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#pragma once
#include "harmonizer.h"
#include "executor_pool.h"
#include "executor_pool_united_workers.h"
#include "balancer.h"
namespace NActors {
struct TActorSystemSetup;
class TCpuManager : public TNonCopyable {
const ui32 ExecutorPoolCount;
TArrayHolder<TAutoPtr<IExecutorPool>> Executors;
THolder<TUnitedWorkers> UnitedWorkers;
THolder<IBalancer> Balancer;
THolder<IHarmonizer> Harmonizer;
TCpuManagerConfig Config;
public:
explicit TCpuManager(THolder<TActorSystemSetup>& setup);
void Setup();
void PrepareStart(TVector<NSchedulerQueue::TReader*>& scheduleReaders, TActorSystem* actorSystem);
void Start();
void PrepareStop();
void Shutdown();
void Cleanup();
TVector<IExecutorPool*> GetBasicExecutorPools() const;
ui32 GetExecutorsCount() const {
return ExecutorPoolCount;
}
IExecutorPool* GetExecutorPool(ui32 poolId) {
return Executors[poolId].Get();
}
void GetPoolStats(ui32 poolId, TExecutorPoolStats& poolStats, TVector<TExecutorThreadStats>& statsCopy) const {
if (poolId < ExecutorPoolCount) {
Executors[poolId]->GetCurrentStats(poolStats, statsCopy);
}
}
THarmonizerStats GetHarmonizerStats() const {
if (Harmonizer) {
return Harmonizer->GetStats();
}
return {};
}
private:
IExecutorPool* CreateExecutorPool(ui32 poolId);
};
}
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