Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.Pong.InitOnEntry
ChainReplicationTests.cs
Source:ChainReplicationTests.cs
...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 else636 {637 this.SendEvent(main, new NewSuccInfo(638 this.History[this.History.Count - 1],639 this.History[this.History.Count - 1]));640 }641 }642 }643 private void UpdateSuccessor(Event e)644 {645 var main = (e as NewSuccessor).Main;646 this.Successor = (e as NewSuccessor).Successor;647 var lastUpdateReceivedSucc = (e as NewSuccessor).LastUpdateReceivedSucc;648 var lastAckSent = (e as NewSuccessor).LastAckSent;649 if (this.SentHistory.Count > 0)650 {651 for (int i = 0; i < this.SentHistory.Count; i++)652 {653 if (this.SentHistory[i].NextSeqId > lastUpdateReceivedSucc)654 {655 this.SendEvent(this.Successor, new ForwardUpdate(this.Id, this.SentHistory[i].NextSeqId,656 this.SentHistory[i].Client, this.SentHistory[i].Key, this.SentHistory[i].Value));657 }658 }659 int tempIndex = -1;660 for (int i = this.SentHistory.Count - 1; i >= 0; i--)661 {662 if (this.SentHistory[i].NextSeqId == lastAckSent)663 {664 tempIndex = i;665 }666 }667 for (int i = 0; i < tempIndex; i++)668 {669 this.SendEvent(this.Predecessor, new BackwardAck(this.SentHistory[0].NextSeqId));670 this.SentHistory.RemoveAt(0);671 }672 }673 this.SendEvent(main, new ChainReplicationMaster.Success());674 }675 [OnEntry(nameof(ProcessUpdateOnEntry))]676 [OnEventGotoState(typeof(Local), typeof(WaitForRequest))]677 private class ProcessUpdate : State678 {679 }680 private void ProcessUpdateOnEntry(Event e)681 {682 var client = (e as Client.Update).Client;683 var key = (e as Client.Update).Key;684 var value = (e as Client.Update).Value;685 if (this.KeyValueStore.ContainsKey(key))686 {687 this.KeyValueStore[key] = value;688 }689 else690 {691 this.KeyValueStore.Add(key, value);692 }693 this.History.Add(this.NextSeqId);694 this.Monitor<InvariantMonitor>(695 new InvariantMonitor.HistoryUpdate(this.Id, new List<int>(this.History)));696 this.SentHistory.Add(new SentLog(this.NextSeqId, client, key, value));697 this.Monitor<InvariantMonitor>(698 new InvariantMonitor.SentUpdate(this.Id, new List<SentLog>(this.SentHistory)));699 this.SendEvent(this.Successor, new ForwardUpdate(this.Id, this.NextSeqId, client, key, value));700 this.RaiseEvent(new Local());701 }702 [OnEntry(nameof(ProcessFwdUpdateOnEntry))]703 [OnEventGotoState(typeof(Local), typeof(WaitForRequest))]704 private class ProcessFwdUpdate : State705 {706 }707 private void ProcessFwdUpdateOnEntry(Event e)708 {709 var pred = (e as ForwardUpdate).Predecessor;710 var nextSeqId = (e as ForwardUpdate).NextSeqId;711 var client = (e as ForwardUpdate).Client;712 var key = (e as ForwardUpdate).Key;713 var value = (e as ForwardUpdate).Value;714 if (pred.Equals(this.Predecessor))715 {716 this.NextSeqId = nextSeqId;717 if (this.KeyValueStore.ContainsKey(key))718 {719 this.KeyValueStore[key] = value;720 }721 else722 {723 this.KeyValueStore.Add(key, value);724 }725 if (!this.IsTail)726 {727 this.History.Add(nextSeqId);728 this.Monitor<InvariantMonitor>(729 new InvariantMonitor.HistoryUpdate(this.Id, new List<int>(this.History)));730 this.SentHistory.Add(new