492 lines
26 KiB
C#
492 lines
26 KiB
C#
using Akka.Actor;
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using Shouldly;
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using Xunit;
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using ZB.MOM.WW.OtOpcUa.Core.Abstractions;
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using ZB.MOM.WW.OtOpcUa.Runtime.Drivers;
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using ZB.MOM.WW.OtOpcUa.Runtime.Tests.Harness;
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namespace ZB.MOM.WW.OtOpcUa.Runtime.Tests.Drivers;
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/// <summary>
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/// Covers the bounded post-connect re-discovery loop: when an <see cref="ITagDiscovery"/> driver
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/// reaches Connected, <see cref="DriverInstanceActor"/> runs repeated discovery passes (FOCAS-style:
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/// the FixedTree is suppressed until the driver's cache populates ~0–2s after connect) and ships each
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/// pass's captured nodes to its parent as <see cref="DriverInstanceActor.DiscoveredNodesReady"/>. The
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/// loop STOPS once the non-empty discovered set stabilises (or the attempt cap is hit) — it must not
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/// spin forever. A driver that does not implement <see cref="ITagDiscovery"/> produces no passes at all.
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/// </summary>
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[Trait("Category", "Unit")]
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public sealed class DriverInstanceActorDiscoveryTests : RuntimeActorTestBase
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{
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/// <summary>
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/// A discoverable driver whose first two passes yield nothing (cache still warming) and whose third
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/// pass onward yields a stable 3-node set: the actor ships every pass, then STOPS once the non-empty
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/// set repeats. The final <see cref="DriverInstanceActor.DiscoveredNodesReady"/> carries the 3 nodes
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/// and no further passes arrive — proving the loop is bounded.
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/// </summary>
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[Fact]
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public void Discovery_retries_until_set_stabilises_then_stops()
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{
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var driver = new DiscoverableStubDriver();
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var parent = CreateTestProbe();
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// Tiny interval so the bounded retry runs in well under a second (no real-time waits).
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var actor = parent.ChildActorOf(DriverInstanceActor.Props(
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driver, rediscoverInterval: TimeSpan.FromMilliseconds(20)));
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// Drive Connecting → Connected; the Connected entry kicks discovery.
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actor.Tell(new DriverInstanceActor.InitializeRequested("{}"));
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// Each discovery pass publishes one DiscoveredNodesReady. The fake stabilises after pass 4
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// (passes: 0,0,3,3), so exactly 4 messages arrive, then the stream stops.
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var msgs = new List<DriverInstanceActor.DiscoveredNodesReady>();
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for (var i = 0; i < 4; i++)
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msgs.Add(parent.ExpectMsg<DriverInstanceActor.DiscoveredNodesReady>(TimeSpan.FromSeconds(2)));
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// The loop must STOP once the non-empty set has stabilised — no fifth pass.
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parent.ExpectNoMsg(TimeSpan.FromMilliseconds(300));
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// Early passes were empty (FixedTree cache still populating).
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msgs[0].Nodes.Count.ShouldBe(0);
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msgs[1].Nodes.Count.ShouldBe(0);
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// The set then appears and stabilises at 3 nodes.
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msgs[2].Nodes.Count.ShouldBe(3);
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var final = msgs[^1];
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final.Nodes.Count.ShouldBe(3);
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final.DriverInstanceId.ShouldBe(driver.DriverInstanceId);
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final.Nodes.Select(n => n.FullReference).ShouldBe(new[] { "m.fixed.v0", "m.fixed.v1", "m.fixed.v2" });
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// The driver was asked exactly as many times as messages published — no extra zombie pass.
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driver.DiscoverCount.ShouldBe(4);
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}
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/// <summary>A driver that does not implement <see cref="ITagDiscovery"/> produces no discovery passes —
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/// the Connected entry's discovery kick is a no-op, so the parent receives no
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/// <see cref="DriverInstanceActor.DiscoveredNodesReady"/>.</summary>
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[Fact]
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public void Driver_without_ITagDiscovery_produces_no_discovery()
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{
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var driver = new SubscribableStubDriver(); // IDriver + ISubscribable, NOT ITagDiscovery
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var parent = CreateTestProbe();
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var actor = parent.ChildActorOf(DriverInstanceActor.Props(
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driver, rediscoverInterval: TimeSpan.FromMilliseconds(20)));
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actor.Tell(new DriverInstanceActor.InitializeRequested("{}"));
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AwaitCondition(() => driver.InitializeCount > 0, TimeSpan.FromSeconds(2));
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// No discovery capability ⇒ never any DiscoveredNodesReady to the parent.
