Add the two timeout flavours, both surfacing as ordinary events matched in on-state arms: - cx.state_timeout(d): fires a state_timeout event after d in the current state, auto-reset by the loop on every real transition. - cx.timeout(name, d): fires a timeout(name) event after d, surviving state changes, keyed by name, with cx.cancel_timeout(name). Both ride the existing timer min-heap via send_after_to onto a new per-loop system channel, selected above the inbox so a fire can't be starved by inbox traffic. A local-id stamp on each fire lets a reset/cancel that loses the race discard a stale fire. The macro grows an info: clause and folds three internal Ev variants (Info, StateTimeout, Timeout) alongside cast/call, with new row keywords info / state_timeout / timeout. Unmatched info silently drops (the gen_server default); state/named timeouts have no default, so a state that can see one must handle it or the match is non-exhaustive. Rename the hand-written expansion-target example fused -> expanded, retire the deprecated Switch demo machine (its round-trip / enter / panic-down coverage moves onto the timer machine), and refresh the macro docs to the door machine. cargo build --all-targets warning-free; cargo test green.
217 lines
9.4 KiB
Rust
217 lines
9.4 KiB
Rust
//! gen_statem behaviour tests, driven through the `gen_statem!` macro: cast/call
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//! round-trip, `enter` firing on start and on every real transition (but not on
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//! a stay), the machine-down path when a handler panics, and the timeout
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//! surface (state-timeout firing + auto-reset across transitions; named
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//! timeouts surviving transitions; cancellation).
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use smarm::gen_statem;
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use smarm::gen_statem::{CallError, Reply};
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use smarm::run;
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use std::sync::{Arc, Mutex};
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use std::time::Duration;
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// ===========================================================================
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// Timeouts
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// ===========================================================================
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//
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// A small timer machine. `Idle` is quiet; `Armed` arms a state-timeout on entry
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// that — when it fires — bumps `st_fires` and returns to `Idle`. A named
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// timeout ("ping") is armed independently, survives the Idle/Armed transition,
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// and bumps `named_fires` when it fires. Counters are read back over calls.
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//
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// Durations are tiny and waits use `smarm::sleep` (parks the actor, leaves the
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// timer wheel turning). These tests run against real time, so they are a touch
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// slow; a controllable clock would tighten them.
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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enum T {
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Idle,
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Armed,
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}
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struct TData {
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enters: u32, // total state entries (incl. initial)
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st_fires: u32, // state-timeout fires
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named_fires: u32, // named-timeout fires
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st_window: u64, // ms for the Armed state-timeout (set per test intent)
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}
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enum TCast {
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Arm, // Idle -> Armed
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Disarm, // Armed -> Idle (a transition that should auto-reset the state-timeout)
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Ping(u64), // arm a named "ping" timeout after the given ms
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CancelPing, // cancel the named "ping"
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}
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enum TCall {
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Enters(Reply<u32>),
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StFires(Reply<u32>),
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NamedFires(Reply<u32>),
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Boom(Reply<u32>), // panics, to exercise the call-to-dead-machine path
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}
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gen_statem! {
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machine: TimerSm { state: T, data: TData };
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event: Ev2 { cast: TCast, call: TCall, info: () };
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context(data, prev, cx);
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enter {
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// On entering Armed, arm the state-timeout. On Idle, nothing — and the
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// loop has already auto-reset any pending state-timeout on the way in.
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T::Armed => { data.enters += 1; cx.state_timeout(Duration::from_millis(data.st_window)); },
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T::Idle => data.enters += 1,
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}
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on T::Idle => {
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cast TCast::Arm => T::Armed,
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cast TCast::Disarm => unhandled,
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state_timeout => unhandled,
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}
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on T::Armed => {
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// The state-timeout elapsed while still Armed: count it and go Idle.
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state_timeout => { data.st_fires += 1; T::Idle },
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cast TCast::Disarm => T::Idle,
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cast TCast::Arm => unhandled,
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}
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// State-independent rows: the named-timeout (survives transitions), the
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// arm/cancel casts, the counter reads, and the panicking call.
