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geant4/source/run/include/G4MTRunManager.hh
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2024-12-06 11:11:40 +01:00

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//
// ********************************************************************
// * 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 *
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// * *
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// * 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. *
// ********************************************************************
//
// G4MTRunManager
//
// Class description:
//
// This is a class for run control in Geant4 of multi-threaded runs.
// It extends G4RunManager re-implementing multi-threaded behavior in
// key methods (see documentation for G4RunManager).
// Users initialise an instance of this class instead of G4RunManager
// to start a multi-threaded simulation.
// Original authors: X.Dong, A.Dotti - February 2013
// --------------------------------------------------------------------
#ifndef G4MTRunManager_hh
#define G4MTRunManager_hh 1
#include "G4MTBarrier.hh"
#include "G4RNGHelper.hh"
#include "G4RunManager.hh"
#include "G4Threading.hh"
#include <list>
#include <map>
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:
// Map of defined worlds.
using masterWorlds_t = std::map<G4int, G4VPhysicalVolume*>;
public:
G4MTRunManager();
~G4MTRunManager() override;
void SetNumberOfThreads(G4int n) override;
G4int GetNumberOfThreads() const override { return nworkers; }
void SetPinAffinity(G4int n = 1);
inline G4int GetPinAffinity() const { return pinAffinity; }
// Inherited methods to re-implement for MT case
void Initialize() override;
void InitializeEventLoop(G4int n_event, const char* macroFile = nullptr,
G4int n_select = -1) override;
virtual void InitializeThreadPool() {}
// The following do not do anything for this runmanager
void TerminateOneEvent() override;
void ProcessOneEvent(G4int i_event) override;
void ConstructScoringWorlds() override;
void RunTermination() override;
// 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 events remain 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*, G4long& s1, G4long& s2, G4long& s3,
G4bool reseedRequired = true);
// Same as above method, but 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 events need to be
// processed, and worker thread must delete that G4Event.
// Called by Initialize() method.
virtual G4int SetUpNEvents(G4Event*, G4SeedsQueue* seedsQueue, G4bool reseedRequired = true);
// This method is invoked just before spawning the threads to
// collect from UI manager the list of commands that threads
// will execute.
std::vector<G4String> GetCommandStack();
// 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.
virtual size_t GetNumberActiveThreads() const { return threads.size(); }
static G4ThreadId GetMasterThreadId();
// 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.
virtual void ThisWorkerReady();
// Worker threads barrier: this method should be called by each
// worker when worker event loop is terminated.
virtual void ThisWorkerEndEventLoop();
static G4ScoringManager* GetMasterScoringManager();
static masterWorlds_t& GetMasterWorlds();
static void addWorld(G4int counter, G4VPhysicalVolume* w);
inline const CLHEP::HepRandomEngine* getMasterRandomEngine() const { return masterRNGEngine; }
// Returns the singleton instance of the run manager common to all
// threads implementing the master behavior
static G4MTRunManager* GetMasterRunManager();
// Returns the singleton instance of the run manager kernel common to all
// threads
static G4RunManagerKernel* GetMasterRunManagerKernel();
static G4MTRunManagerKernel* GetMTMasterRunManagerKernel();
void SetUserInitialization(G4VUserPhysicsList* userPL) override;
void SetUserInitialization(G4VUserDetectorConstruction* userDC) override;
void SetUserInitialization(G4UserWorkerInitialization* userInit) override;
void SetUserInitialization(G4UserWorkerThreadInitialization* userInit) override;
void SetUserInitialization(G4VUserActionInitialization* userInit) override;
void SetUserAction(G4UserRunAction* userAction) override;
void SetUserAction(G4VUserPrimaryGeneratorAction* userAction) override;
void SetUserAction(G4UserEventAction* userAction) override;
void SetUserAction(G4UserStackingAction* userAction) override;
void SetUserAction(G4UserTrackingAction* userAction) override;
void SetUserAction(G4UserSteppingAction* userAction) override;
// To be invoked solely from G4WorkerRunManager to merge the results
virtual void MergeScores(const G4ScoringManager* localScoringManager);
virtual void MergeRun(const G4Run* localRun);
// 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
};
// Called to force workers to request and process the UI commands stack
// This will block untill all workers have processed UI commands
virtual void RequestWorkersProcessCommandsStack();
// Called by workers to signal to master it has completed processing of
// UI commands
virtual void ThisWorkerProcessCommandsStackDone();
// 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.
virtual WorkerActionRequest ThisWorkerWaitForNextAction();
inline void SetEventModulo(G4int i = 1) { eventModuloDef = i; }
inline G4int GetEventModulo() const { return eventModuloDef; }
void AbortRun(G4bool softAbort = false) override;
void AbortEvent() override;
static G4int SeedOncePerCommunication();
static void SetSeedOncePerCommunication(G4int val);
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.
// Adds one seed to the list of seeds.
virtual G4bool InitializeSeeds(G4int /*nevts*/) { return false; };
virtual void PrepareCommandsStack();
void StoreRNGStatus(const G4String& filenamePrefix) override;
void rndmSaveThisRun() override;
void rndmSaveThisEvent() override;
// Creates worker threads and signal to start
virtual void CreateAndStartWorkers();
// 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 WaitForReadyWorkers();
// 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.
virtual void WaitForEndEventLoopWorkers();
// Empty the workersList.
virtual void TerminateWorkers();
virtual void NewActionRequest(WorkerActionRequest newRequest);
virtual void RefillSeeds();
protected:
// Number of worker threads. To be set by SetNumberOfThreads() method.
G4int nworkers = 2;
// Force to use this number regardless of SetNumberOfThreads() method.
G4int forcedNwokers = -1;
G4int numberOfEventToBeProcessed = 0;
// Handling of master thread scoring worlds, access is needed by workers
G4MTRUN_DLL static G4ScoringManager* masterScM;
// Singleton implementing master thread behavior
G4MTRUN_DLL static G4MTRunManager* fMasterRM;
WorkerActionRequest nextActionRequest = WorkerActionRequest::UNDEFINED;
G4int eventModuloDef = 0;
G4int eventModulo = 1;
G4int nSeedsUsed = 0;
G4int nSeedsFilled = 0;
G4int nSeedsMax = 10000;
G4int nSeedsPerEvent = 2;
G4double* randDbl = nullptr;
static G4ThreadId masterThreadId;
// - 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 reproducibility 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 reproducibility 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 will allow number of threads to be dynamically changed during
// an event loop.
static G4int seedOncePerCommunication;
// Barriers: synch points between master and workers
G4MTBarrier beginOfEventLoopBarrier;
G4MTBarrier endOfEventLoopBarrier;
G4MTBarrier nextActionRequestBarrier;
G4MTBarrier processUIBarrier;
protected:
// List of workers (i.e. thread)
using G4ThreadsList = std::list<G4Thread*>;
// Pin Affinity parameter
G4int pinAffinity = 0;
// List of workers run managers
// List of all workers run managers
G4ThreadsList threads;
// List of UI commands for workers.
std::vector<G4String> uiCmdsForWorkers;
// Pointer to the master thread random engine
CLHEP::HepRandomEngine* masterRNGEngine = nullptr;
G4MTRunManagerKernel* MTkernel = nullptr;
};
#endif // G4MTRunManager_hh