SentLog(this.NextSeqId, client, key, value));731 this.Monitor<InvariantMonitor>(732 new InvariantMonitor.SentUpdate(this.Id, new List<SentLog>(this.SentHistory)));733 this.SendEvent(this.Successor, new ForwardUpdate(this.Id, this.NextSeqId, client, key, value));734 }735 else736 {737 if (!this.IsHead)738 {739 this.History.Add(nextSeqId);740 }741 this.Monitor<ServerResponseSeqMonitor>(new ServerResponseSeqMonitor.ResponseToUpdate(742 this.Id, key, value));743 this.SendEvent(client, new ResponseToUpdate());744 this.SendEvent(this.Predecessor, new BackwardAck(nextSeqId));745 }746 }747 this.RaiseEvent(new Local());748 }749 [OnEntry(nameof(ProcessBckAckOnEntry))]750 [OnEventGotoState(typeof(Local), typeof(WaitForRequest))]751 private class ProcessBckAck : State752 {753 }754 private void ProcessBckAckOnEntry(Event e)755 {756 var nextSeqId = (e as BackwardAck).NextSeqId;757 this.RemoveItemFromSent(nextSeqId);758 if (!this.IsHead)759 {760 this.SendEvent(this.Predecessor, new BackwardAck(nextSeqId));761 }762 this.RaiseEvent(new Local());763 }764 private void RemoveItemFromSent(int seqId)765 {766 int removeIdx = -1;767 for (int i = this.SentHistory.Count - 1; i >= 0; i--)768 {769 if (seqId == this.SentHistory[i].NextSeqId)770 {771 removeIdx = i;772 }773 }774 if (removeIdx != -1)775 {776 this.SentHistory.RemoveAt(removeIdx);777 }778 }779 }780 private class Client : StateMachine781 {782 internal class SetupEvent : Event783 {784 public int Id;785 public ActorId HeadNode;786 public ActorId TailNode;787 public int Value;788 public SetupEvent(int id, ActorId head, ActorId tail, int val)789 : base()790 {791 this.Id = id;792 this.HeadNode = head;793 this.TailNode = tail;794 this.Value = val;795 }796 }797 internal class UpdateHeadTail : Event798 {799 public ActorId Head;800 public ActorId Tail;801 public UpdateHeadTail(ActorId head, ActorId tail)802 : base()803 {804 this.Head = head;805 this.Tail = tail;806 }807 }808 internal class Update : Event809 {810 public ActorId Client;811 public int Key;812 public int Value;813 public Update(ActorId client, int key, int value)814 : base()815 {816 this.Client = client;817 this.Key = key;818 this.Value = value;819 }820 }821 internal class Query : Event822 {823 public ActorId Client;824 public int Key;825 public Query(ActorId client, int key)826 : base()827 {828 this.Client = client;829 this.Key = key;830 }831 }832 private class Local : Event833 {834 }835 private class Done : Event836 {837 }838 private ActorId HeadNode;839 private ActorId TailNode;840 private int StartIn;841 private int Next;842 private Dictionary<int, int> KeyValueStore;843 [Start]844 [OnEntry(nameof(InitOnEntry))]845 [OnEventGotoState(typeof(Local), typeof(PumpUpdateRequests))]846 private class Init : State847 {848 }849 private void InitOnEntry(Event e)850 {851 this.HeadNode = (e as SetupEvent).HeadNode;852 this.TailNode = (e as SetupEvent).TailNode;853 this.StartIn = (e as SetupEvent).Value;854 this.Next = 1;855 this.KeyValueStore = new Dictionary<int, int>856 {857 { 1 * this.StartIn, 100 },858 { 2 * this.StartIn, 200 },859 { 3 * this.StartIn, 300 },860 { 4 * this.StartIn, 400 }861 };862 this.RaiseEvent(new Local());863 }...
