Best Coyote code snippet using Microsoft.Coyote.Samples.Monitors.NodeFailed.NodeFailed
FailureDetector.cs
Source:FailureDetector.cs
...17 {18 this.Nodes = nodes;19 }20 }21 internal class NodeFailed : Event22 {23 public ActorId Node;24 public NodeFailed(ActorId node)25 {26 this.Node = node;27 }28 }29 private class TimerCancelled : Event { }30 private class RoundDone : Event { }31 private class Unit : Event { }32 /// <summary>33 /// Nodes to be monitored.34 /// </summary>35 private HashSet<ActorId> Nodes;36 /// <summary>37 /// Set of registered clients.38 /// </summary>39 private HashSet<ActorId> Clients;40 /// <summary>41 /// Number of made 'Ping' attempts.42 /// </summary>43 private int Attempts;44 /// <summary>45 /// Set of alive nodes.46 /// </summary>47 private HashSet<ActorId> Alive;48 /// <summary>49 /// Collected responses in one round.50 /// </summary>51 private HashSet<ActorId> Responses;52 /// <summary>53 /// Reference to the timer machine.54 /// </summary>55 private ActorId Timer;56 [Start]57 [OnEntry(nameof(InitOnEntry))]58 [OnEventDoAction(typeof(Driver.RegisterClient), nameof(RegisterClientAction))]59 [OnEventDoAction(typeof(Driver.UnregisterClient), nameof(UnregisterClientAction))]60 [OnEventPushState(typeof(Unit), typeof(SendPing))]61 private class Init : State { }62 private void InitOnEntry(Event e)63 {64 var nodes = (e as Config).Nodes;65 this.Nodes = new HashSet<ActorId>(nodes);66 this.Clients = new HashSet<ActorId>();67 this.Alive = new HashSet<ActorId>();68 this.Responses = new HashSet<ActorId>();69 // Initializes the alive set to contain all available nodes.70 foreach (var node in this.Nodes)71 {72 this.Alive.Add(node);73 }74 // Initializes the timer.75 this.Timer = this.CreateActor(typeof(Timer), new Timer.Config(this.Id));76 // Transitions to the 'SendPing' state after everything has initialized.77 this.RaiseEvent(new Unit());78 }79 private void RegisterClientAction(Event e)80 {81 var client = (e as Driver.RegisterClient).Client;82 this.Clients.Add(client);83 }84 private void UnregisterClientAction(Event e)85 {86 var client = (e as Driver.UnregisterClient).Client;87 if (this.Clients.Contains(client))88 {89 this.Clients.Remove(client);90 }91 }92 [OnEntry(nameof(SendPingOnEntry))]93 [OnEventGotoState(typeof(RoundDone), typeof(Reset))]94 [OnEventPushState(typeof(TimerCancelled), typeof(WaitForCancelResponse))]95 [OnEventDoAction(typeof(Node.Pong), nameof(PongAction))]96 [OnEventDoAction(typeof(Timer.TimeoutEvent), nameof(TimeoutAction))]97 private class SendPing : State { }98 private void SendPingOnEntry()99 {100 foreach (var node in this.Nodes)101 {102 // Sends a 'Ping' event to any machine that has not responded.103 if (this.Alive.Contains(node) && !this.Responses.Contains(node))104 {105 this.Monitor<Safety>(new Safety.Ping(node));106 this.SendEvent(node, new Node.Ping(this.Id));107 }108 }109 // Starts the timer with a given timeout value. Note that in this sample,110 // the timeout value is not actually used, because the timer is abstracted111 // away using Coyote to enable systematic testing (i.e. timeouts are triggered112 // nondeterministically). In production, this model timer machine will be113 // replaced by a real timer.114 this.SendEvent(this.Timer, new Timer.StartTimerEvent(100));115 }116 /// <summary>117 /// This action is triggered whenever a node replies with a 'Pong' event.118 /// </summary>119 private void PongAction(Event