288 lines
12 KiB
C++
288 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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//
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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 "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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// TODO: Split random number storage from this class
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class G4MTRunManager : public G4RunManager
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{
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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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virtual void SetNumberOfThreads(G4int n);
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virtual G4int GetNumberOfThreads() const { return nworkers; }
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void SetPinAffinity(G4int n = 1);
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G4int GetPinAffinity() const { return pinAffinity; }
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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,
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G4int n_select = -1);
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virtual void InitializeThreadPool() {}
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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 RunTermination();
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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. Note: G4Event
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// 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. If a worker runs with its own random number sequence, the boolean
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// flag reseedRequired should be set to false. This is *NOT* allowed for the
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// first event.
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virtual G4bool SetUpAnEvent(G4Event*, long& s1, long& s2, long& s3,
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G4bool reseedRequired = true);
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// Same as above method, but the seeds are set only once over "eventModulo"
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// events. The return value shows the number of events the caller Worker has
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// to process (between 1 and eventModulo depending on number of events yet to
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// be processed). G4Event object has the event ID of the first event of this
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// bunch. If zero is returned no more event needs to be processed, and worker
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// thread must delete that G4Event.
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virtual G4int SetUpNEvents(G4Event*, G4SeedsQueue* seedsQueue,
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G4bool reseedRequired = true);
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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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virtual size_t GetNumberActiveThreads() const { return threads.size(); }
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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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static G4ThreadId GetMasterThreadId();
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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;
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// Force to use this number regardless of SetNumberOfThreads() method.
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G4int forcedNwokers;
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private:
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// Pin Affinity parameter
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G4int pinAffinity;
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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();
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static masterWorlds_t& GetMasterWorlds();
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static void addWorld(G4int counter, G4VPhysicalVolume* w);
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const CLHEP::HepRandomEngine* getMasterRandomEngine() const
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{
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return masterRNGEngine;
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}
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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
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// implementing 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
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// 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(
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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 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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virtual void RequestWorkersProcessCommandsStack();
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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 ThisWorkerProcessCommandsStackDone();
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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 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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virtual 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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protected:
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static G4ThreadId masterThreadId;
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static G4int seedOncePerCommunication;
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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 reproducability 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 reproducability 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 allows number of threads to be dynatically changed during an
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// event loop.
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public:
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static G4int SeedOncePerCommunication();
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static void SetSeedOncePerCommunication(G4int val);
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static G4ThreadId GetMasterTheadId();
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protected:
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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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};
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#endif // G4MTRunManager_h
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