManager();
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// Returns the singleton instance of the run manager kernel common to all
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// threads
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static G4RunManagerKernel* GetMasterRunManagerKernel();
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static G4MTRunManagerKernel* GetMTMasterRunManagerKernel();
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void SetUserInitialization(G4VUserPhysicsList* userPL) override;
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void SetUserInitialization(G4VUserDetectorConstruction* userDC) override;
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void SetUserInitialization(G4UserWorkerInitialization* userInit) override;
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void SetUserInitialization(G4UserWorkerThreadInitialization* userInit) override;
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void SetUserInitialization(G4VUserActionInitialization* userInit) override;
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void SetUserAction(G4UserRunAction* userAction) override;
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void SetUserAction(G4VUserPrimaryGeneratorAction* userAction) override;
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void SetUserAction(G4UserEventAction* userAction) override;
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void SetUserAction(G4UserStackingAction* userAction) override;
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void SetUserAction(G4UserTrackingAction* userAction) override;
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void SetUserAction(G4UserSteppingAction* userAction) override;
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// To be invoked solely from G4WorkerRunManager to merge the results
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virtual void MergeScores(const G4ScoringManager* localScoringManager);
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virtual void MergeRun(const G4Run* localRun);
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// Handling of more than one run per thread
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enum class WorkerActionRequest
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{
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UNDEFINED,
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NEXTITERATION, // There is another set of UI commands to be executed
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PROCESSUI, // Process UI commands w/o a /run/beamOn
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ENDWORKER // Terminate thread, work finished
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};
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// Called to force workers to request and process the UI commands stack
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// This will block untill all workers have processed UI commands
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virtual void RequestWorkersProcessCommandsStack();
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// Called by workers to signal to master it has completed processing of
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// UI commands
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virtual void ThisWorkerProcessCommandsStackDone();
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// Worker thread barrier: this method should be used by workers' run
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// manager to wait, after an event loop for the next action to be
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// performed (for example execute a new run).
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// This returns the action to be performed.
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virtual WorkerActionRequest ThisWorkerWaitForNextAction();
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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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void AbortRun(G4bool softAbort = false) override;
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void AbortEvent() override;
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static G4int SeedOncePerCommunication();
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static void SetSeedOncePerCommunication(G4int val);
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protected:
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// Initialize the seeds list, if derived class does not implement this
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// method, a default generation will be used (nevents*2 random seeds).
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// Return true if initialization is done.
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// Adds one seed to the list of seeds.
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virtual G4bool InitializeSeeds(G4int /*nevts*/) { return false; };
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virtual void PrepareCommandsStack();
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void StoreRNGStatus(const G4String& filenamePrefix) override;
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void rndmSaveThisRun() override;
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void rndmSaveThisEvent() override;
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// Creates worker threads and signal to start
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virtual void CreateAndStartWorkers();
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// Master thread barrier: call this function to block master thread and
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// wait workers to be ready to process work. This function will return
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// only when all workers are ready to perform event loop.
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virtual void WaitForReadyWorkers();
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// Master thread barrier: call this function to block master thread and
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// wait workers have finished current event loop. This function will
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// return only when all workers have finished processing events for
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// this run.
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virtual void WaitForEndEventLoopWorkers();
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// Empty the workersList.
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virtual void TerminateWorkers();
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virtual void NewActionRequest(WorkerActionRequest newRequest);
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virtual void RefillSeeds();
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protected:
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// Number of worker threads. To be set by SetNumberOfThreads() method.
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G4int nworkers = 2;
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// Force to use this number regardless of SetNumberOfThreads() method.
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G4int forcedNwokers = -1;
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G4int numberOfEventToBeProcessed = 0;
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// Handling of master thread scoring worlds, access is needed by workers
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G4MTRUN_DLL static G4ScoringManager* masterScM;
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// Singleton implementing master thread behavior
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G4MTRUN_DLL static G4MTRunManager* fMasterRM;
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WorkerActionRequest nextActionRequest = WorkerActionRequest::UNDEFINED;
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G4int eventModuloDef = 0;
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G4int eventModulo = 1;
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G4int nSeedsUsed = 0;
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G4int nSeedsFilled = 0;
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G4int nSeedsMax = 10000;
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G4int nSeedsPerEvent = 2;
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G4double* randDbl = nullptr;
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static G4ThreadId masterThreadId;
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// - If it is set to 0 (default), seeds that are centrally managed
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// by G4MTRunManager are set for every event of every worker thread.
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// This option guarantees event reproducibility regardless of number
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// of threads.
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// - If it is set to 1, seeds are set only once for the first
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// event of each run of each worker thread. Event reproducibility is
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// guaranteed only if the same number of worker threads are used.
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// On the other hand, this option offers better computing performance
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// in particular for applications with relatively small primary
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// particle energy and large number of events.
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// - If it is set to 2, seeds are set only for the first event of
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// group of N events. This option is reserved for the future use when
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// Geant4 will allow number of threads to be dynamically changed during
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// an event loop.
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static G4int seedOncePerCommunication;
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// Barriers: synch points between master and workers
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G4MTBarrier beginOfEventLoopBarrier;
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G4MTBarrier endOfEventLoopBarrier;
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G4MTBarrier nextActionRequestBarrier;
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G4MTBarrier processUIBarrier;
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protected:
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// List of workers (i.e. thread)
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using G4ThreadsList = std::list<G4Thread*>;
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// Pin Affinity parameter
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G4int pinAffinity = 0;
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// List of workers run managers
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// List of all workers run managers
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G4ThreadsList threads;
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// List of UI commands for workers.
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std::vector<G4String> uiCmdsForWorkers;
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// Pointer to the master thread random engine
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CLHEP::HepRandomEngine* masterRNGEngine = nullptr;
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G4MTRunManagerKernel* MTkernel = nullptr;
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};
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#endif // G4MTRunManager_hh
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