e)120 {121 var node = (e as Node.Pong).Node;122 if (this.Alive.Contains(node))123 {124 this.Responses.Add(node);125 // Checks if the status of alive nodes has changed.126 if (this.Responses.Count == this.Alive.Count)127 {128 this.SendEvent(this.Timer, new Timer.CancelTimerEvent());129 this.RaiseEvent(new TimerCancelled());130 }131 }132 }133 private void TimeoutAction()134 {135 // One attempt is done for this round.136 this.Attempts++;137 // Each round has a maximum number of 2 attempts.138 if (this.Responses.Count < this.Alive.Count && this.Attempts < 2)139 {140 // Retry by looping back to same state.141 this.RaiseGotoStateEvent<SendPing>();142 return;143 }144 foreach (var node in this.Nodes)145 {146 if (this.Alive.Contains(node) && !this.Responses.Contains(node))147 {148 this.Alive.Remove(node);149 // Send failure notification to any clients.150 foreach (var client in this.Clients)151 {152 this.SendEvent(client, new NodeFailed(node));153 }154 }155 }156 this.RaiseEvent(new RoundDone());157 }158 [OnEventDoAction(typeof(Timer.CancelSuccess), nameof(CancelSuccessAction))]159 [OnEventDoAction(typeof(Timer.CancelFailure), nameof(CancelFailure))]160 [DeferEvents(typeof(Timer.TimeoutEvent), typeof(Node.Pong))]161 private class WaitForCancelResponse : State { }162 private void CancelSuccessAction()163 {164 this.RaiseEvent(new RoundDone());165 }166 private void CancelFailure()...
Liveness.cs
Source:Liveness.cs
...15 /// This monitor is itself a special type of state machine and it starts in the state 'Init'16 /// and transitions to the state 'Wait' upon receiving the event 'RegisterNodes', which contains17 /// references to all nodes in the program.18 ///19 /// Whenever the 'Driver' machine receives a 'NodeFailed' event from the 'FailureDetector'20 /// machine, it forwards that event to the this monitor which then removes the machine whose21 /// failure was detected from the set of nodes.22 ///23 /// The monitor exits the 'Hot' 'Init' state only when all nodes becomes empty, i.e., when24 /// the failure of all node machines has been detected. Thus, this monitor expresses the25 /// specification that failure of every node machine must be eventually detected.26 ///27 /// Read our documentation (https://microsoft.github.io/coyote/)28 /// to learn more about liveness checking in Coyote.29 /// </summary>30 internal class Liveness : Monitor31 {32 internal class RegisterNodes : Event33 {34 public HashSet<ActorId> Nodes;35 public RegisterNodes(HashSet<ActorId> nodes)36 {37 this.Nodes = nodes;38 }39 }40 private HashSet<ActorId> Nodes;41 [Start]42 [OnEventDoAction(typeof(RegisterNodes), nameof(RegisterNodesAction))]43 private class Init : State { }44 private void RegisterNodesAction(Event e)45 {46 var nodes = (e as RegisterNodes).Nodes;47 this.Nodes = new HashSet<ActorId>(nodes);48 this.RaiseGotoStateEvent<Wait>();49 }50 /// <summary>51 /// A hot state denotes that the liveness property is not52 /// currently satisfied.53 /// </summary>54 [Hot]55 [OnEventDoAction(typeof(FailureDetector.NodeFailed), nameof(NodeDownAction))]56 private class Wait : State { }57 private void NodeDownAction(Event e)58 {59 var node = (e as FailureDetector.NodeFailed).Node;60 this.Nodes.Remove(node);61 if (this.Nodes.Count == 0)62 {63 // When the liveness property has been satisfied64 // transition out of the hot state.65 this.RaiseGotoStateEvent<Done>();66 }67 }68 private class Done : State { }69 }70}...