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on _ => {
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cast TCast::Ping(ms) => { cx.timeout("ping", Duration::from_millis(ms)); prev },
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cast TCast::CancelPing => { cx.cancel_timeout("ping"); prev },
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timeout "ping" => { data.named_fires += 1; prev },
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timeout _ => unhandled,
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call TCall::Enters(r) => { r.reply(data.enters); prev },
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call TCall::StFires(r) => { r.reply(data.st_fires); prev },
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call TCall::NamedFires(r) => { r.reply(data.named_fires); prev },
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call TCall::Boom(_r) => boom(),
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}
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}
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fn boom() -> T {
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panic!("boom")
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}
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// A state-timeout armed on entry to Armed fires after its window, bumping the
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// counter and returning the machine to Idle on its own.
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#[test]
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fn state_timeout_fires() {
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let got = Arc::new(Mutex::new(0u32));
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let got2 = got.clone();
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run(move || {
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let m = TimerSm::start(T::Idle, TData { enters: 0, st_fires: 0, named_fires: 0, st_window: 5 });
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m.send(Ev2::Cast(TCast::Arm)).unwrap(); // -> Armed, arms 5ms state-timeout
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smarm::sleep(Duration::from_millis(40)); // let it fire
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*got2.lock().unwrap() = m.call(|r| Ev2::Call(TCall::StFires(r))).unwrap();
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});
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assert_eq!(*got.lock().unwrap(), 1, "state-timeout fired exactly once");
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}
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// Leaving Armed before the window elapses auto-resets the state-timeout: it
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// must not fire afterward, even though we wait well past its original window.
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#[test]
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fn state_timeout_auto_resets_on_transition() {
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let got = Arc::new(Mutex::new(99u32));
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let got2 = got.clone();
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run(move || {
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// Long window so the explicit Disarm beats it comfortably.
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let m = TimerSm::start(T::Idle, TData { enters: 0, st_fires: 0, named_fires: 0, st_window: 50 });
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m.send(Ev2::Cast(TCast::Arm)).unwrap(); // -> Armed, arms 50ms state-timeout
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m.send(Ev2::Cast(TCast::Disarm)).unwrap(); // -> Idle, auto-resets it
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smarm::sleep(Duration::from_millis(80)); // past the original window
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*got2.lock().unwrap() = m.call(|r| Ev2::Call(TCall::StFires(r))).unwrap();
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});
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assert_eq!(*got.lock().unwrap(), 0, "auto-reset cancelled the pending state-timeout");
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}
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// A named timeout survives a state change: armed in Idle, it still fires after
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// the machine has moved to Armed and back.
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#[test]
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fn named_timeout_survives_transition() {
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let got = Arc::new(Mutex::new(0u32));
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let got2 = got.clone();
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run(move || {
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// Armed's own state-timeout is long so it doesn't interfere.
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let m = TimerSm::start(T::Idle, TData { enters: 0, st_fires: 0, named_fires: 0, st_window: 200 });
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m.send(Ev2::Cast(TCast::Ping(20))).unwrap(); // arm "ping" for 20ms (in Idle)
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m.send(Ev2::Cast(TCast::Arm)).unwrap(); // -> Armed (ping must survive this)
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m.send(Ev2::Cast(TCast::Disarm)).unwrap(); // -> Idle (and this)
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smarm::sleep(Duration::from_millis(60)); // let "ping" fire
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*got2.lock().unwrap() = m.call(|r| Ev2::Call(TCall::NamedFires(r))).unwrap();
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});
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assert_eq!(*got.lock().unwrap(), 1, "named timeout fired across the transitions");
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}
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// Cancelling a named timeout before its window prevents the fire.
