How to use Pong class of Microsoft.Coyote.Actors.BugFinding.Tests package

Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.Pong

ChainReplicationTests.cs

Source:ChainReplicationTests.cs Github

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...143 {144 this.Target = target;145 }146 }147 internal class Pong : Event148 {149 }150 private class InjectFailure : Event151 {152 }153 private class Local : Event154 {155 }156 private ActorId Main;157 private List<ActorId> Servers;158 private int CheckNodeIdx;159 private int Failures;160 [Start]161 [OnEntry(nameof(InitOnEntry))]162 [OnEventGotoState(typeof(Local), typeof(StartMonitoring))]163 private class Init : State164 {165 }166 private void InitOnEntry(Event e)167 {168 this.Main = (e as SetupEvent).Main;169 this.Servers = (e as SetupEvent).Servers;170 this.CheckNodeIdx = 0;171 this.Failures = 100;172 this.RaiseEvent(new Local());173 }174 [OnEntry(nameof(StartMonitoringOnEntry))]175 [OnEventGotoState(typeof(Pong), typeof(StartMonitoring), nameof(HandlePong))]176 [OnEventGotoState(typeof(InjectFailure), typeof(HandleFailure))]177 private class StartMonitoring : State178 {179 }180 private void StartMonitoringOnEntry()181 {182 if (this.Failures < 1)183 {184 this.RaiseHaltEvent();185 }186 else187 {188 this.SendEvent(this.Servers[this.CheckNodeIdx], new Ping(this.Id));189 if (this.Servers.Count > 1)190 {191 if (this.RandomBoolean())192 {193 this.SendEvent(this.Id, new InjectFailure());194 }195 else196 {197 this.SendEvent(this.Id, new Pong());198 }199 }200 else201 {202 this.SendEvent(this.Id, new Pong());203 }204 this.Failures--;205 }206 }207 private void HandlePong()208 {209 this.CheckNodeIdx++;210 if (this.CheckNodeIdx == this.Servers.Count)211 {212 this.CheckNodeIdx = 0;213 }214 }215 [OnEntry(nameof(HandleFailureOnEntry))]216 [OnEventGotoState(typeof(FailureCorrected), typeof(StartMonitoring), nameof(ProcessFailureCorrected))]217 [IgnoreEvents(typeof(Pong), typeof(InjectFailure))]218 private class HandleFailure : State219 {220 }221 private void HandleFailureOnEntry()222 {223 this.SendEvent(this.Main, new FailureDetected(this.Servers[this.CheckNodeIdx]));224 }225 private void ProcessFailureCorrected(Event e)226 {227 this.CheckNodeIdx = 0;228 this.Servers = (e as FailureCorrected).Servers;229 }230 }231 private class ChainReplicationMaster : StateMachine232 {233 internal class SetupEvent : Event234 {235 public List<ActorId> Servers;236 public List<ActorId> Clients;237 public SetupEvent(List<ActorId> servers, List<ActorId> clients)238 : base()239 {240 this.Servers = servers;241 this.Clients = clients;242 }243 }244 internal class BecomeHead : Event245 {246 public ActorId Target;247 public BecomeHead(ActorId target)248 : base()249 {250 this.Target = target;251 }252 }253 internal class BecomeTail : Event254 {255 public ActorId Target;256 public BecomeTail(ActorId target)257 : base()258 {259 this.Target = target;260 }261 }262 internal class Success : Event263 {264 }265 internal class HeadChanged : Event266 {267 }268 internal class TailChanged : Event269 {270 }271 private class HeadFailed : Event272 {273 }274 private class TailFailed : Event275 {276 }277 private class ServerFailed : Event278 {279 }280 private class FixSuccessor : Event281 {282 }283 private class FixPredecessor : Event284 {285 }286 private class Local : Event287 {288 }289 private class Done : Event290 {291 }292 private List<ActorId> Servers;293 private List<ActorId> Clients;294 private ActorId FailureDetector;295 private ActorId Head;296 private ActorId Tail;297 private int FaultyNodeIndex;298 private int LastUpdateReceivedSucc;299 private int LastAckSent;300 [Start]301 [OnEntry(nameof(InitOnEntry))]302 [OnEventGotoState(typeof(Local), typeof(WaitForFailure))]303 private class Init : State304 {305 }306 private void InitOnEntry(Event e)307 {308 this.Servers = (e as SetupEvent).Servers;309 this.Clients = (e as SetupEvent).Clients;310 this.FailureDetector = this.CreateActor(311 typeof(FailureDetector),312 new FailureDetector.SetupEvent(this.Id, this.Servers));313 this.Head = this.Servers[0];314 this.Tail = this.Servers[this.Servers.Count - 1];315 this.RaiseEvent(new Local());316 }317 [OnEventGotoState(typeof(HeadFailed), typeof(CorrectHeadFailure))]318 [OnEventGotoState(typeof(TailFailed), typeof(CorrectTailFailure))]319 [OnEventGotoState(typeof(ServerFailed), typeof(CorrectServerFailure))]320 [OnEventDoAction(typeof(FailureDetector.FailureDetected), nameof(CheckWhichNodeFailed))]321 private class WaitForFailure : State322 {323 }324 private void CheckWhichNodeFailed(Event e)325 {326 this.Assert(this.Servers.Count > 1, "All nodes have failed.");327 var failedServer = (e as FailureDetector.FailureDetected).Server;328 if (this.Head.Equals(failedServer))329 {330 this.RaiseEvent(new