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::thread::JoinHandle;
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_socket::OrganSocket;
use crate::protocols::{BrainMessage, OrganCommand, OrganCommandEnvelope};
@ -46,16 +46,21 @@ impl Brain {
break;
}
if self.state == Dead {
self.rest();
continue;
}
if self.is_ready() {
self.request_heart_beat();
}
Self::rest()
self.rest()
}
}
fn rest() {
debug!("Brain is resting.");
fn rest(&self) {
debug!("Brain is {} and resting.", self.state);
std::thread::sleep(std::time::Duration::from_millis(200))
}
@ -91,7 +96,7 @@ impl Brain {
return true
}
if self.state == LifeState::Dead && command.required_state == LifeState::Genisys {
if self.state == Dead && command.required_state == Genisys {
return true
}

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@ -1,4 +1,5 @@
use std::time::Instant;
use std::fmt;
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum LifeState {
@ -15,6 +16,25 @@ pub enum LifeState {
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)]
pub enum LifecycleCommandResponse {
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>) {
// 3. Command: Genisys
info!("God: Commanding Genisys...");
let _ = tx.send(LifecycleCommand {
required_state: LifeState::Genisys,
command_time: Instant::now(),
});
// Wait for Brain's "OK"
if let Ok(receipt) = rx.recv() {
info!("Brain: {:?}", receipt.response);
}