if (fence_release && *(get_last_action(thread->get_id())) < *fence_release)
return true;
}
+ if (asleep->is_sleep()) {
+ if (fuzzer->shouldWake(asleep))
+ return true;
+ }
+
return false;
}
if (!blocking->is_complete()) {
return false;
}
+ } else if (curr->is_sleep()) {
+ if (!fuzzer->shouldSleep(curr))
+ return false;
}
return true;