BasicTimerTests.cs
Source:BasicTimerTests.cs
...49 private class M1 : StateMachine50 {51 private TimerCountEvent Config;52 [Start]53 [OnEntry(nameof(InitOnEntry))]54 [OnEventDoAction(typeof(TimerElapsedEvent), nameof(HandleTimeout))]55 private class Init : State56 {57 }58 private void InitOnEntry(Event e)59 {60 this.Config = (TimerCountEvent)e;61 this.Config.Count = 0;62 // Start a regular timer.63 this.StartTimer(TimeSpan.FromMilliseconds(10));64 }65 private void HandleTimeout()66 {67 this.Config.Count++;68 this.Assert(this.Config.Count is 1);69 }70 }71 [Fact(Timeout = 10000)]72 public void TestBasicTimerOperationInStateMachine()73 {74 var config = new TimerCountEvent();75 this.Test(r =>76 {77 r.CreateActor(typeof(M1), config);78 },79 configuration: this.GetConfiguration().WithMaxSchedulingSteps(100).WithTimeoutDelay(1));80 Assert.True(config.Count > 0, "Timer never fired?");81 }82 [OnEventDoAction(typeof(TimerElapsedEvent), nameof(HandleTimeout))]83 private class A2 : Actor84 {85 private TimerInfo Timer;86 private TimerCountEvent Config;87 protected override Task OnInitializeAsync(Event initialEvent)88 {89 this.Config = (TimerCountEvent)initialEvent;90 this.Config.Count = 0;91 // Start a periodic timer.92 this.Timer = this.StartPeriodicTimer(TimeSpan.FromMilliseconds(10), TimeSpan.FromMilliseconds(10));93 return Task.CompletedTask;94 }95 private void HandleTimeout()96 {97 this.Config.Count++;98 this.Assert(this.Config.Count <= 10);99 if (this.Config.Count == 10)100 {101 this.StopTimer(this.Timer);102 }103 }104 }105 [Fact(Timeout = 10000)]106 public void TestBasicPeriodicTimerOperationInActor()107 {108 var config = new TimerCountEvent();109 this.Test(r =>110 {111 r.CreateActor(typeof(A2), config);112 },113 configuration: this.GetConfiguration().WithTimeoutDelay(1));114 Assert.True(config.Count > 0, "Timer never fired?");115 }116 private class M2 : StateMachine117 {118 private TimerInfo Timer;119 private TimerCountEvent Config;120 [Start]121 [OnEntry(nameof(InitOnEntry))]122 [OnEventDoAction(typeof(TimerElapsedEvent), nameof(HandleTimeout))]123 private class Init : State124 {125 }126 private void InitOnEntry(Event e)127 {128 this.Config = (TimerCountEvent)e;129 this.Config.Count = 0;130 // Start a periodic timer.131 this.Timer = this.StartPeriodicTimer(TimeSpan.FromMilliseconds(10), TimeSpan.FromMilliseconds(10));132 }133 private void HandleTimeout()134 {135 this.Config.Count++;136 this.Assert(this.Config.Count <= 10);137 if (this.Config.Count == 10)138 {139 this.StopTimer(this.Timer);140 }141 }142 }143 [Fact(Timeout = 10000)]144 public void TestBasicPeriodicTimerOperationInStateMachine()145 {146 var config = new TimerCountEvent();147 this.Test(r =>148 {149 r.CreateActor(typeof(M2), config);150 },151 configuration: this.GetConfiguration().WithTimeoutDelay(1));152 Assert.True(config.Count > 0, "Timer never fired?");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 : StateMachine209 {210 [Start]211 [OnEntry(nameof(Initialize))]212 private class Init : State213 {214 }215 private void Initialize()216 {217 this.StartTimer(TimeSpan.FromSeconds(-1));218 }219 }220 [Fact(Timeout = 10000)]221 public void TestIllegalDueTimeSpecification()222 {223 this.TestWithError(r =>224 {225 r.CreateActor(typeof(M4));226 },227 configuration: this.GetConfiguration().WithTestingIterations(200).WithMaxSchedulingSteps(200).WithTimeoutDelay(1),228 expectedError: "M4() registered a timer with a negative due time.",229 replay: true);230 }231 private class M5 : StateMachine232 {233 [Start]234 [OnEntry(nameof(Initialize))]235 private class Init : State236 {237 }238 private void Initialize()239 {240 this.StartPeriodicTimer(TimeSpan.FromSeconds(1), TimeSpan.FromSeconds(-1));241 }242 }243 [Fact(Timeout = 10000)]244 public void TestIllegalPeriodSpecification()245 {246 this.TestWithError(r =>247 {248 r.CreateActor(typeof(M5));249 },250 configuration: this.GetConfiguration().WithTestingIterations(200).WithMaxSchedulingSteps(200).WithTimeoutDelay(1),251 expectedError: "M5() registered a periodic timer with a negative period.",252 replay: true);253 }254 private class TransferTimerEvent : Event255 {256 public TimerInfo Timer;257 public TransferTimerEvent(TimerInfo timer)258 {259 this.Timer = timer;260 }261 }262 private class M6 : StateMachine263 {264 [Start]265 [OnEntry(nameof(Initialize))]266 [IgnoreEvents(typeof(TimerElapsedEvent))]267 private class Init : State268 {269 }270 private void Initialize()271 {272 var timer = this.StartPeriodicTimer(TimeSpan.FromMilliseconds(10), TimeSpan.FromMilliseconds(10));273 this.CreateActor(typeof(M7), new TransferTimerEvent(timer));274 }275 }276 private class M7 : StateMachine277 {278 [Start]279 [OnEntry(nameof(Initialize))]280 private class Init : State281 {282 }283 private void Initialize(Event e)284 {285 this.StopTimer((e as TransferTimerEvent).Timer);286 }287 }288 [Fact(Timeout = 10000)]289 public void TestTimerDisposedByNonOwner()290 {291 this.TestWithError(r =>292 {293 r.CreateActor(typeof(M6));294 },295 configuration: this.GetConfiguration().WithTestingIterations(200).WithMaxSchedulingSteps(200).WithTimeoutDelay(1),296 expectedError: "M7() is not allowed to dispose timer '', which is owned by M6().",297 replay: true);298 }299 private class M8 : StateMachine300 {301 [Start]302 [OnEntry(nameof(InitOnEntry))]303 [IgnoreEvents(typeof(TimerElapsedEvent))]304 private class Init : State305 {306 }307 private void InitOnEntry()308 {309 // Start a regular timer.310 this.StartTimer(TimeSpan.FromMilliseconds(10));311 this.RaiseGotoStateEvent<Final>();312 }313 [OnEntry(nameof(FinalOnEntry))]314 [IgnoreEvents(typeof(TimerElapsedEvent))]315 private class Final : State316 {317 }318 private void FinalOnEntry() => this.RaiseHaltEvent();319 }320 [Fact(Timeout = 10000)]321 public void TestExplicitHaltWithTimer()...
ReceiveEventTests.cs
Source:ReceiveEventTests.cs
...33 }34 private class M : StateMachine35 {36 [Start]37 [OnEntry(nameof(InitOnEntry))]38 private class Init : State39 {40 }41 private async Task InitOnEntry()42 {43 this.SendEvent(this.Id, UnitEvent.Instance);44 await this.ReceiveEventAsync(typeof(UnitEvent));45 this.Assert(false, "Reached test assertion.");46 }47 }48 [Fact(Timeout = 5000)]49 public void TestReceiveEventInStateMachine()50 {51 this.TestWithError(r =>52 {53 r.CreateActor(typeof(M));54 },55 expectedError: "Reached test assertion.",56 replay: true);57 }58 private class SetupEvent : Event59 {60 public ActorId Id;61 public SetupEvent(ActorId id)62 {63 this.Id = id;64 }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 }...