HeadFailed());331 }332 else if (this.Tail.Equals(failedServer))333 {334 this.RaiseEvent(new TailFailed());335 }336 else337 {338 for (int i = 0; i < this.Servers.Count - 1; i++)339 {340 if (this.Servers[i].Equals(failedServer))341 {342 this.FaultyNodeIndex = i;343 }344 }345 this.RaiseEvent(new ServerFailed());346 }347 }348 [OnEntry(nameof(CorrectHeadFailureOnEntry))]349 [OnEventGotoState(typeof(Done), typeof(WaitForFailure), nameof(UpdateFailureDetector))]350 [OnEventDoAction(typeof(HeadChanged), nameof(UpdateClients))]351 private class CorrectHeadFailure : State352 {353 }354 private void CorrectHeadFailureOnEntry()355 {356 this.Servers.RemoveAt(0);357 this.Monitor<InvariantMonitor>(358 new InvariantMonitor.UpdateServers(this.Servers));359 this.Monitor<ServerResponseSeqMonitor>(360 new ServerResponseSeqMonitor.UpdateServers(this.Servers));361 this.Head = this.Servers[0];362 this.SendEvent(this.Head, new BecomeHead(this.Id));363 }364 private void UpdateClients()365 {366 for (int i = 0; i < this.Clients.Count; i++)367 {368 this.SendEvent(this.Clients[i], new Client.UpdateHeadTail(this.Head, this.Tail));369 }370 this.RaiseEvent(new Done());371 }372 private void UpdateFailureDetector()373 {374 this.SendEvent(this.FailureDetector, new FailureDetector.FailureCorrected(this.Servers));375 }376 [OnEntry(nameof(CorrectTailFailureOnEntry))]377 [OnEventGotoState(typeof(Done), typeof(WaitForFailure), nameof(UpdateFailureDetector))]378 [OnEventDoAction(typeof(TailChanged), nameof(UpdateClients))]379 private class CorrectTailFailure : State380 {381 }382 private void CorrectTailFailureOnEntry()383 {384 this.Servers.RemoveAt(this.Servers.Count - 1);385 this.Monitor<InvariantMonitor>(386 new InvariantMonitor.UpdateServers(this.Servers));387 this.Monitor<ServerResponseSeqMonitor>(388 new ServerResponseSeqMonitor.UpdateServers(this.Servers));389 this.Tail = this.Servers[this.Servers.Count - 1];390 this.SendEvent(this.Tail, new BecomeTail(this.Id));391 }392 [OnEntry(nameof(CorrectServerFailureOnEntry))]393 [OnEventGotoState(typeof(Done), typeof(WaitForFailure), nameof(UpdateFailureDetector))]394 [OnEventDoAction(typeof(FixSuccessor), nameof(UpdateClients))]395 [OnEventDoAction(typeof(FixPredecessor), nameof(ProcessFixPredecessor))]396 [OnEventDoAction(typeof(ChainReplicationServer.NewSuccInfo), nameof(SetLastUpdate))]397 [OnEventDoAction(typeof(Success), nameof(ProcessSuccess))]398 private class CorrectServerFailure : State399 {400 }401 private void CorrectServerFailureOnEntry()402 {403 this.Servers.RemoveAt(this.FaultyNodeIndex);404 this.Monitor<InvariantMonitor>(405 new InvariantMonitor.UpdateServers(this.Servers));406 this.Monitor<ServerResponseSeqMonitor>(407 new ServerResponseSeqMonitor.UpdateServers(this.Servers));408 this.RaiseEvent(new FixSuccessor());409 }410 private void ProcessFixPredecessor()411 {412 this.SendEvent(this.Servers[this.FaultyNodeIndex - 1], new ChainReplicationServer.NewSuccessor(413 this.Id, this.Servers[this.FaultyNodeIndex], this.LastAckSent, this.LastUpdateReceivedSucc));414 }415 private void SetLastUpdate(Event e)416 {417 this.LastUpdateReceivedSucc = (e as418 ChainReplicationServer.NewSuccInfo).LastUpdateReceivedSucc;419 this.LastAckSent = (e as420 ChainReplicationServer.NewSuccInfo).LastAckSent;421 this.RaiseEvent(new FixPredecessor());422 }423 private void ProcessSuccess() => this.RaiseEvent(new Done());424 }425 private class ChainReplicationServer : StateMachine426 {427 internal class SetupEvent : Event428 {429 public int Id;430 public bool IsHead;431 public bool IsTail;432 public SetupEvent(int id, bool isHead, bool isTail)433 : base()434 {435 this.Id = id;436 this.IsHead = isHead;437 this.IsTail = isTail;438 }439 }440 internal class PredSucc : Event441 {442 public ActorId Predecessor;443 public ActorId Successor;444 public PredSucc(ActorId pred, ActorId succ)445 : base()446 {447 this.Predecessor = pred;448 this.Successor = succ;449 }450 }451 internal class ForwardUpdate : Event452 {453 public ActorId Predecessor;454 public int NextSeqId;455 public ActorId Client;456 public int Key;457 public int Value;458 public ForwardUpdate(ActorId pred, int nextSeqId, ActorId client, int key, int val)459 : base()460 {461 this.Predecessor = pred;462 this.NextSeqId = nextSeqId;463 this.Client = client;464 this.Key = key;465 this.Value = val;466 }467 }468 internal class BackwardAck : Event469 {470 public int NextSeqId;471 public BackwardAck(int nextSeqId)472 : base()473 {474 this.NextSeqId = nextSeqId;475 }476 }477 internal class NewPredecessor : Event478 {479 public ActorId Main;480 public ActorId Predecessor;481 public NewPredecessor(ActorId main, ActorId pred)482 : base()483 {484 this.Main = main;485 this.Predecessor = pred;486 }487 }488 internal class NewSuccessor : Event489 {490 public ActorId