NodeFailed
Using AI Code Generation
1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Samples.Monitors;6using Microsoft.Coyote.Tasks;7{8 {9 public static void Main(string[] args)10 {11 using (var r = RuntimeFactory.Create())12 {13 var node = r.CreateActor(typeof(Node));14 r.RegisterMonitor<NodeFailed>(node);15 r.SendEvent(node, new Start());16 r.Wait();17 }18 }19 }20 public class Start : Event { }21 {22 private ActorId Client;23 [OnEventDoAction(typeof(Start), nameof(Init))]24 private class InitState : State { }25 private void Init()26 {27 this.Client = this.CreateActor(typeof(Client));28 this.SendEvent(this.Client, new Start());29 }30 }31 public class Start : Event { }32 {33 private ActorId Node;34 [OnEventDoAction(typeof(Start), nameof(Init))]35 private class InitState : State { }36 private void Init()37 {38 this.Node = this.CreateActor(typeof(Node));39 this.SendEvent(this.Node, new Start());40 }41 }42}43using System;44using System.Threading.Tasks;45using Microsoft.Coyote;46using Microsoft.Coyote.Actors;47using Microsoft.Coyote.Samples.Monitors;48using Microsoft.Coyote.Tasks;49{50 {51 public static void Main(string[] args)52 {53 using (
NodeFailed
Using AI Code Generation
1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Samples.Monitors;5using Microsoft.Coyote.Actors;6using Microsoft.Coyote.Tasks;7{8 {9 private static async Task Main(string[] args)10 {11 var configuration = Configuration.Create().WithMonitor<NodeFailed>();12 using (var runtime = RuntimeFactory.Create(configuration))13 {14 var monitor = runtime.CreateActor(typeof(Monitor));15 var node = runtime.CreateActor(typeof(Node));16 runtime.SendEvent(node, new NodeFailed());17 await Task.Delay(1000);18 }19 }20 }21 {22 protected override Task OnInitializeAsync(Event initialEvent)23 {24 this.RaiseEvent(new NodeFailed());25 return Task.CompletedTask;26 }27 }28 {29 protected override Task OnEventAsync(Event e)30 {31 if (e is NodeFailed)32 {33 Console.WriteLine("Node failed.");34 }35 return Task.CompletedTask;36 }37 }38 {39 }40}
NodeFailed
Using AI Code Generation
1using System;2using System.Threading.Tasks;3using Microsoft.Coyote.Actors;4using Microsoft.Coyote.Specifications;5using Microsoft.Coyote.Samples.Monitors;6{7 {8 public static async Task Main(string[] args)9 {10 ActorRuntime runtime = RuntimeFactory.Create();11 NodeFailed nodeMonitor = new NodeFailed();12 runtime.RegisterMonitor(nodeMonitor);13 ActorId a = runtime.CreateActor(typeof(A));14 runtime.SendEvent(a, new e1());15 await Task.Delay(1000);16 runtime.SendEvent(a, new e1());17 await Task.Delay(1000);18 runtime.SendEvent(a, new e1());19 await Task.Delay(1000);20 }21 }22 {23 [OnEventDoAction(typeof(e1), nameof(Handle_e1))]24 private class Init : State { }25 private void Handle_e1()26 {27 Assert.IsTrue(this.ReceivedEventCount < 3, "Received more than two e1 events");28 }29 }30 class e1 : Event { }31}32using System;33using System.Threading.Tasks;34using Microsoft.Coyote.Actors;35using Microsoft.Coyote.Specifications;36using Microsoft.Coyote.Samples.Monitors;37{38 {39 public static async Task Main(string[] args)40 {41 ActorRuntime runtime = RuntimeFactory.Create();42 NodeFailed nodeMonitor = new NodeFailed();
NodeFailed
Using AI Code Generation
