RustyLee: Enhances Brain's Dead state behaviour and logging
The Brain now actively rests when in the `Dead` lifecycle state, ensuring consistent idle behavior and continuous logging of its status. Adds the `Display` trait implementation for `LifeState`, providing human-readable representations of lifecycle states for improved debugging output.
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4 changed files with 31 additions and 8 deletions
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@ -1 +1 @@
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150
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151
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@ -2,7 +2,7 @@ use tracing::{debug, info};
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use std::sync::mpsc::{Receiver, Sender};
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use std::sync::mpsc::{Receiver, Sender};
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use std::thread::JoinHandle;
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use std::thread::JoinHandle;
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use crate::lifecycle::{LifeState, LifecycleCommand, LifecycleCommandResponse, LifecycleReceipt};
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use crate::lifecycle::{LifeState, LifecycleCommand, LifecycleCommandResponse, LifecycleReceipt};
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use crate::lifecycle::LifeState::{Dying, Buried, Genisys};
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use crate::lifecycle::LifeState::{Dying, Buried, Genisys, Dead};
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use crate::organs::organ_factory::OrganFactory;
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use crate::organs::organ_factory::OrganFactory;
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use crate::organs::organ_socket::OrganSocket;
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use crate::organs::organ_socket::OrganSocket;
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use crate::protocols::{BrainMessage, OrganCommand, OrganCommandEnvelope};
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use crate::protocols::{BrainMessage, OrganCommand, OrganCommandEnvelope};
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@ -46,16 +46,21 @@ impl Brain {
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break;
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break;
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}
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}
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if self.state == Dead {
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self.rest();
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continue;
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}
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if self.is_ready() {
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if self.is_ready() {
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self.request_heart_beat();
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self.request_heart_beat();
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}
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}
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Self::rest()
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self.rest()
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}
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}
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}
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}
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fn rest() {
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fn rest(&self) {
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debug!("Brain is resting.");
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debug!("Brain is {} and resting.", self.state);
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std::thread::sleep(std::time::Duration::from_millis(200))
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std::thread::sleep(std::time::Duration::from_millis(200))
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}
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}
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@ -91,7 +96,7 @@ impl Brain {
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return true
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return true
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}
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}
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if self.state == LifeState::Dead && command.required_state == LifeState::Genisys {
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if self.state == Dead && command.required_state == Genisys {
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return true
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return true
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}
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}
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@ -1,4 +1,5 @@
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use std::time::Instant;
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use std::time::Instant;
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use std::fmt;
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum LifeState {
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pub enum LifeState {
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@ -15,6 +16,25 @@ pub enum LifeState {
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Buried,
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Buried,
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}
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}
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impl fmt::Display for LifeState {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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let state_str = match self {
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LifeState::Dead => "Dead",
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LifeState::Genisys => "In Genesis",
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LifeState::Sleeping => "Sleeping",
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LifeState::Wakening => "Wakening",
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LifeState::Awake => "Fully Awake",
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LifeState::DeepThought => "In Deep Thought",
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LifeState::ActionFocused => "Action Focused",
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LifeState::Flight => "In Flight",
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LifeState::Panic => "PANIC!",
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LifeState::Dying => "Dying",
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LifeState::Buried => "Buried",
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};
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write!(f, "{}", state_str)
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}
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}
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum LifecycleCommandResponse {
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pub enum LifecycleCommandResponse {
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Ok,
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Ok,
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@ -59,14 +59,12 @@ fn wait_for_death(tx: Sender<LifecycleCommand>, rx: Receiver<LifecycleReceipt>)
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}
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}
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fn let_there_be_life(tx: &Sender<LifecycleCommand>, rx: &Receiver<LifecycleReceipt>) {
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fn let_there_be_life(tx: &Sender<LifecycleCommand>, rx: &Receiver<LifecycleReceipt>) {
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// 3. Command: Genisys
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info!("God: Commanding Genisys...");
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info!("God: Commanding Genisys...");
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let _ = tx.send(LifecycleCommand {
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let _ = tx.send(LifecycleCommand {
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required_state: LifeState::Genisys,
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required_state: LifeState::Genisys,
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command_time: Instant::now(),
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command_time: Instant::now(),
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});
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});
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// Wait for Brain's "OK"
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if let Ok(receipt) = rx.recv() {
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if let Ok(receipt) = rx.recv() {
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info!("Brain: {:?}", receipt.response);
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info!("Brain: {:?}", receipt.response);
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}
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}
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