if (fence_release && *(get_last_action(thread->get_id())) < *fence_release)
return true;
}
+ /* The sleep is literally sleeping */
if (asleep->is_sleep()) {
if (fuzzer->shouldWake(asleep))
return true;
/* Remove this thread from sleep set */
scheduler->remove_sleep(thr);
if (thr->get_pending()->is_sleep())
- thr->set_pending(NULL);
+ thr->set_wakeup_state(true);
}
}
}
* @return True if modification order edges were added; false otherwise
*/
-bool ModelExecution::r_modification_order(ModelAction *curr, const ModelAction *rf, SnapVector<const ModelAction *> * priorset, bool * canprune, bool check_only)
+bool ModelExecution::r_modification_order(ModelAction *curr, const ModelAction *rf,
+ SnapVector<const ModelAction *> * priorset, bool * canprune, bool check_only)
{
SnapVector<action_list_t> *thrd_lists = obj_thrd_map.get(curr->get_location());
unsigned int i;