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parent.ExpectNoMsg(TimeSpan.FromMilliseconds(300));
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}
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/// <summary>
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/// Discovery RE-RUNS on every return to Connected: after the initial discovery settles, a
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/// <see cref="DriverInstanceActor.ForceReconnect"/> drives the actor through Reconnecting and
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/// back to Connected (via the auto-retry timer, the same path the existing reconnect tests use),
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/// and a fresh bounded discovery loop fires — keeping the injected tree current if the backend's
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/// capabilities changed across the reconnect. The new init bumps the generation, so any
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/// pre-reconnect tick is discarded by the generation guard (the initial loop has already settled
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/// here, so none are in flight).
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/// </summary>
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[Fact]
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public void Discovery_reruns_after_reconnect()
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{
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var driver = new DiscoverableStubDriver();
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var parent = CreateTestProbe();
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// Tiny reconnect + rediscover intervals so the whole reconnect-then-rediscover cycle runs fast.
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var actor = parent.ChildActorOf(DriverInstanceActor.Props(
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driver,
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reconnectInterval: TimeSpan.FromMilliseconds(50),
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rediscoverInterval: TimeSpan.FromMilliseconds(20)));
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actor.Tell(new DriverInstanceActor.InitializeRequested("{}"));
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// Drain the initial settling passes (0,0,3,3) and confirm the first loop stopped.
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for (var i = 0; i < 4; i++)
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parent.ExpectMsg<DriverInstanceActor.DiscoveredNodesReady>(TimeSpan.FromSeconds(2));
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parent.ExpectNoMsg(TimeSpan.FromMilliseconds(200));
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var passesBeforeReconnect = driver.DiscoverCount; // 4
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// Force a reconnect: Connected → Reconnecting → (auto retry-connect) → Connected again.
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actor.Tell(new DriverInstanceActor.ForceReconnect());
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// A fresh discovery pass must arrive after the reconnect — the cache is warm now, so it sees
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// the stable 3-node set immediately.
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var afterReconnect = parent.ExpectMsg<DriverInstanceActor.DiscoveredNodesReady>(TimeSpan.FromSeconds(3));
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afterReconnect.Nodes.Count.ShouldBe(3);
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afterReconnect.DriverInstanceId.ShouldBe(driver.DriverInstanceId);
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// The driver was discovered again — proves a fresh loop ran, not a replay of the old one.
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driver.DiscoverCount.ShouldBeGreaterThan(passesBeforeReconnect);
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}
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/// <summary>
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/// Regression for the Critical: a driver whose <c>DiscoverAsync</c> completes ASYNCHRONOUSLY (off the
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/// actor thread) must still ship <see cref="DriverInstanceActor.DiscoveredNodesReady"/>. The handler
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/// touches <c>Context.Parent</c> + <c>Timers</c> AFTER awaiting discovery; if it awaited with
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/// <c>ConfigureAwait(false)</c> the continuation would resume off the actor context and those calls
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/// would throw <c>NotSupportedException("no active ActorContext")</c> — the handler would fault and no
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/// message would arrive. Synchronous (<c>Task.CompletedTask</c>) stubs mask the bug; this one forces a
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/// genuine off-context resume (modelled on <c>SubscribableStubDriver.UnsubscribeYields</c>).
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/// </summary>
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[Fact]
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public void Async_completing_discovery_resumes_on_actor_context_and_publishes()
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{
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var driver = new YieldingDiscoverableStubDriver();
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var parent = CreateTestProbe();
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var actor = parent.ChildActorOf(DriverInstanceActor.Props(
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driver, rediscoverInterval: TimeSpan.FromMilliseconds(20)));
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actor.Tell(new DriverInstanceActor.InitializeRequested("{}"));
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// With the fix the handler resumes on the actor context, so the publish succeeds and the parent gets
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// a non-empty set. Without it the handler faults at Context.Parent.Tell and this times out.