InitOnEntry
Using AI Code Generation
1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Actors.BugFinding.Tests;6{7 {8 private readonly Ping _ping;9 private readonly TaskCompletionSource<bool> _tcs;10 public Pong(Ping ping, TaskCompletionSource<bool> tcs)11 {12 _ping = ping;13 _tcs = tcs;14 }15 protected override async Task OnInitializeAsync(Event initialEvent)16 {17 await this.SendEvent(_ping, new PongEvent());18 }19 private async Task OnPongEvent(Event e)20 {21 _tcs.SetResult(true);22 }23 }24}25using System;26using System.Threading.Tasks;27using Microsoft.Coyote;28using Microsoft.Coyote.Actors;29using Microsoft.Coyote.Actors.BugFinding.Tests;30{31 {32 private readonly Pong _pong;33 private readonly TaskCompletionSource<bool> _tcs;34 public Ping(Pong pong, TaskCompletionSource<bool> tcs)35 {36 _pong = pong;37 _tcs = tcs;38 }39 protected override async Task OnInitializeAsync(Event initialEvent)40 {41 await this.SendEvent(_pong, new PingEvent());42 }43 private async Task OnPingEvent(Event e)44 {45 _tcs.SetResult(true);46 }47 }48}49using System;50using System.Threading.Tasks;51using Microsoft.Coyote;52using Microsoft.Coyote.Actors;53using Microsoft.Coyote.Actors.BugFinding.Tests;54{55 {56 private readonly TaskCompletionSource<bool> _tcs;57 public PingPong(TaskCompletionSource<bool> tcs)58 {59 _tcs = tcs;60 }61 protected override async Task OnInitializeAsync(Event initialEvent)62 {
InitOnEntry
Using AI Code Generation
1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using System.Threading.Tasks;6using Microsoft.Coyote;7using Microsoft.Coyote.Actors;8using Microsoft.Coyote.Actors.BugFinding.Tests;9using Microsoft.Coyote.Actors.BugFinding;10using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong;11{12 {13 public Ping(ActorId pong)14 {15 this.SendEvent(pong, new PingEvent());16 }17 [OnEventDoAction(typeof(PingEvent), nameof(HandlePing))]18 private class Init : State { }19 private void HandlePing()20 {21 this.SendEvent(this.Id, new PongEvent());22 }23 }24 {25 public Pong()26 {27 this.SendEvent(this.Id, new PongEvent());28 }29 [OnEventDoAction(typeof(PongEvent), nameof(HandlePong))]30 private class Init : State { }31 private void HandlePong()32 {33 this.SendEvent(this.Id, new PingEvent());34 }35 }36 {37 private ActorId pong;38 [OnEventDoAction(typeof(PingEvent), nameof(HandlePing))]39 private class Init : State { }40 protected override Task OnInitializeAsync(Event initialEvent)41 {42 this.pong = this.CreateActor(typeof(Pong));43 this.SendEvent(this.Id, new PingEvent());44 return base.OnInitializeAsync(initialEvent);45 }46 private void HandlePing()47 {48 this.SendEvent(this.pong, new PingEvent());49 }50 }51 class PingEvent : Event { }52 class PongEvent : Event { }53}54using System;55using System.Collections.Generic;56using System.Linq;57using System.Text;58using System.Threading.Tasks;59using Microsoft.Coyote;60using Microsoft.Coyote.Actors;61using Microsoft.Coyote.Actors.BugFinding.Tests;62using Microsoft.Coyote.Actors.BugFinding;63using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong;
InitOnEntry
Using AI Code Generation
