How to use PredSucc method of Microsoft.Coyote.Actors.BugFinding.Tests.BecomeTail class

Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.BecomeTail.PredSucc

ChainReplicationTests.cs

Source:ChainReplicationTests.cs Github

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...91 else92 {93 succ = this.Servers[this.NumOfServers - 1];94 }95 this.SendEvent(this.Servers[i], new ChainReplicationServer.PredSucc(pred, succ));96 }97 this.Clients.Add(this.CreateActor(typeof(Client),98 new Client.SetupEvent(0, this.Servers[0], this.Servers[this.NumOfServers - 1], 1)));99 this.Clients.Add(this.CreateActor(typeof(Client),100 new Client.SetupEvent(1, this.Servers[0], this.Servers[this.NumOfServers - 1], 100)));101 this.CreateActor(typeof(ChainReplicationMaster),102 new ChainReplicationMaster.SetupEvent(this.Servers, this.Clients));103 this.SendEvent(this.Id, HaltEvent.Instance);104 return Task.CompletedTask;105 }106 }107 private class FailureDetector : StateMachine108 {109 internal class SetupEvent : Event110 {111 public ActorId Main;112 public List<ActorId> Servers;113 public SetupEvent(ActorId main, List<ActorId> servers)114 : base()115 {116 this.Main = main;117 this.Servers = servers;118 }119 }120 internal class FailureDetected : Event121 {122 public ActorId Server;123 public FailureDetected(ActorId server)124 : base()125 {126 this.Server = server;127 }128 }129 internal class FailureCorrected : Event130 {131 public List<ActorId> Servers;132 public FailureCorrected(List<ActorId> servers)133 : base()134 {135 this.Servers = servers;136 }137 }138 internal class Ping : Event139 {140 public ActorId Target;141 public Ping(ActorId target)142 : base()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 }...

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PredSucc

Using AI Code Generation

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1using Microsoft.Coyote.Actors;2using Microsoft.Coyote.Actors.BugFinding;3using Microsoft.Coyote.Actors.BugFinding.Tests;4using System;5using System.Threading.Tasks;6{7 {8 private int x;9 [OnEventDoAction(typeof(UnitEvent), nameof(InitOnEntry))]10 [OnEventDoAction(typeof(ConfigureEvent), nameof(Configure))]11 [OnEventDoAction(typeof(PredSuccEvent), nameof(PredSucc))]12 {13 }14 private void InitOnEntry()15 {16 this.x = 0;17 this.RaiseEvent(new ConfigureEvent(1, 1));18 }19 private void Configure()20 {21 this.RaiseEvent(new PredSuccEvent(1, 1));22 }23 private void PredSucc()24 {25 this.x = 0;26 this.RaiseEvent(new UnitEvent());27 }28 }29 {30 public int N;31 public int M;32 public ConfigureEvent(int n, int m)33 {34 this.N = n;35 this.M = m;36 }37 }38 {39 public int N;40 public int M;41 public PredSuccEvent(int n, int m)42 {43 this.N = n;44 this.M = m;45 }46 }47 {48 }49 {50 public static async Task Main(string[] args)51 {52 Configuration config = Configuration.Create().WithTestingIterations(1000);53 await BugFindingEngine.RunBugFindingTestAsync(config, async (r) =>54 {55 BecomeTail becomeTail = r.CreateActor<BecomeTail>();56 r.SendEvent(becomeTail, new UnitEvent());57 });58 }59 }60}61using Microsoft.Coyote.Actors;62using Microsoft.Coyote.Actors.BugFinding;63using Microsoft.Coyote.Actors.BugFinding.Tests;64using System;65using System.Threading.Tasks;66{67 {68 private int x;