Main;491 public ActorId Successor;492 public int LastUpdateReceivedSucc;493 public int LastAckSent;494 public NewSuccessor(ActorId main, ActorId succ,495 int lastUpdateReceivedSucc, int lastAckSent)496 : base()497 {498 this.Main = main;499 this.Successor = succ;500 this.LastUpdateReceivedSucc = lastUpdateReceivedSucc;501 this.LastAckSent = lastAckSent;502 }503 }504 internal class NewSuccInfo : Event505 {506 public int LastUpdateReceivedSucc;507 public int LastAckSent;508 public NewSuccInfo(int lastUpdateReceivedSucc, int lastAckSent)509 : base()510 {511 this.LastUpdateReceivedSucc = lastUpdateReceivedSucc;512 this.LastAckSent = lastAckSent;513 }514 }515 internal class ResponseToQuery : Event516 {517 public int Value;518 public ResponseToQuery(int val)519 : base()520 {521 this.Value = val;522 }523 }524 internal class ResponseToUpdate : Event525 {526 }527 private class Local : Event528 {529 }530 private int ServerId;531 private bool IsHead;532 private bool IsTail;533 private ActorId Predecessor;534 private ActorId Successor;535 private Dictionary<int, int> KeyValueStore;536 private List<int> History;537 private List<SentLog> SentHistory;538 private int NextSeqId;539 [Start]540 [OnEntry(nameof(InitOnEntry))]541 [OnEventGotoState(typeof(Local), typeof(WaitForRequest))]542 [OnEventDoAction(typeof(PredSucc), nameof(SetupPredSucc))]543 [DeferEvents(typeof(Client.Update), typeof(Client.Query),544 typeof(BackwardAck), typeof(ForwardUpdate))]545 private class Init : State546 {547 }548 private void InitOnEntry(Event e)549 {550 this.ServerId = (e as SetupEvent).Id;551 this.IsHead = (e as SetupEvent).IsHead;552 this.IsTail = (e as SetupEvent).IsTail;553 this.KeyValueStore = new Dictionary<int, int>();554 this.History = new List<int>();555 this.SentHistory = new List<SentLog>();556 this.NextSeqId = 0;557 }558 private void SetupPredSucc(Event e)559 {560 this.Predecessor = (e as PredSucc).Predecessor;561 this.Successor = (e as PredSucc).Successor;562 this.RaiseEvent(new Local());563 }564 [OnEventGotoState(typeof(Client.Update), typeof(ProcessUpdate), nameof(ProcessUpdateAction))]565 [OnEventGotoState(typeof(ForwardUpdate), typeof(ProcessFwdUpdate))]566 [OnEventGotoState(typeof(BackwardAck), typeof(ProcessBckAck))]567 [OnEventDoAction(typeof(Client.Query), nameof(ProcessQueryAction))]568 [OnEventDoAction(typeof(NewPredecessor), nameof(UpdatePredecessor))]569 [OnEventDoAction(typeof(NewSuccessor), nameof(UpdateSuccessor))]570 [OnEventDoAction(typeof(ChainReplicationMaster.BecomeHead), nameof(ProcessBecomeHead))]571 [OnEventDoAction(typeof(ChainReplicationMaster.BecomeTail), nameof(ProcessBecomeTail))]572 [OnEventDoAction(typeof(FailureDetector.Ping), nameof(SendPong))]573 private class WaitForRequest : State574 {575 }576 private void ProcessUpdateAction()577 {578 this.NextSeqId++;579 this.Assert(this.IsHead, "Server {0} is not head", this.ServerId);580 }581 private void ProcessQueryAction(Event e)582 {583 var client = (e as Client.Query).Client;584 var key = (e as Client.Query).Key;585 this.Assert(this.IsTail, "Server {0} is not tail", this.Id);586 if (this.KeyValueStore.ContainsKey(key))587 {588 this.Monitor<ServerResponseSeqMonitor>(new ServerResponseSeqMonitor.ResponseToQuery(589 this.Id, key, this.KeyValueStore[key]));590 this.SendEvent(client, new ResponseToQuery(this.KeyValueStore[key]));591 }592 else593 {594 this.SendEvent(client, new ResponseToQuery(-1));595 }596 }597 private void ProcessBecomeHead(Event e)598 {599 this.IsHead = true;600 this.Predecessor = this.Id;601 var target = (e as ChainReplicationMaster.BecomeHead).Target;602 this.SendEvent(target, new ChainReplicationMaster.HeadChanged());603 }604 private void ProcessBecomeTail(Event e)605 {606 this.IsTail = true;607 this.Successor = this.Id;608 for (int i = 0; i < this.SentHistory.Count; i++)609 {610 this.Monitor<ServerResponseSeqMonitor>(new ServerResponseSeqMonitor.ResponseToUpdate(611 this.Id, this.SentHistory[i].Key, this.SentHistory[i].Value));612 this.SendEvent(this.SentHistory[i].Client, new ResponseToUpdate());613 this.SendEvent(this.Predecessor, new BackwardAck(this.SentHistory[i].NextSeqId));614 }615 var target = (e as ChainReplicationMaster.BecomeTail).Target;616 this.SendEvent(target, new ChainReplicationMaster.TailChanged());617 }618 private void SendPong(Event e)619 {620 var target = (e as FailureDetector.Ping).Target;621 this.SendEvent(target, new FailureDetector.Pong());622 }623 private void UpdatePredecessor(Event e)624 {625 var main = (e as NewPredecessor).Main;626 this.Predecessor = (e as NewPredecessor).Predecessor;627 if (this.History.Count > 0)628 {629 if (this.SentHistory.Count > 0)630 {631 this.SendEvent(main, new NewSuccInfo(632 this.History[this.History.Count - 1],633 this.SentHistory[0].NextSeqId));634 }635 else...

