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geant4/source/run/include/G4MTRunManager.hh
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2016-06-10 14:11:04 +02:00

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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 *
// * 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 "G4RunManager.hh"
#include "G4Threading.hh"
#include "G4RNGHelper.hh"
#include <list>
#include <map>
class G4MTRunManagerKernel;
class G4ScoringManager;
class G4UserWorkerInitialization;
class G4UserWorkerThreadInitialization;
//TODO: Split random number storage from this class
class G4MTRunManager : public G4RunManager {
public:
G4MTRunManager();
virtual ~G4MTRunManager();
//New method
void SetNumberOfThreads( G4int n );
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);
//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 CreateAndStartWorkers();
//Creates worker threads and signal to start
public:
std::vector<G4String> GetCommandStack();
//This method is invoked just before spawning the threads to
//collect from UI managere the list of commands that threads
//will execute.
private:
// Number of worker threads. To be set by SetNumberOfThreads() method.
G4int nworkers;
// Force to use this number regardless of SetNumberOfThreads() method.
G4int forcedNwokers;
// Pin Affinity parameter
G4int pinAffinity;
//List of workers (i.e. thread)
typedef std::list<G4Thread*> G4ThreadsList;
G4ThreadsList threads;
//List of workers run managers
//List of all workers run managers
std::vector<G4String> 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<G4int,G4VPhysicalVolume*> masterWorlds_t;
static G4ScoringManager* GetMasterScoringManager() { return masterScM; }
static masterWorlds_t& GetMasterWorlds() { return masterWorlds; }
static void addWorld( G4int counter, G4VPhysicalVolume* w) { masterWorlds.insert( std::make_pair(counter,w) ); }
const CLHEP::HepRandomEngine* getMasterRandomEngine() const { return masterRNGEngine; }
private:
//Handling of master thread scoring worlds, access to it is needed by workers
static G4ScoringManager* masterScM;
static masterWorlds_t masterWorlds;
//Singleton implementing master thread behavior
static G4MTRunManager* fMasterRM;
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 WorkerActionRequest {
UNDEFINED ,
NEXTITERATION , // There is another set of UI commands to be executed
ENDWORKER // Terminate thread, work finished
};
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;
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 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() { return seedOncePerCommunication; }
static void SetSeedOncePerCommunication(G4int val) { seedOncePerCommunication = val; }
};
#endif //G4MTRunManager_h