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var published = parent.ExpectMsg<DriverInstanceActor.DiscoveredNodesReady>(TimeSpan.FromSeconds(2));
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published.Nodes.Count.ShouldBe(3);
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published.DriverInstanceId.ShouldBe(driver.DriverInstanceId);
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}
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/// <summary>
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/// The attempt cap bounds a discovered set that never stabilises: a driver whose set keeps GROWING
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/// (1,2,3,…) never repeats its signature, so the loop is stopped only by
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/// <c>rediscoverMaxAttempts</c>. With a cap of 3, exactly 3 passes are published, then the stream stops.
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/// </summary>
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[Fact]
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public void Never_stabilising_discovery_is_bounded_by_the_attempt_cap()
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{
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var driver = new GrowingDiscoverableStubDriver();
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var parent = CreateTestProbe();
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var actor = parent.ChildActorOf(DriverInstanceActor.Props(
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driver, rediscoverInterval: TimeSpan.FromMilliseconds(20), rediscoverMaxAttempts: 3));
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actor.Tell(new DriverInstanceActor.InitializeRequested("{}"));
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var msgs = new List<DriverInstanceActor.DiscoveredNodesReady>();
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for (var i = 0; i < 3; i++)
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msgs.Add(parent.ExpectMsg<DriverInstanceActor.DiscoveredNodesReady>(TimeSpan.FromSeconds(2)));
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// Cap reached — no fourth pass even though the set never stabilised.
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parent.ExpectNoMsg(TimeSpan.FromMilliseconds(300));
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// The set genuinely kept growing across the capped passes (1,2,3 nodes).
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msgs.Select(m => m.Nodes.Count).ShouldBe(new[] { 1, 2, 3 });
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driver.DiscoverCount.ShouldBe(3);
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}
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/// <summary>
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/// A driver whose <see cref="ITagDiscovery.RediscoverPolicy"/> is
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/// <see cref="DiscoveryRediscoverPolicy.Never"/> opts out of post-connect discovery entirely: the
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/// Connected entry's discovery kick returns before scheduling the first tick, so the driver is never
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/// asked to discover and the parent receives no <see cref="DriverInstanceActor.DiscoveredNodesReady"/>.
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/// </summary>
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[Fact]
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public void Discovery_policy_Never_runs_no_passes_and_publishes_nothing()
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{
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var driver = new DiscoverableStubDriver(DiscoveryRediscoverPolicy.Never);
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var parent = CreateTestProbe();
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var actor = parent.ChildActorOf(DriverInstanceActor.Props(
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driver, rediscoverInterval: TimeSpan.FromMilliseconds(20)));
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actor.Tell(new DriverInstanceActor.InitializeRequested("{}"));
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// Connect happened (the discovery decision is made on the Connected entry)...
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AwaitCondition(() => driver.InitializeCount > 0, TimeSpan.FromSeconds(2));
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// ...but policy=Never ⇒ no discovery pass is ever run and nothing is published.
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parent.ExpectNoMsg(TimeSpan.FromMilliseconds(300));
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driver.DiscoverCount.ShouldBe(0);
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}
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/// <summary>
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/// A driver whose <see cref="ITagDiscovery.RediscoverPolicy"/> is
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/// <see cref="DiscoveryRediscoverPolicy.Once"/> runs EXACTLY one post-connect pass even when its
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/// discovered set would keep growing forever — under <c>UntilStable</c> the never-repeating signature
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/// would retry to the attempt cap. Exactly one <see cref="DriverInstanceActor.DiscoveredNodesReady"/>
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/// is published and no further <c>RediscoverTick</c> is scheduled.
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/// </summary>
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[Fact]
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public void Discovery_policy_Once_publishes_exactly_one_pass_even_when_set_keeps_growing()
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{
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var driver = new GrowingDiscoverableStubDriver(DiscoveryRediscoverPolicy.Once);
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var parent = CreateTestProbe();
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var actor = parent.ChildActorOf(DriverInstanceActor.Props(
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driver, rediscoverInterval: TimeSpan.FromMilliseconds(20)));
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actor.Tell(new DriverInstanceActor.InitializeRequested("{}"));
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// Exactly one pass is published (the first, growing set → 1 node)...
