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));Learn to execute automation testing from scratch with LambdaTest Learning Hub. Right from setting up the prerequisites to run your first automation test, to following best practices and diving deeper into advanced test scenarios. LambdaTest Learning Hubs compile a list of step-by-step guides to help you be proficient with different test automation frameworks i.e. Selenium, Cypress, TestNG etc.
You could also refer to video tutorials over LambdaTest YouTube channel to get step by step demonstration from industry experts.
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