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#[test]
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fn named_timeout_cancel() {
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let got = Arc::new(Mutex::new(99u32));
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let got2 = got.clone();
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run(move || {
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let m = TimerSm::start(T::Idle, TData { enters: 0, st_fires: 0, named_fires: 0, st_window: 200 });
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m.send(Ev2::Cast(TCast::Ping(30))).unwrap(); // arm "ping" for 30ms
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m.send(Ev2::Cast(TCast::CancelPing)).unwrap(); // cancel before it fires
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smarm::sleep(Duration::from_millis(60)); // past the original window
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*got2.lock().unwrap() = m.call(|r| Ev2::Call(TCall::NamedFires(r))).unwrap();
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});
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assert_eq!(*got.lock().unwrap(), 0, "cancel prevented the named-timeout fire");
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}
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// ===========================================================================
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// Core behaviour (cast/call round-trip, enter semantics, panic -> Down)
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// ===========================================================================
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// Casts are applied in order and a later call observes the resulting state via
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// its counters: two Arm/Disarm round-trips leave the machine back in Idle.
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#[test]
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fn cast_then_call_roundtrip() {
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let got = Arc::new(Mutex::new(0u32));
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let got2 = got.clone();
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run(move || {
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// Long state-timeout window so it never fires during the test.
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let m = TimerSm::start(T::Idle, TData { enters: 0, st_fires: 0, named_fires: 0, st_window: 10_000 });
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m.send(Ev2::Cast(TCast::Arm)).unwrap(); // Idle -> Armed (enter)
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m.send(Ev2::Cast(TCast::Disarm)).unwrap(); // Armed -> Idle (enter)
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m.send(Ev2::Cast(TCast::Arm)).unwrap(); // Idle -> Armed (enter)
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m.send(Ev2::Cast(TCast::Disarm)).unwrap(); // Armed -> Idle (enter)
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// enters = 1 (start) + 4 transitions = 5.
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*got2.lock().unwrap() = m.call(|r| Ev2::Call(TCall::Enters(r))).unwrap();
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});
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assert_eq!(*got.lock().unwrap(), 5, "one enter on start, one per real transition");
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}
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// `enter` fires once on start and once per *real* transition; a stay (a call
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// that returns the current tag) does not re-enter.
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#[test]
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fn enter_on_start_and_each_transition_but_not_stay() {
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let got = Arc::new(Mutex::new((0u32, 0u32, 0u32)));
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let got2 = got.clone();
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run(move || {
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let m = TimerSm::start(T::Idle, TData { enters: 0, st_fires: 0, named_fires: 0, st_window: 10_000 }); // enter -> 1
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let after_start = m.call(|r| Ev2::Call(TCall::Enters(r))).unwrap();
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// A stay (a counter read returns `prev`) must not bump enters.
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let _ = m.call(|r| Ev2::Call(TCall::StFires(r))).unwrap();
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let still = m.call(|r| Ev2::Call(TCall::Enters(r))).unwrap();
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m.send(Ev2::Cast(TCast::Arm)).unwrap(); // Idle -> Armed -> enter -> 2
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let after_arm = m.call(|r| Ev2::Call(TCall::Enters(r))).unwrap();
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*got2.lock().unwrap() = (after_start, still, after_arm);
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});
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assert_eq!(*got.lock().unwrap(), (1, 1, 2));
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}
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// A handler that panics tears the loop down; the in-flight call's reply channel
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// closes as the stack unwinds, so the parked caller wakes with Down (mirrors
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// gen_server's panicking-handler path).
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#[test]
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fn call_to_panicking_handler_is_down() {
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let got = Arc::new(Mutex::new(None::<Result<u32, CallError>>));
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let got2 = got.clone();
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run(move || {
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let m = TimerSm::start(T::Idle, TData { enters: 0, st_fires: 0, named_fires: 0, st_window: 10_000 });
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let r = m.call(|rep| Ev2::Call(TCall::Boom(rep)));
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*got2.lock().unwrap() = Some(r);
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});
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assert_eq!(*got.lock().unwrap(), Some(Err(CallError::Down)));
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}
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