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var only = parent.ExpectMsg<DriverInstanceActor.DiscoveredNodesReady>(TimeSpan.FromSeconds(2));
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only.Nodes.Count.ShouldBe(1);
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only.DriverInstanceId.ShouldBe(driver.DriverInstanceId);
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// ...and NO second tick is scheduled, even though the set would keep growing under UntilStable.
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parent.ExpectNoMsg(TimeSpan.FromMilliseconds(300));
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driver.DiscoverCount.ShouldBe(1);
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}
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/// <summary>
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/// <see cref="DiscoveryRediscoverPolicy.Once"/> means one pass PER (re)connect cycle — not one pass
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/// ever. After the initial single pass settles, a <see cref="DriverInstanceActor.ForceReconnect"/>
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/// drives the actor through Reconnecting and back to Connected (via the auto retry-connect timer), and
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/// <c>StartDiscovery</c> re-kicks discovery — which must run EXACTLY ONE more pass, not the full attempt
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/// cap. Uses the ever-growing fake with a small cap (3): under a (wrong) policy-ignoring loop the
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/// never-stabilising set would publish 3 passes per connect, so a single post-reconnect pass proves
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/// <c>Once</c> is honoured on the reconnect path too. Guards the exact StartDiscovery-on-reconnect path
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/// the follow-on TriggerRediscovery task touches.
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/// </summary>
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[Fact]
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public void Discovery_policy_Once_reruns_one_pass_on_reconnect()
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{
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var driver = new GrowingDiscoverableStubDriver(DiscoveryRediscoverPolicy.Once);
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var parent = CreateTestProbe();
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// Small reconnect + rediscover intervals so the cycle runs fast; cap 3 so a (wrong) full loop is
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// visibly more than the one pass Once must run per (re)connect.
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var actor = parent.ChildActorOf(DriverInstanceActor.Props(
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driver,
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reconnectInterval: TimeSpan.FromMilliseconds(50),
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rediscoverInterval: TimeSpan.FromMilliseconds(20),
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rediscoverMaxAttempts: 3));
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actor.Tell(new DriverInstanceActor.InitializeRequested("{}"));
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// Initial connect: Once ⇒ exactly one pass (growing set → 1 node), then no more.
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var first = parent.ExpectMsg<DriverInstanceActor.DiscoveredNodesReady>(TimeSpan.FromSeconds(2));
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first.Nodes.Count.ShouldBe(1);
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parent.ExpectNoMsg(TimeSpan.FromMilliseconds(200));
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driver.DiscoverCount.ShouldBe(1);
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// Force a reconnect: Connected → Reconnecting → (auto retry-connect) → Connected again.
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actor.Tell(new DriverInstanceActor.ForceReconnect());
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// Once = one pass PER (re)connect: exactly ONE additional pass after the reconnect, NOT the full cap.
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// The set keeps growing across the reconnect (same driver instance), so this pass yields 2 nodes.
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var afterReconnect = parent.ExpectMsg<DriverInstanceActor.DiscoveredNodesReady>(TimeSpan.FromSeconds(3));
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afterReconnect.Nodes.Count.ShouldBe(2);
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afterReconnect.DriverInstanceId.ShouldBe(driver.DriverInstanceId);
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// No further passes — Once did NOT run the attempt cap on reconnect; one pass per connect cycle.
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parent.ExpectNoMsg(TimeSpan.FromMilliseconds(300));
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driver.DiscoverCount.ShouldBe(2);
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}
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/// <summary>
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/// The per-pass discovery timeout is injectable via <see cref="DriverInstanceActor.Props"/> so tests
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/// can control it without real-time delays. The default constant must be 30 seconds (behaviour-preserving).
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/// Wiring is verified by constructing via <c>Props</c> with a custom value and confirming the actor starts
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/// and begins discovery normally.