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BasicTimerTests.cs

Source:BasicTimerTests.cs Github

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...153 }154 private class M3 : StateMachine155 {156 private TimerInfo PingTimer;157 private TimerInfo PongTimer;158 private TimerCountEvent Config;159 /// <summary>160 /// Start the PingTimer and start handling the timeout events from it.161 /// After handling 10 events, stop the timer and move to the Pong state.162 /// </summary>163 [Start]164 [OnEntry(nameof(DoPing))]165 [IgnoreEvents(typeof(TimerElapsedEvent))]166 private class Ping : State167 {168 }169 /// <summary>170 /// Start the PongTimer and start handling the timeout events from it.171 /// After handling 10 events, stop the timer and move to the Ping state.172 /// </summary>173 [OnEntry(nameof(DoPong))]174 [OnEventDoAction(typeof(TimerElapsedEvent), nameof(HandleTimeout))]175 private class Pong : State176 {177 }178 private void DoPing(Event e)179 {180 this.Config = (TimerCountEvent)e;181 this.Config.Count = 0;182 this.PingTimer = this.StartPeriodicTimer(TimeSpan.FromMilliseconds(5), TimeSpan.FromMilliseconds(5));183 this.StopTimer(this.PingTimer);184 this.RaiseGotoStateEvent<Pong>();185 }186 private void DoPong()187 {188 this.PongTimer = this.StartPeriodicTimer(TimeSpan.FromMilliseconds(50), TimeSpan.FromMilliseconds(50));189 }190 private void HandleTimeout(Event e)191 {192 this.Config.Count++;193 var timeout = e as TimerElapsedEvent;194 this.Assert(timeout.Info == this.PongTimer);195 }196 }197 [Fact(Timeout = 10000)]198 public void TestDropTimeoutsAfterTimerDisposal()199 {200 var config = new TimerCountEvent();201 this.Test(r =>202 {203 r.CreateActor(typeof(M3), config);204 },205 configuration: this.GetConfiguration().WithMaxSchedulingSteps(100).WithTimeoutDelay(1));206 Assert.True(config.Count > 0, "Timer never fired?");207 }208 private class M4 : StateMachine...