1using Microsoft.Coyote.Actors;2using Microsoft.Coyote.Actors.BugFinding.Tests;3using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong;4using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong.Ping;5using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong.Pong;6using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong.Pong.Ping;7using System;8using System.Collections.Generic;9using System.Linq;10using System.Text;11using System.Threading.Tasks;12using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong.Pong.Ping.Pong;13using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong.Pong.Ping.Pong.Ping;14using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong.Pong.Ping.Pong.Ping.Pong;15using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong.Pong.Ping.Pong.Ping.Pong.Ping;16{17 {18 static void Main(string[] args)19 {20 var runtime = RuntimeFactory.Create();21 var pong = runtime.CreateActor(typeof(Pong));22 runtime.SendEvent(pong, new PingEvent());23 Console.ReadLine();24 }25 }26}27I am using the latest version of Coyote (
InitOnEntry
Using AI Code Generation
1using Microsoft.Coyote.Actors;2using Microsoft.Coyote.Actors.BugFinding.Tests;3using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong;4using Microsoft.Coyote.Actors.BugFinding.Tests.Pong;5using Microsoft.Coyote.Actors.BugFinding.Tests.Ping;6using System;7using System.Collections.Generic;8using System.Linq;9using System.Text;10using System.Threading.Tasks;11{12 {13 protected override void OnInitialize()14 {15 this.CreateActor(typeof(Pong));16 }17 }18}19using Microsoft.Coyote.Actors;20using Microsoft.Coyote.Actors.BugFinding.Tests;21using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong;22using Microsoft.Coyote.Actors.BugFinding.Tests.Pong;23using Microsoft.Coyote.Actors.BugFinding.Tests.Ping;24using System;25using System.Collections.Generic;26using System.Linq;27using System.Text;28using System.Threading.Tasks;29{30 {31 protected override void OnInitialize()32 {33 this.CreateActor(typeof(Ping));34 }35 }36}37using Microsoft.Coyote.Actors;38using Microsoft.Coyote.Actors.BugFinding.Tests;39using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong;40using Microsoft.Coyote.Actors.BugFinding.Tests.Pong;41using Microsoft.Coyote.Actors.BugFinding.Tests.Ping;42using System;43using System.Collections.Generic;44using System.Linq;45using System.Text;46using System.Threading.Tasks;47{48 {49 [Fact(Timeout = 5000)]50 public void TestPingPong()51 {52 this.Test(r =>53 {54 r.CreateActor(typeof(Ping));55 });56 }57 }58}
InitOnEntry
Using AI Code Generation
1{2 {3 [OnEntry(nameof(InitOnEntry))]4 [OnEventDoAction(typeof(PingEvent), nameof(HandlePing))]5 private class Init : State { }6 private void InitOnEntry()7 {8 this.SendEvent(this.Id, new PingEvent());9 }10 private void HandlePing()11 {12 this.SendEvent(this.Id, new PingEvent());13 }14 }15}16{17 {18 [OnEntry(nameof(InitOnEntry))]19 [OnEventDoAction(typeof(PingEvent), nameof(HandlePing))]20 private class Init : State { }21 private void InitOnEntry()22 {23 this.SendEvent(this.Id, new PingEvent());24 }25 private void HandlePing()26 {27 this.SendEvent(this.Id, new PingEvent());28 }29 }30}31{32 {33 [OnEntry(nameof(InitOnEntry))]34 [OnEventDoAction(typeof(PingEvent), nameof(HandlePing))]35 private class Init : State { }36 private void InitOnEntry()37 {38 this.SendEvent(this.Id, new PingEvent());39 }40 private void HandlePing()41 {42 this.SendEvent(this.Id, new PingEvent());43 }44 }45}46{47 {48 [OnEntry(nameof(InitOnEntry))]49 [OnEventDoAction(typeof(PingEvent), nameof(HandlePing))]50 private class Init : State { }51 private void InitOnEntry()52 {53 this.SendEvent(this.Id, new PingEvent());54 }55 private void HandlePing()56 {