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/// </summary>
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[Fact]
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public void Discovery_timeout_default_constant_is_30s_and_Props_accepts_custom_value()
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{
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// The constant must exist and preserve the pre-refactor 30 s literal.
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DriverInstanceActor.DefaultRediscoverDiscoverTimeout.ShouldBe(TimeSpan.FromSeconds(30));
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// Props must accept the new optional parameter — no throw and actor starts normally.
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var driver = new DiscoverableStubDriver();
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var parent = CreateTestProbe();
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var actor = parent.ChildActorOf(DriverInstanceActor.Props(
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driver,
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rediscoverInterval: TimeSpan.FromMilliseconds(20),
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rediscoverDiscoverTimeout: TimeSpan.FromSeconds(5)));
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actor.Tell(new DriverInstanceActor.InitializeRequested("{}"));
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// Actor starts and discovery publishes — confirms the custom timeout was wired without error.
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parent.ExpectMsg<DriverInstanceActor.DiscoveredNodesReady>(TimeSpan.FromSeconds(2));
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}
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/// <summary>
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/// <see cref="DriverInstanceActor.TriggerRediscovery"/> received while Connected re-kicks the
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/// post-connect discovery loop: after the initial discovery has settled, sending the message drives a
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/// FRESH discovery pass — the driver's <c>DiscoverCount</c> advances and a new
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/// <see cref="DriverInstanceActor.DiscoveredNodesReady"/> is published. This is the message
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/// <see cref="DriverHostActor"/> uses to re-run discovery after rebinding the driver to a new equipment.
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/// </summary>
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[Fact]
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public void TriggerRediscovery_when_Connected_reruns_discovery()
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{
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var driver = new DiscoverableStubDriver();
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var parent = CreateTestProbe();
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var actor = parent.ChildActorOf(DriverInstanceActor.Props(
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driver, rediscoverInterval: TimeSpan.FromMilliseconds(20)));
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actor.Tell(new DriverInstanceActor.InitializeRequested("{}"));
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// Let the initial post-connect loop settle (passes 0,0,3,3) and confirm it stopped.
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for (var i = 0; i < 4; i++)
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parent.ExpectMsg<DriverInstanceActor.DiscoveredNodesReady>(TimeSpan.FromSeconds(2));
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parent.ExpectNoMsg(TimeSpan.FromMilliseconds(200));
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var passesBeforeTrigger = driver.DiscoverCount; // 4
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// Re-kick discovery via the new message — the cache is warm, so the fresh pass sees the 3-node set.
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actor.Tell(new DriverInstanceActor.TriggerRediscovery());
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var afterTrigger = parent.ExpectMsg<DriverInstanceActor.DiscoveredNodesReady>(TimeSpan.FromSeconds(2));
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afterTrigger.Nodes.Count.ShouldBe(3);
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afterTrigger.DriverInstanceId.ShouldBe(driver.DriverInstanceId);
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// A fresh pass genuinely ran — DiscoverCount advanced past the settled count.
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driver.DiscoverCount.ShouldBeGreaterThan(passesBeforeTrigger);
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}
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/// <summary>
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/// <see cref="DriverInstanceActor.TriggerRediscovery"/> on a driver whose
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/// <see cref="ITagDiscovery.RediscoverPolicy"/> is <see cref="DiscoveryRediscoverPolicy.Never"/> does
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/// NOT re-discover: the handler calls <c>StartDiscovery</c>, which returns early for <c>Never</c>, so
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/// no pass runs and nothing is published — mirroring the Connected-entry Never opt-out.
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/// </summary>
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[Fact]
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public void TriggerRediscovery_with_policy_Never_does_not_rediscover()
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{
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var driver = new DiscoverableStubDriver(DiscoveryRediscoverPolicy.Never);
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var parent = CreateTestProbe();
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var actor = parent.ChildActorOf(DriverInstanceActor.Props(
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driver, rediscoverInterval: TimeSpan.FromMilliseconds(20)));
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actor.Tell(new DriverInstanceActor.InitializeRequested("{}"));
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AwaitCondition(() => driver.InitializeCount > 0, TimeSpan.FromSeconds(2));
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// Connected, but policy=Never — the trigger is honoured by StartDiscovery's early return.