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ReceiveEventTests.cs

Source:ReceiveEventTests.cs Github

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...65 }66 private class Ping : Event67 {68 }69 private class Pong : Event70 {71 }72 [OnEventDoAction(typeof(SetupEvent), nameof(SetupEvent))]73 private class ClientActor : Actor74 {75 private ActorId Server;76 private int Counter;77 private async Task SetupEvent(Event e)78 {79 this.Server = (e as SetupEvent).Id;80 this.Counter = 0;81 while (this.Counter < 5)82 {83 await this.ReceiveEventAsync(typeof(Ping));84 this.SendPong();85 }86 this.RaiseHaltEvent();87 }88 private void SendPong()89 {90 this.Counter++;91 this.SendEvent(this.Server, new Pong());92 }93 }94 [OnEventDoAction(typeof(Pong), nameof(SendPing))]95 private class ServerActor1 : Actor96 {97 private ActorId Client;98 protected override Task OnInitializeAsync(Event initialEvent)99 {100 this.Client = this.CreateActor(typeof(ClientActor));101 this.SendEvent(this.Client, new SetupEvent(this.Id));102 this.SendPing();103 return Task.CompletedTask;104 }105 private void SendPing()106 {107 this.SendEvent(this.Client, new Ping());108 }109 }110 [Fact(Timeout = 5000)]111 public void TestExchangedReceiveEventInActor()112 {113 this.Test(r =>114 {115 r.CreateActor(typeof(ServerActor1));116 },117 configuration: this.GetConfiguration().WithTestingIterations(100));118 }119 [OnEventDoAction(typeof(Pong), nameof(IgnorePongEvent))]120 private class ServerActor2 : Actor121 {122 private ActorId Client;123 protected override Task OnInitializeAsync(Event initialEvent)124 {125 this.Client = this.CreateActor(typeof(ClientActor));126 this.SendEvent(this.Client, new SetupEvent(this.Id));127 this.SendPing();128 return Task.CompletedTask;129 }130 private void SendPing()131 {132 this.SendEvent(this.Client, new Ping());133 }134#pragma warning disable CA1822 // Mark members as static135 private void IgnorePongEvent()136#pragma warning restore CA1822 // Mark members as static137 {138 }139 }140 [Fact(Timeout = 5000)]141 public void TestOneActorReceiveEventFailure()142 {143 this.TestWithError(r =>144 {145 r.CreateActor(typeof(ServerActor2));146 },147 configuration: this.GetConfiguration().WithTestingIterations(100),148 expectedError: "Deadlock detected. ClientActor() is waiting to " +149 "receive an event, but no other controlled operations are enabled.",150 replay: true);151 }152 [Fact(Timeout = 5000)]153 public void TestTwoActorsReceiveEventFailure()154 {155 this.TestWithError(r =>156 {157 r.CreateActor(typeof(ServerActor2));158 r.CreateActor(typeof(ServerActor2));159 },160 configuration: this.GetConfiguration().WithTestingIterations(100),161 expectedError: "Deadlock detected. ClientActor() and ClientActor() are waiting " +162 "to receive an event, but no other controlled operations are enabled.",163 replay: true);164 }165 [Fact(Timeout = 5000)]166 public void TestThreeActorsReceiveEventFailure()167 {168 this.TestWithError(r =>169 {170 r.CreateActor(typeof(ServerActor2));171 r.CreateActor(typeof(ServerActor2));172 r.CreateActor(typeof(ServerActor2));173 },174 configuration: this.GetConfiguration().WithTestingIterations(100),175 expectedError: "Deadlock detected. ClientActor(), ClientActor() and " +176 "ClientActor() are waiting to receive an event, but no other " +177 "controlled operations are enabled.",178 replay: true);179 }180 private class ClientStateMachine : StateMachine181 {182 private ActorId Server;183 private int Counter;184 [Start]185 [OnEventDoAction(typeof(SetupEvent), nameof(SetupEvent))]186 [OnEventGotoState(typeof(UnitEvent), typeof(Active))]187 private class Init : State188 {189 }190 private void SetupEvent(Event e)191 {192 this.Server = (e as SetupEvent).Id;193 this.Counter = 0;194 this.RaiseEvent(UnitEvent.Instance);195 }196 [OnEntry(nameof(ActiveOnEntry))]197 private class Active : State198 {199 }200 private async Task ActiveOnEntry()201 {202 while (this.Counter < 5)203 {204 await this.ReceiveEventAsync(typeof(Ping));205 this.SendPong();206 }207 this.RaiseHaltEvent();208 }209 private void SendPong()210 {211 this.Counter++;212 this.SendEvent(this.Server, new Pong());213 }214 }215 private class ServerStateMachine1 : StateMachine216 {217 private ActorId Client;218 [Start]219 [OnEntry(nameof(InitOnEntry))]220 [OnEventGotoState(typeof(UnitEvent), typeof(Active))]221 private class Init : State222 {223 }224 private void InitOnEntry()225 {226 this.Client = this.CreateActor(typeof(ClientStateMachine));227 this.SendEvent(this.Client, new SetupEvent(this.Id));228 this.RaiseEvent(UnitEvent.Instance);229 }230 [OnEntry(nameof(ActiveOnEntry))]231 [OnEventDoAction(typeof(Pong), nameof(SendPing))]232 private class Active : State233 {234 }235 private void ActiveOnEntry()236 {237 this.SendPing();238 }239 private void SendPing()240 {241 this.SendEvent(this.Client, new Ping());242 }243 }244 [Fact(Timeout = 5000)]245 public void TestExchangedReceiveEventInStateMachine()246 {247 this.Test(r =>248 {249 r.CreateActor(typeof(ServerStateMachine1));250 },251 configuration: this.GetConfiguration().WithTestingIterations(100));252 }253 private class ServerStateMachine2 : StateMachine254 {255 private ActorId Client;256 [Start]257 [OnEntry(nameof(InitOnEntry))]258 [OnEventGotoState(typeof(UnitEvent), typeof(Active))]259 private class Init : State260 {261 }262 private void InitOnEntry()263 {264 this.Client = this.CreateActor(typeof(ClientStateMachine));265 this.SendEvent(this.Client, new SetupEvent(this.Id));266 this.RaiseEvent(UnitEvent.Instance);267 }268 [OnEntry(nameof(ActiveOnEntry))]269 [IgnoreEvents(typeof(Pong))]270 private class Active : State271 {272 }273 private void ActiveOnEntry()274 {275 this.SendEvent(this.Client, new Ping());276 }277 }278 [Fact(Timeout = 5000)]279 public void TestOneStateMachineReceiveEventFailure()280 {281 this.TestWithError(r =>282 {283 r.CreateActor(typeof(ServerStateMachine2));...

