How to use MockStateMachineTimer class of Microsoft.Coyote.Actors.Timers.Mocks package

Best Coyote code snippet using Microsoft.Coyote.Actors.Timers.Mocks.MockStateMachineTimer

ActorExecutionContext.cs

Source: ActorExecutionContext.cs Github

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...1018 /​/​/​ Creates a new timer that sends a <see cref="TimerElapsedEvent"/​> to its owner actor.1019 /​/​/​ </​summary>1020 internal override IActorTimer CreateActorTimer(TimerInfo info, Actor owner)1021 {1022 var id = this.CreateActorId(typeof(MockStateMachineTimer));1023 this.CreateActor(id, typeof(MockStateMachineTimer), new TimerSetupEvent(info, owner, this.Configuration.TimeoutDelay));1024 return this.Scheduler.GetOperationWithId<ActorOperation>(id.Value).Actor as MockStateMachineTimer;1025 }1026 /​/​/​ <inheritdoc/​>1027 public override EventGroup GetCurrentEventGroup(ActorId currentActorId)1028 {1029 var callerOp = this.Scheduler.GetExecutingOperation<ActorOperation>();1030 this.Assert(callerOp != null && currentActorId == callerOp.Actor.Id,1031 "Trying to access the event group id of {0}, which is not the currently executing actor.",1032 currentActorId);1033 return callerOp.Actor.CurrentEventGroup;1034 }1035 /​/​/​ <summary>1036 /​/​/​ Returns a controlled nondeterministic boolean choice.1037 /​/​/​ </​summary>1038 internal override bool GetNondeterministicBooleanChoice(int maxValue, string callerName, string callerType)...

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MockStateMachineTimer.cs

Source: MockStateMachineTimer.cs Github

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...5 /​/​/​ <summary>6 /​/​/​ A mock timer that replaces <see cref="ActorTimer"/​> during testing.7 /​/​/​ It is implemented as a state machine.8 /​/​/​ </​summary>9 internal class MockStateMachineTimer : StateMachine, IActorTimer10 {11 /​/​/​ <summary>12 /​/​/​ Stores information about this timer.13 /​/​/​ </​summary>14 private TimerInfo TimerInfo;15 /​/​/​ <summary>16 /​/​/​ Stores information about this timer.17 /​/​/​ </​summary>18 TimerInfo IActorTimer.Info => this.TimerInfo;19 /​/​/​ <summary>20 /​/​/​ The actor that owns this timer.21 /​/​/​ </​summary>22 private Actor Owner;23 /​/​/​ <summary>24 /​/​/​ The timeout event.25 /​/​/​ </​summary>26 private TimerElapsedEvent TimeoutEvent;27 /​/​/​ <summary>28 /​/​/​ Adjusts the probability of firing a timeout event.29 /​/​/​ </​summary>30 private uint Delay;31 [Start]32 [OnEntry(nameof(Setup))]33 [OnEventDoAction(typeof(DefaultEvent), nameof(HandleTimeout))]34 private class Active : State35 {36 }37 /​/​/​ <summary>38 /​/​/​ Initializes the timer with the specified configuration.39 /​/​/​ </​summary>40 private void Setup(Event e)41 {42 this.TimerInfo = (e as TimerSetupEvent).Info;43 this.Owner = (e as TimerSetupEvent).Owner;44 this.Delay = (e as TimerSetupEvent).Delay;45 this.TimeoutEvent = this.TimerInfo.CustomEvent;46 if (this.TimeoutEvent is null)47 {48 this.TimeoutEvent = new TimerElapsedEvent(this.TimerInfo);49 }50 else51 {52 this.TimeoutEvent.Info = this.TimerInfo;53 }54 }55 /​/​/​ <summary>56 /​/​/​ Handles the timeout.57 /​/​/​ </​summary>58 private void HandleTimeout()59 {60 /​/​ Try to send the next timeout event.61 bool isTimeoutSent = false;62 int delay = (int)this.Delay > 0 ? (int)this.Delay : 1;63 /​/​ TODO: do we need some normalization of delay here ... ?64 if ((this.RandomInteger(delay) is 0) && this.RandomBoolean())65 {66 /​/​ The probability of sending a timeout event is at most 1/​N.67 this.SendEvent(this.Owner.Id, this.TimeoutEvent);68 isTimeoutSent = true;69 }70 /​/​ If non-periodic, and a timeout was successfully sent, then become71 /​/​ inactive until disposal. Else retry.72 if (isTimeoutSent && this.TimerInfo.Period.TotalMilliseconds < 0)73 {74 this.RaiseGotoStateEvent<Inactive>();75 }76 }77 private class Inactive : State78 {79 }80 /​/​/​ <summary>81 /​/​/​ Determines whether the specified System.Object is equal82 /​/​/​ to the current System.Object.83 /​/​/​ </​summary>84 public override bool Equals(object obj) => obj is MockStateMachineTimer timer && this.Id == timer.Id;85 /​/​/​ <summary>86 /​/​/​ Returns the hash code for this instance.87 /​/​/​ </​summary>88 public override int GetHashCode() => this.Id.GetHashCode();89 /​/​/​ <summary>90 /​/​/​ Returns a string that represents the current instance.91 /​/​/​ </​summary>92 public override string ToString() => this.Id.Name;93 /​/​/​ <summary>94 /​/​/​ Indicates whether the specified <see cref="ActorId"/​> is equal95 /​/​/​ to the current <see cref="ActorId"/​>.96 /​/​/​ </​summary>97 /​/​/​ <param name="other">An object to compare with this object.</​param>98 /​/​/​ <returns>True if the current object is equal to the other parameter; otherwise, false.</​returns>...