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actor.Tell(new DriverInstanceActor.TriggerRediscovery());
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parent.ExpectNoMsg(TimeSpan.FromMilliseconds(300));
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driver.DiscoverCount.ShouldBe(0);
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}
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/// <summary>
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/// <see cref="DriverInstanceActor.TriggerRediscovery"/> received while NOT Connected (still Connecting,
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/// before init completes) is a clean silent no-op: no discovery pass runs, nothing is published, and
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/// the actor neither crashes nor dies (the driver's eventual reconnect re-discovers anyway). A
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/// follow-up connect then discovers normally, proving the actor is unharmed.
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/// </summary>
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[Fact]
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public void TriggerRediscovery_when_not_Connected_is_a_silent_noop()
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{
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var driver = new DiscoverableStubDriver();
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var parent = CreateTestProbe();
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var actor = parent.ChildActorOf(DriverInstanceActor.Props(
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driver, rediscoverInterval: TimeSpan.FromMilliseconds(20)));
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Watch(actor);
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// The actor boots into Connecting; send the trigger BEFORE InitializeRequested so it is handled
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// in a non-Connected state.
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actor.Tell(new DriverInstanceActor.TriggerRediscovery());
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// No discovery resulted, and the actor is unharmed (no Terminated arrives at the watching test actor).
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parent.ExpectNoMsg(TimeSpan.FromMilliseconds(300));
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ExpectNoMsg(TimeSpan.FromMilliseconds(100));
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driver.DiscoverCount.ShouldBe(0);
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// Sanity: the actor still works — driving it to Connected discovers normally afterwards.
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actor.Tell(new DriverInstanceActor.InitializeRequested("{}"));
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parent.ExpectMsg<DriverInstanceActor.DiscoveredNodesReady>(TimeSpan.FromSeconds(2));
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}
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/// <summary>
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/// A <see cref="StubDriver"/> that also exposes <see cref="ITagDiscovery"/>. Each <c>DiscoverAsync</c>
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/// pass is counted; passes 1–2 yield nothing (cache warming), passes 3+ yield a stable 3-node set —
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/// modelling FOCAS, whose FixedTree appears once a few seconds after connect and then stays put.
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/// </summary>
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private sealed class DiscoverableStubDriver : StubDriver, ITagDiscovery
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{
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private int _passCount;
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/// <summary>Constructs the fake reporting the given <see cref="DiscoveryRediscoverPolicy"/>;
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/// defaults to <see cref="DiscoveryRediscoverPolicy.UntilStable"/> (the interface default) so the
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/// existing UntilStable tests are unaffected.</summary>
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public DiscoverableStubDriver(DiscoveryRediscoverPolicy policy = DiscoveryRediscoverPolicy.UntilStable)
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=> RediscoverPolicy = policy;
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/// <summary>The post-connect re-discovery policy this fake reports to the actor.</summary>
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public DiscoveryRediscoverPolicy RediscoverPolicy { get; }
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/// <summary>Number of <see cref="DiscoverAsync"/> passes the actor has driven.</summary>
|
||
public int DiscoverCount => Volatile.Read(ref _passCount);
|
||
|
||
/// <summary>Streams a growing-then-stable node set into the builder (0,0,3,3,…).</summary>
|
||
public Task DiscoverAsync(IAddressSpaceBuilder builder, CancellationToken cancellationToken)
|
||
{
|
||
var pass = Interlocked.Increment(ref _passCount); // 1-based pass number
|
||
var count = pass >= 3 ? 3 : 0;
|
||
var fixedTree = builder.Folder("FixedTree", "FixedTree");
|
||
for (var i = 0; i < count; i++)
|
||
{
|
||
fixedTree.Variable($"v{i}", $"v{i}", new DriverAttributeInfo(
|
||
FullName: $"m.fixed.v{i}",
|
||
DriverDataType: DriverDataType.Float64,
|
||
IsArray: false,
|
||
ArrayDim: null,
|
||
SecurityClass: SecurityClassification.ViewOnly,
|
||
IsHistorized: false));
|
||
}
|
||
return Task.CompletedTask;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// A discoverable driver whose <c>DiscoverAsync</c> genuinely SUSPENDS and resumes on a fresh
|
||
/// thread-pool thread that carries NO Akka actor cell — modelled on
|
||
/// <c>SubscribableStubDriver.UnsubscribeYields</c>. This forces the actor's <c>await DiscoverAsync(...)</c>
|
||
/// continuation to resume off-context unless the handler omits <c>ConfigureAwait(false)</c>, so it is a
|
||
/// deterministic repro of the no-ActorContext race. Returns a stable 3-node set on every pass.