InitOnEntry
Using AI Code Generation
1using Microsoft.Coyote.Actors;2using Microsoft.Coyote.Actors.BugFinding.Tests;3using Microsoft.Coyote.Actors.BugFinding;4using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong;5using System;6using System.Threading.Tasks;7using System.Threading;8using System.Collections.Generic;9using System.Linq;10using System.Diagnostics;11using System.IO;12{13 {14 private int Count;15 private ActorId Pong;16 [OnEntry(nameof(InitOnEntry))]17 [OnEventDoAction(typeof(PongEvent), nameof(SendPing))]18 {19 }20 private void InitOnEntry(Event e)21 {22 this.Count = 10;23 this.Pong = this.CreateActor(typeof(Pong));24 this.SendPing();25 }26 private void SendPing()27 {28 this.SendEvent(this.Pong, new PingEvent());29 this.Count--;30 if (this.Count == 0)31 {32 this.RaiseHaltEvent();33 }34 }35 }36 {37 [OnEventDoAction(typeof(PingEvent), nameof(SendPong))]38 {39 }40 private void SendPong()41 {42 this.SendEvent(this.Id, new PongEvent());43 }44 }45 {46 }47 {48 }49}50using Microsoft.Coyote.Actors;51using Microsoft.Coyote.Actors.BugFinding.Tests;52using Microsoft.Coyote.Actors.BugFinding;53using Microsoft.Coyote.Actors.BugFinding.Tests.PingPong;54using System;55using System.Threading.Tasks;56using System.Threading;57using System.Collections.Generic;58using System.Linq;59using System.Diagnostics;60using System.IO;61{62 {63 private int Count;64 private ActorId Pong;65 [OnEntry(nameof(InitOnEntry))]
InitOnEntry
Using AI Code Generation
1using System;2using System.Collections.Generic;3using System.Text;4using System.Threading.Tasks;5using Microsoft.Coyote;6using Microsoft.Coyote.Actors;7using Microsoft.Coyote.Actors.BugFinding.Tests;8{9 {10 [OnEntry(nameof(InitOnEntry))]11 [OnEventDoAction(typeof(PingEvent), nameof(HandlePing))]12 {13 }14 private void InitOnEntry(Event e)15 {16 this.SendEvent(this.Id, new PongEvent(this.Id));17 }18 private void HandlePing(Event e)19 {20 this.SendEvent((e as PingEvent).Sender, new PongEvent(this.Id));21 }22 }23}24using System;25using System.Collections.Generic;26using System.Text;27using System.Threading.Tasks;28using Microsoft.Coyote;29using Microsoft.Coyote.Actors;30using Microsoft.Coyote.Actors.BugFinding.Tests;31{32 {33 private ActorId _pongActorId;34 [OnEntry(nameof(InitOnEntry))]35 [OnEventDoAction(typeof(PongEvent), nameof(HandlePong))]36 {37 }38 private void InitOnEntry(Event e)39 {40 this._pongActorId = (e as PongEvent).Sender;41 this.SendEvent(this._pongActorId, new PingEvent(this.Id));42 }43 private void HandlePong(Event e)44 {45 this.SendEvent(this._pongActorId, new PingEvent(this.Id));46 }47 }48}
InitOnEntry
Using AI Code Generation
1ActorId pong = ActorId.CreateActor(typeof(Pong));2await this.SendEvent(pong, new PingEvent());3ActorId pong = this.CreateActor(typeof(Pong));4await this.SendEvent(pong, new PingEvent());5ActorId pong = this.CreateActor(typeof(Pong));6await this.SendEvent(pong, new PingEvent());7ActorId pong = this.CreateActor(typeof(Pong));8await this.SendEvent(pong, new PingEvent());9ActorId pong = this.CreateActor(typeof(Pong));10await this.SendEvent(pong, new PingEvent());11ActorId pong = this.CreateActor(typeof(Pong));12await this.SendEvent(pong, new PingEvent());13ActorId pong = this.CreateActor(typeof(Pong));
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