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Pong

Using AI Code Generation

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1using System;2using System.Threading.Tasks;3using Microsoft.Coyote.Actors;4using Microsoft.Coyote.Actors.BugFinding.Tests;5using Microsoft.Coyote.Specifications;6using Microsoft.Coyote.SystematicTesting;7using Microsoft.Coyote.Actors.BugFinding;8using Microsoft.Coyote.Actors.BugFinding.Strategies;9using Microsoft.Coyote.Actors.BugFinding.Strategies.Tracing;10using Microsoft.Coyote.Actors.BugFinding.Strategies.Fuzzing;11using Microsoft.Coyote.Actors.BugFinding.Strategies.RandomExecution;12using Microsoft.Coyote.Actors.BugFinding.Strategies.RandomExecution.Schedule;13using Microsoft.Coyote.Actors.BugFinding.Strategies.RandomExecution.Schedule.Reduction;14using Microsoft.Coyote.Actors.BugFinding.Strategies.RandomExecution.Schedule.Reduction.ScheduleTree;15using Microsoft.Coyote.Actors.BugFinding.Strategies.RandomExecution.Schedule.Reduction.ScheduleTree.Strategies;16using Microsoft.Coyote.Actors.BugFinding.Strategies.RandomExecution.Schedule.Reduction.ScheduleTree.Strategies.DeadlockDetection;17using Microsoft.Coyote.Actors.BugFinding.Strategies.RandomExecution.Schedule.Reduction.ScheduleTree.Strategies.DeadlockDetection.Algorithms;18using Microsoft.Coyote.Actors.BugFinding.Strategies.RandomExecution.Schedule.Reduction.ScheduleTree.Strategies.DeadlockDetection.Algorithms.DeadlockDetection;19using Microsoft.Coyote.Actors.BugFinding.Strategies.RandomExecution.Schedule.Reduction.ScheduleTree.Strategies.DeadlockDetection.Algorithms.DeadlockDetection.DataStructures;20using Microsoft.Coyote.Actors.BugFinding.Strategies.RandomExecution.Schedule.Reduction.ScheduleTree.Strategies.DeadlockDetection.Algorithms.DeadlockDetection.Strategies;21using Microsoft.Coyote.Actors.BugFinding.Strategies.RandomExecution.Schedule.Reduction.ScheduleTree.Strategies.DeadlockDetection.Algorithms.DeadlockDetection.Strategies.Graph;22using Microsoft.Coyote.Actors.BugFinding.Strategies.RandomExecution.Schedule.Reduction.ScheduleTree.Strategies.DeadlockDetection.Algorithms.DeadlockDetection.Strategies.Graph.DataStructures;23using Microsoft.Coyote.Actors.BugFinding.Strategies.RandomExecution.Schedule.Reduction.ScheduleTree.Strategies.DeadlockDetection.Algorithms.DeadlockDetection.Strategies.Graph.DataStructures.Actors;

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Pong

Using AI Code Generation

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1using Microsoft.Coyote.Actors;2using Microsoft.Coyote.Actors.BugFinding.Tests;3using System;4using System.Threading.Tasks;5{6 {7 static async Task Main(string[] args)8 {9 using (var runtime = RuntimeFactory.Create())10 {11 var pong = ActorId.CreateActor(typeof(Pong));12 await runtime.SendEvent(pong, new Ping());13 }14 }15 }16}17I tried to create a new Console App (.NET Core) and copy the code into it. I had to add a reference to Microsoft.Coyote.Actors.BugFinding.Tests to the project. I then ran the project and it printed the following output:18I tried creating a new console app (.NET Core) and copy the code into it. I had to add a reference to Microsoft.Coyote.Actors.BugFinding.Tests to the project. I then ran the project and it printed the following output:19I tried creating a new console app (.NET Core) and copy the code into it. I had to add a reference to Microsoft.Coyote.Actors.BugFinding.Tests to the project. I then ran the project and it printed the following output:

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Pong

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3{4 {5 static void Main(string[] args)6 {7 Console.WriteLine("Hello World!");8 }9 }10}11Error CS0246 The type or namespace name 'Microsoft' could not be found (are you missing a using directive or an assembly reference?) Test C:\Users\user\Desktop\test\1.cs 2 Active12error: Package Microsoft.Coyote.Actors.BugFinding.Tests 1.0.0 is not compatible with netcoreapp3.1 (.NETCoreApp,Version=v3.1). Package Microsoft.Coyote.Actors.BugFinding.Tests 1.0.0 supports: netstandard2.0 (.NETStandard,Version=v2.0) / any

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Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using Microsoft.Coyote.Actors;3using System.Threading.Tasks;4using Microsoft.Coyote;5using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong;6using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong.Actors;7{8 {9 public static void Main(string[] args)10 {11 var config = Configuration.Create();12 config.EnableMonitors = true;13 config.EnableCycleDetection = true;14 config.EnableDataRaceDetection = true;15 config.EnableDeadlockDetection = true;16 config.EnableLivelockDetection = true;17 config.EnableOperationCanceledException = true;18 config.EnableObjectDisposedException = true;19 config.EnableUnobservedTaskException = true;20 config.EnableActorScope = true;21 config.EnableActorLogging = true;22 config.EnableActorTracing = true;23 config.EnableActorMonitoring = true;24 config.EnableActorStateMonitoring = true;25 config.EnableActorTaskMonitoring = true;26 config.EnableActorGroupMonitoring = true;27 config.EnableActorGroupStateMonitoring = true;28 config.EnableActorGroupTaskMonitoring = true;29 config.EnableActorGroupScope = true;30 config.EnableActorGroupLogging = true;31 config.EnableActorGroupTracing = true;32 config.EnableActorGroupMonitoring = true;33 config.EnableActorGroupStateMonitoring = true;34 config.EnableActorGroupTaskMonitoring = true;35 config.EnableActorGroupScope = true;36 config.EnableActorGroupLogging = true;37 config.EnableActorGroupTracing = true;38 config.EnableActorGroupMonitoring = true;39 config.EnableActorGroupStateMonitoring = true;40 config.EnableActorGroupTaskMonitoring = true;41 config.EnableActorGroupScope = true;42 config.EnableActorGroupLogging = true;43 config.EnableActorGroupTracing = true;44 config.EnableActorGroupMonitoring = true;45 config.EnableActorGroupStateMonitoring = true;46 config.EnableActorGroupTaskMonitoring = true;47 config.EnableActorGroupScope = true;48 config.EnableActorGroupLogging = true;49 config.EnableActorGroupTracing = true;50 config.EnableActorGroupMonitoring = true;51 config.EnableActorGroupStateMonitoring = true;52 config.EnableActorGroupTaskMonitoring = true;53 config.EnableActorGroupScope = true;54 config.EnableActorGroupLogging = true;

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Pong

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using Microsoft.Coyote.Actors;3using Microsoft.Coyote.Specifications;4using System;5using System.Threading.Tasks;6{7 {8 protected override Task OnInitializeAsync(Event initialEvent)9 {10 this.RegisterMonitor<Monitor>();11 return Task.CompletedTask;12 }13 protected override Task OnEventAsync(Event e)14 {15 if (e is E)16 {17 this.SendEvent((e as E).Id, new E());18 }19 return Task.CompletedTask;20 }21 }22}23using Microsoft.Coyote.Actors.BugFinding.Tests;24using Microsoft.Coyote.Actors;25using Microsoft.Coyote.Specifications;26using System;27using System.Threading.Tasks;28{29 {30 protected override Task OnInitializeAsync(Event initialEvent)31 {32 this.RegisterMonitor<Monitor>();33 return Task.CompletedTask;34 }35 protected override Task OnEventAsync(Event e)36 {37 if (e is E)38 {39 this.SendEvent((e as E).Id, new E());40 }41 return Task.CompletedTask;42 }43 }44}45using Microsoft.Coyote.Actors.BugFinding.Tests;46using Microsoft.Coyote.Actors;47using Microsoft.Coyote.Specifications;48using System;49using System.Threading.Tasks;50{51 {52 [OnEventDoAction(typeof(E), nameof(HandleE))]53 {54 }55 private void HandleE(Event e)56 {57 this.Assert(false, "Monitor found an error.");58 }59 }60}61using Microsoft.Coyote.Actors.BugFinding.Tests;62using Microsoft.Coyote.Actors;63using Microsoft.Coyote.Specifications;64using System;65using System.Threading.Tasks;