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PredSucc

Using AI Code Generation

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1using Microsoft.Coyote.Actors;2using Microsoft.Coyote.Actors.BugFinding.Tests;3using Microsoft.Coyote.Actors.BugFinding.Tests.TailRecursion;4using Microsoft.Coyote.Actors.BugFinding.Tests.TailRecursion.TailRecursion;5using Microsoft.Coyote.Actors.BugFinding.Tests.TailRecursion.TailRecursion.TailRecursion;6using Microsoft.Coyote.Actors.BugFinding.Tests.TailRecursion.TailRecursion.TailRecursion.TailRecursion;7using Microsoft.Coyote.Actors.BugFinding.Tests.TailRecursion.TailRecursion.TailRecursion.TailRecursion.TailRecursion;8using Microsoft.Coyote.Actors.BugFinding.Tests.TailRecursion.TailRecursion.TailRecursion.TailRecursion.TailRecursion.TailRecursion;9using Microsoft.Coyote.Actors.BugFinding.Tests.TailRecursion.TailRecursion.TailRecursion.TailRecursion.TailRecursion.TailRecursion.TailRecursion;10using Microsoft.Coyote.Actors.BugFinding.Tests.TailRecursion.TailRecursion.TailRecursion.TailRecursion.TailRecursion.TailRecursion.TailRecursion.TailRecursion;

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PredSucc

Using AI Code Generation

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1using System;2using Microsoft.Coyote.Actors;3using Microsoft.Coyote.Actors.BugFinding.Tests;4{5 {6 static void Main(string[] args)7 {8 BecomeTail becomeTail = new BecomeTail();9 becomeTail.PredSucc();10 }11 }12}

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PredSucc

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3using System.Threading.Tasks;4{5 {6 static async Task Main(string[] args)7 {8 BecomeTail obj = new BecomeTail();9 obj.PredSucc(10);10 }11 }12}13using Microsoft.Coyote.Actors.BugFinding.Tests;14using System;15using System.Threading.Tasks;16{17 {18 static async Task Main(string[] args)19 {20 BecomeTail obj = new BecomeTail();21 obj.PredSucc(10);22 }23 }24}25using Microsoft.Coyote.Actors.BugFinding.Tests;26using System;27using System.Threading.Tasks;28{29 {30 static async Task Main(string[] args)31 {32 BecomeTail obj = new BecomeTail();33 obj.PredSucc(10);34 }35 }36}37using Microsoft.Coyote.Actors.BugFinding.Tests;38using System;39using System.Threading.Tasks;40{41 {42 static async Task Main(string[] args)43 {44 BecomeTail obj = new BecomeTail();45 obj.PredSucc(10);46 }47 }48}49using Microsoft.Coyote.Actors.BugFinding.Tests;50using System;51using System.Threading.Tasks;52{53 {54 static async Task Main(string[] args)55 {56 BecomeTail obj = new BecomeTail();57 obj.PredSucc(10);58 }59 }60}61using Microsoft.Coyote.Actors.BugFinding.Tests;62using System;63using System.Threading.Tasks;

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PredSucc

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 private BecomeTail()8 {9 Become(this.PredSucc);10 }11 private async Task PredSucc(Event e)12 {13 if (e is BecomeTailEvent)14 {15 Become(this.PredSucc);16 }17 {18 Become(this.SuccPred);19 }20 }21 private async Task SuccPred(Event e)22 {23 Become(this.PredSucc);24 }25 }26}27using Microsoft.Coyote.Actors;28using Microsoft.Coyote.Actors.BugFinding.Tests;29using System;30using System.Threading.Tasks;31{32 {33 private BecomeTail()34 {35 Become(this.PredSucc);36 }37 private async Task PredSucc(Event e)38 {39 if (e is BecomeTailEvent)40 {41 Become(this.PredSucc);42 }43 {44 Become(this.SuccPred);45 }46 }47 private async Task SuccPred(Event e)48 {49 Become(this.PredSucc);50 }51 }52}53using Microsoft.Coyote.Actors;54using Microsoft.Coyote.Actors.BugFinding.Tests;55using System;56using System.Threading.Tasks;57{58 {59 private BecomeTail()60 {61 Become(this.PredSucc);62 }63 private async Task PredSucc(Event e)64 {65 if (e is BecomeTailEvent)66 {67 Become(this.PredSucc);68 }69 {70 Become(this.SuccPred);71 }72 }73 private async Task SuccPred(Event e)74 {75 Become(this.PredSucc);76 }77 }78}79using Microsoft.Coyote.Actors;

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