1using Microsoft.Coyote.Actors;2using Microsoft.Coyote.Samples.Monitors;3using System;4using System.Threading.Tasks;5{6 {7 public static async Task Main(string[] args)8 {9 var runtime = RuntimeFactory.Create();10 var config = Configuration.Create();11 config.EnableMonitors = true;12 config.EnableActorLogging = true;13 config.EnableActorTracing = true;14 config.EnableActorStateLogging = true;15 config.EnableActorStateTracing = true;16 config.EnableActorStateMonitoring = true;
NodeFailed
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.Samples.Monitors;9using Microsoft.Coyote.Specifications;10using Microsoft.Coyote.Tasks;11{12 {13 static void Main(string[] args)14 {15 var config = Configuration.Create();16 config.MaxSchedulingSteps = 1000;17 config.EnableCycleDetection = true;18 config.EnableDataRaceDetection = true;19 config.EnableDeadlockDetection = true;20 config.EnableIntegerOverflowDetection = true;21 config.EnableOperationCanceledExceptionSupport = true;22 config.EnableObjectDisposedExceptionSupport = true;23 config.EnableTimerCancellation = true;24 config.EnableActorGarbageCollection = true;25 config.EnableActorLogging = true;26 config.EnableActorMonitoring = true;27 config.EnableStateGraph = true;28 config.EnableStateGraphScheduling = true;29 config.EnableStateGraphSchedulingWithFairMachines = true;30 config.EnableActorStateExploration = true;
NodeFailed
Using AI Code Generation
1using System;2using System.Collections.Generic;3using System.Threading.Tasks;4using Microsoft.Coyote;5using Microsoft.Coyote.Actors;6using Microsoft.Coyote.Samples.Monitors;7{8 {9 private readonly List<ActorId> _nodes;10 private readonly ActorId _monitor;11 private readonly ActorId _logger;12 private readonly int _id;13 private ActorId _successor;14 private ActorId _predecessor;15 private int _idSpace;16 private int _successorSpace;17 private int _predecessorSpace;18 public Node(List<ActorId> nodes, ActorId monitor, ActorId logger, int id)19 {20 this._nodes = nodes;21 this._monitor = monitor;22 this._logger = logger;23 this._id = id;24 this._idSpace = id;25 this._successorSpace = id;26 this._predecessorSpace = id;27 }28 [OnEntry(nameof(OnInit))]29 private class Init : State { }30 private void OnInit()31 {32 this._successor = this._nodes[(this._id + 1) % this._nodes.Count];33 this._predecessor = this._nodes[(this._id - 1 + this._nodes.Count) % this._nodes.Count];34 this.SendEvent(this._monitor, new NodeFailed(this._successor));35 this.SendEvent(this._monitor, new NodeFailed(this._predecessor));36 this.RaiseEvent(new FindSuccessor(this._idSpace));37 }38 [OnEventDoAction(typeof(FindSuccessor), nameof(OnFindSuccessor))]39 private class Searching : State { }40 private void OnFindSuccessor(Event e)41 {42 var evt = e as FindSuccessor;43 this.Assert(evt != null, "Event must be of type FindSuccessor.");44 if (evt.Id < this._idSpace || evt.Id > this._successorSpace)45 {46 this.SendEvent(this._successor, new FindSuccessor(evt.Id));47 }48 {49 this.SendEvent(this._logger, new Log($"Node {this._id} found successor {
NodeFailed
Using AI Code Generation
1using System;2using System.Collections.Generic;3using System.Threading.Tasks;4using Microsoft.Coyote;5using Microsoft.Coyote.Actors;6using Microsoft.Coyote.Samples.Monitors;7{8 {9 private static async Task Main(string[] args)10 {11 var config = Configuration.Create().WithMonitor<NodeFailed>();12 using (var runtime = RuntimeFactory.Create(config))13 {14 var cluster = new List<ActorId>();15 for (int i = 0; i < 10; i++)16 {17 cluster.Add(runtime.CreateActor(typeof(Node)));18 }
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