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.
This commit is contained in:
Russell Gilbert 2026-03-14 06:15:23 +00:00
parent 793c8eda8d
commit 6ea909347b
4 changed files with 31 additions and 8 deletions

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@ -1 +1 @@
150 151

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@ -2,7 +2,7 @@ use tracing::{debug, info};
use std::sync::mpsc::{Receiver, Sender}; use std::sync::mpsc::{Receiver, Sender};
use std::thread::JoinHandle; use std::thread::JoinHandle;
use crate::lifecycle::{LifeState, LifecycleCommand, LifecycleCommandResponse, LifecycleReceipt}; use crate::lifecycle::{LifeState, LifecycleCommand, LifecycleCommandResponse, LifecycleReceipt};
use crate::lifecycle::LifeState::{Dying, Buried, Genisys}; use crate::lifecycle::LifeState::{Dying, Buried, Genisys, Dead};
use crate::organs::organ_factory::OrganFactory; use crate::organs::organ_factory::OrganFactory;
use crate::organs::organ_socket::OrganSocket; use crate::organs::organ_socket::OrganSocket;
use crate::protocols::{BrainMessage, OrganCommand, OrganCommandEnvelope}; use crate::protocols::{BrainMessage, OrganCommand, OrganCommandEnvelope};
@ -46,16 +46,21 @@ impl Brain {
break; break;
} }
if self.state == Dead {
self.rest();
continue;
}
if self.is_ready() { if self.is_ready() {
self.request_heart_beat(); self.request_heart_beat();
} }
Self::rest() self.rest()
} }
} }
fn rest() { fn rest(&self) {
debug!("Brain is resting."); debug!("Brain is {} and resting.", self.state);
std::thread::sleep(std::time::Duration::from_millis(200)) std::thread::sleep(std::time::Duration::from_millis(200))
} }
@ -91,7 +96,7 @@ impl Brain {
return true return true
} }
if self.state == LifeState::Dead && command.required_state == LifeState::Genisys { if self.state == Dead && command.required_state == Genisys {
return true return true
} }

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@ -1,4 +1,5 @@
use std::time::Instant; use std::time::Instant;
use std::fmt;
#[derive(Debug, Clone, Copy, PartialEq, Eq)] #[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum LifeState { pub enum LifeState {
@ -15,6 +16,25 @@ pub enum LifeState {
Buried, Buried,
} }
impl fmt::Display for LifeState {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
let state_str = match self {
LifeState::Dead => "Dead",
LifeState::Genisys => "In Genesis",
LifeState::Sleeping => "Sleeping",
LifeState::Wakening => "Wakening",
LifeState::Awake => "Fully Awake",
LifeState::DeepThought => "In Deep Thought",
LifeState::ActionFocused => "Action Focused",
LifeState::Flight => "In Flight",
LifeState::Panic => "PANIC!",
LifeState::Dying => "Dying",
LifeState::Buried => "Buried",
};
write!(f, "{}", state_str)
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)] #[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum LifecycleCommandResponse { pub enum LifecycleCommandResponse {
Ok, Ok,

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@ -59,14 +59,12 @@ fn wait_for_death(tx: Sender<LifecycleCommand>, rx: Receiver<LifecycleReceipt>)
} }
fn let_there_be_life(tx: &Sender<LifecycleCommand>, rx: &Receiver<LifecycleReceipt>) { fn let_there_be_life(tx: &Sender<LifecycleCommand>, rx: &Receiver<LifecycleReceipt>) {
// 3. Command: Genisys
info!("God: Commanding Genisys..."); info!("God: Commanding Genisys...");
let _ = tx.send(LifecycleCommand { let _ = tx.send(LifecycleCommand {
required_state: LifeState::Genisys, required_state: LifeState::Genisys,
command_time: Instant::now(), command_time: Instant::now(),
}); });
// Wait for Brain's "OK"
if let Ok(receipt) = rx.recv() { if let Ok(receipt) = rx.recv() {
info!("Brain: {:?}", receipt.response); info!("Brain: {:?}", receipt.response);
} }