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Pong

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using Microsoft.Coyote.Actors;3using System;4{5 {6 static void Main(string[] args)7 {8 var runtime = new CoyoteRuntime();9 runtime.CreateActor(typeof(Pong), new Event());10 Console.ReadLine();11 }12 }13}14using Microsoft.Coyote.Actors;15using System;16{17 {18 static void Main(string[] args)19 {20 var runtime = new CoyoteRuntime();21 runtime.CreateActor(typeof(Pong), new Event());22 Console.ReadLine();23 }24 }25}

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Pong

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using Microsoft.Coyote.Specifications;3using System;4using System.Collections.Generic;5using System.Threading.Tasks;6{7 {8 static async Task Main(string[] args)9 {10 Console.WriteLine("Hello World!");11 var pong = Pong.Create();12 pong.SendPing();13 await pong.ReceivePongAsync();14 Console.WriteLine("Received pong");15 }16 }17}18using Microsoft.Coyote.Actors.BugFinding.Tests;19using Microsoft.Coyote.Specifications;20using System;21using System.Collections.Generic;22using System.Threading.Tasks;23{24 {25 static async Task Main(string[] args)26 {27 Console.WriteLine("Hello World!");28 var pong = Pong.Create();29 pong.SendPing();30 await pong.ReceivePongAsync();31 Console.WriteLine("Received pong");32 }33 }34}35using Microsoft.Coyote.Actors.BugFinding.Tests;36using Microsoft.Coyote.Specifications;37using System;38using System.Collections.Generic;39using System.Threading.Tasks;40{41 {42 static async Task Main(string[] args)43 {44 Console.WriteLine("Hello World!");45 var pong = Pong.Create();46 pong.SendPing();47 await pong.ReceivePongAsync();48 Console.WriteLine("Received pong");49 }50 }51}52using Microsoft.Coyote.Actors.BugFinding.Tests;53using Microsoft.Coyote.Specifications;54using System;55using System.Collections.Generic;56using System.Threading.Tasks;57{58 {59 static async Task Main(string[] args)60 {61 Console.WriteLine("Hello World!");62 var pong = Pong.Create();63 pong.SendPing();64 await pong.ReceivePongAsync();65 Console.WriteLine("Received pong");66 }67 }68}

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Pong

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using Microsoft.Coyote.Actors;3using Microsoft.Coyote.Specifications;4using System.Threading.Tasks;5using System;6using System.Diagnostics;7{8 {9 [OnEventDoAction(typeof(PingEvent), nameof(HandlePing))]10 [OnEventDoAction(typeof(PongEvent), nameof(HandlePong))]11 [OnEventGotoState(typeof(StartEvent), typeof(StartState))]12 [IgnoreEvents(typeof(InitEvent))]13 class InitState : State { }14 [OnEntry(nameof(OnInit))]15 [OnEventDoAction(typeof(PingEvent), nameof(HandlePing))]16 [OnEventDoAction(typeof(PongEvent), nameof(HandlePong))]17 [OnEventGotoState(typeof(StartEvent), typeof(StartState))]18 class StartState : State { }19 void HandlePing()20 {21 this.SendEvent(this.Id, new PongEvent());22 }23 void HandlePong()24 {25 this.SendEvent(this.Id, new PingEvent());26 }27 void OnInit()28 {29 this.SendEvent(this.Id, new PingEvent());30 }31 }32 public class PingEvent : Event { }33 public class PongEvent : Event { }34 public class StartEvent : Event { }35 public class InitEvent : Event { }36}37using Microsoft.Coyote.Actors.BugFinding.Tests;38using Microsoft.Coyote.Actors;39using Microsoft.Coyote.Specifications;40using System.Threading.Tasks;41using System;42using System.Diagnostics;43{44 {45 [OnEventDoAction(typeof(PingEvent), nameof(HandlePing))]46 [OnEventDoAction(typeof(PongEvent), nameof(HandlePong))]47 [OnEventGotoState(typeof(StartEvent), typeof(StartState))]48 [IgnoreEvents(typeof(InitEvent))]49 class InitState : State { }50 [OnEntry(nameof(OnInit))]51 [OnEventDoAction(typeof(PingEvent), nameof(HandlePing))]52 [OnEventDoAction(typeof(PongEvent), nameof(HandlePong))]

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Pong

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using Microsoft.Coyote.Specifications;3using System.Threading.Tasks;4{5 static async Task Main()6 {7 var pong = Pong.Create();8 var ping = Ping.Create();9 pong.SendEvent(ping, new PingEvent());10 await pong.WaitEventAsync<PongEvent>();11 }12}13using Microsoft.Coyote.Actors;14using System.Threading.Tasks;15{16 public static Actor Create() => new Pong();17 protected override Task OnInitializeAsync(Event initialEvent) => Task.CompletedTask;18 protected override async Task OnEventAsync(Event e)19 {20 if (e is PingEvent)21 {22 await this.SendEventAsync(this.Id, new PongEvent());23 }24 }25}

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