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MockStateMachineTimer

Using AI Code Generation

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1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Actors.Timers.Mocks;6using Microsoft.Coyote.Actors.Timers;7using Microsoft.Coyote.Specifications;8using Microsoft.Coyote.Tasks;9using Microsoft.Coyote.Testing;10using Microsoft.Coyote.TestingServices;11using Microsoft.Coyote.TestingServices.Runtime;12using Microsoft.Coyote.TestingServices.SchedulingStrategies;13using Microsoft.Coyote.TestingServices.Threading;14using Microsoft.Coyote.TestingServices.Tracing.Schedule;15using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default;16using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default.Strategies;17using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default.Strategies.FairSchedule;18using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default.Strategies.StateCoverage;19using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default.Strategies.StateExploration;20using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default.Strategies.StateMatch;21using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default.Strategies.StateMatch.Probabilistic;22using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default.Strategies.StateMatch.Probabilistic.Directed;23using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default.Strategies.StateMatch.Probabilistic.Undirected;24using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default.Strategies.StateMatch.Probabilistic.Undirected.Unfair;25using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default.Strategies.StateMatch.Probabilistic.Undirected.Unfair.Strategies;26using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default.Strategies.StateMatch.Probabilistic.Undirected.Unfair.Strategies.Bounded;27using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default.Strategies.StateMatch.Probabilistic.Undirected.Unfair.Strategies.Bounded.BoundedExploration;28using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default.Strategies.StateMatch.Probabilistic.Undirected.Unfair.Strategies.Bounded.BoundedExploration.Strategies;29using Microsoft.Coyote.TestingServices.Tracing.Schedule.Default.Strategies.StateMatch.Probabilistic.Undirected.Unfair.Strategies.Bounded.BoundedExploration.Strategies.BoundedFairSchedule;

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MockStateMachineTimer

Using AI Code Generation

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1using System;2using System.Collections.Generic;3using System.Threading.Tasks;4using Microsoft.Coyote;5using Microsoft.Coyote.Actors;6using Microsoft.Coyote.Actors.Timers.Mocks;7using Microsoft.Coyote.Specifications;8using Microsoft.Coyote.SystematicTesting;9using Microsoft.Coyote.SystematicTesting.Strategies;10using Microsoft.Coyote.Tasks;11{12 {13 public static void Main(string[] args)14 {15 var configuration = Configuration.Create();16 configuration.TestingIterations = 1000;17 configuration.SchedulingIterations = 1000;18 configuration.SchedulingStrategy = SchedulingStrategy.DFS;19 configuration.Verbose = 1;20 configuration.Strategy = TestingStrategy.Systematic;21 configuration.TestReporters.Add(new HtmlReporter());22 var test = new SystematicTest(configuration);23 test.RegisterMonitor(typeof(TestMonitor));24 test.RegisterActor(typeof(Actor1));25 test.RegisterActor(typeof(Actor2));26 test.Execute();27 Console.WriteLine("Done");28 }29 }30 {31 [OnEventDoAction(typeof(Actor1.ReceivedEvent), nameof(Actor1Received))]32 [OnEventDoAction(typeof(Actor2.ReceivedEvent), nameof(Actor2Received))]33 class Init : MonitorState { }34 private void Actor1Received()35 {36 this.Assert(false, "Actor1 received message");37 }38 private void Actor2Received()39 {40 this.Assert(false, "Actor2 received message");41 }42 }43 {44 public class ReceivedEvent : Event { }45 private TimerInfo timerInfo;46 protected override void OnInitialize(Event initialEvent)47 {48 this.timerInfo = this.RegisterTimer(100, new ReceivedEvent());49 }50 protected override void OnReceive(Event e)51 {52 if (e is ReceivedEvent)53 {54 this.SendEvent(t

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MockStateMachineTimer

Using AI Code Generation

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1using Microsoft.Coyote.Actors.Timers.Mocks;2using Microsoft.Coyote.Actors.Timers;3using System;4using System.Threading.Tasks;5{6 {7 public static async Task Main(string[] args)8 {9 var timer = new MockStateMachineTimer();10 var actor = new Actor(timer);11 await actor.Execute();12 }13 }14}15using Microsoft.Coyote.Actors.Mocks;16using Microsoft.Coyote.Actors;17using System;18using System.Threading.Tasks;19{20 {21 public static async Task Main(string[] args)22 {23 var actorRuntime = new MockActorRuntime();24 var actor = new Actor(actorRuntime);25 await actor.Execute();26 }27 }28}

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