|
||
/// </summary>
|
||
private sealed class YieldingDiscoverableStubDriver : StubDriver, ITagDiscovery
|
||
{
|
||
/// <summary>Suspends on a TCS completed from a background thread, then streams 3 nodes.</summary>
|
||
public async Task DiscoverAsync(IAddressSpaceBuilder builder, CancellationToken cancellationToken)
|
||
{
|
||
var tcs = new TaskCompletionSource(TaskCreationOptions.RunContinuationsAsynchronously);
|
||
_ = Task.Run(() => tcs.SetResult(), cancellationToken);
|
||
await tcs.Task.ConfigureAwait(false); // resume on a clean thread-pool thread (no actor cell)
|
||
var fixedTree = builder.Folder("FixedTree", "FixedTree");
|
||
for (var i = 0; i < 3; i++)
|
||
{
|
||
fixedTree.Variable($"v{i}", $"v{i}", new DriverAttributeInfo(
|
||
FullName: $"m.fixed.v{i}",
|
||
DriverDataType: DriverDataType.Float64,
|
||
IsArray: false,
|
||
ArrayDim: null,
|
||
SecurityClass: SecurityClassification.ViewOnly,
|
||
IsHistorized: false));
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// A discoverable driver whose set NEVER stabilises: pass N yields N nodes (1,2,3,…), so the
|
||
/// full-reference signature differs every pass and the loop can only be bounded by the attempt cap.
|
||
/// </summary>
|
||
private sealed class GrowingDiscoverableStubDriver : StubDriver, ITagDiscovery
|
||
{
|
||
private int _passCount;
|
||
|
||
/// <summary>Constructs the fake reporting the given <see cref="DiscoveryRediscoverPolicy"/>;
|
||
/// defaults to <see cref="DiscoveryRediscoverPolicy.UntilStable"/> (the interface default) so the
|
||
/// existing attempt-cap test is unaffected. With <see cref="DiscoveryRediscoverPolicy.Once"/> the
|
||
/// ever-growing set proves the actor stops after a single pass (UntilStable would keep retrying).</summary>
|
||
public GrowingDiscoverableStubDriver(DiscoveryRediscoverPolicy policy = DiscoveryRediscoverPolicy.UntilStable)
|
||
=> RediscoverPolicy = policy;
|
||
|
||
/// <summary>The post-connect re-discovery policy this fake reports to the actor.</summary>
|
||
public DiscoveryRediscoverPolicy RediscoverPolicy { get; }
|
||
|
||
/// <summary>Number of <see cref="DiscoverAsync"/> passes the actor has driven.</summary>
|
||
public int DiscoverCount => Volatile.Read(ref _passCount);
|
||
|
||
/// <summary>Streams an ever-growing node set (pass N → N nodes).</summary>
|
||
public Task DiscoverAsync(IAddressSpaceBuilder builder, CancellationToken cancellationToken)
|
||
{
|
||
var pass = Interlocked.Increment(ref _passCount); // 1-based pass number
|
||
var fixedTree = builder.Folder("FixedTree", "FixedTree");
|
||
for (var i = 0; i < pass; i++)
|
||
{
|
||
fixedTree.Variable($"v{i}", $"v{i}", new DriverAttributeInfo(
|
||
FullName: $"m.fixed.v{i}",
|
||
DriverDataType: DriverDataType.Float64,
|
||
IsArray: false,
|
||
ArrayDim: null,
|
||
SecurityClass: SecurityClassification.ViewOnly,
|
||
IsHistorized: false));
|
||
}
|
||
return Task.CompletedTask;
|
||
}
|
||
}
|
||
}
|