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LoadTable

Struct LoadTable 

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pub struct LoadTable { /* private fields */ }
Expand description

The load table containing entries for all actors.

This lives in mapped memory so both host and GPU can access it.

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impl LoadTable

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pub fn new(num_actors: usize) -> Self

Create a new load table for num_actors actors.

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pub fn get(&self, actor_id: u32) -> Option<&LoadEntry>

Get a reference to an entry.

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pub fn get_mut(&mut self, actor_id: u32) -> Option<&mut LoadEntry>

Get a mutable reference to an entry.

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pub fn most_loaded(&self) -> Option<(u32, &LoadEntry)>

Find the most loaded actor (best target for work stealing FROM).

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pub fn least_loaded(&self) -> Option<(u32, &LoadEntry)>

Find the least loaded actor (best target for work sharing TO).

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pub fn imbalance_ratio(&self) -> f64

Compute load imbalance ratio (max_depth / min_depth). Returns 1.0 for perfectly balanced, higher = more imbalanced.

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pub fn compute_steal_plan(&self, config: &SchedulerConfig) -> Vec<StealOp>

Compute a work stealing plan: which actors should steal from which.

Returns a list of (thief_id, victim_id, count) tuples. For RoundRobin and Priority strategies, this returns an empty plan since those use a central work queue rather than peer-to-peer stealing.

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pub fn entries(&self) -> &[LoadEntry]

Get all entries as a slice.

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pub fn len(&self) -> usize

Number of actors in the table.

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pub fn is_empty(&self) -> bool

Check if empty.

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