Exemplo n.º 1
0
// ProcessEvent reads, validates and emits a configuration.
func (b *configuratorBehavior) ProcessEvent(event cells.Event) error {
	switch event.Topic() {
	case ReadConfigurationTopic:
		// Read configuration
		filename, ok := event.Payload().GetString(ConfigurationFilenamePayload)
		if !ok {
			logger.Errorf("cannot read configuration without filename payload")
			return nil
		}
		logger.Infof("reading configuration from %q", filename)
		config, err := configuration.ReadFile(filename)
		if err != nil {
			return errors.Annotate(err, ErrCannotReadConfiguration, errorMessages)
		}
		// If wanted then validate it.
		if b.validate != nil {
			err = b.validate(config)
			if err != nil {
				return errors.Annotate(err, ErrCannotValidateConfiguration, errorMessages)
			}
		}
		// All done, emit it.
		pvs := cells.PayloadValues{
			ConfigurationPayload: config,
		}
		b.ctx.EmitNew(ConfigurationTopic, pvs, event.Scene())
	}
	return nil
}
Exemplo n.º 2
0
// ProcessEvent counts the event for the return value of the counter func
// and emits this value.
func (b *counterBehavior) ProcessEvent(event cells.Event) error {
	switch event.Topic() {
	case cells.CountersTopic:
		response := b.copyCounters()
		if err := event.Respond(response); err != nil {
			return err
		}
	case cells.ResetTopic:
		b.counters = make(map[string]int64)
	default:
		cids := b.counterFunc(b.ctx.ID(), event)
		if cids != nil {
			for _, cid := range cids {
				v, ok := b.counters[cid]
				if ok {
					b.counters[cid] = v + 1
				} else {
					b.counters[cid] = 1
				}
				topic := "counter:" + cid
				b.ctx.EmitNew(topic, b.counters[cid], event.Scene())
			}
		}
	}
	return nil
}
Exemplo n.º 3
0
// Locked represents the locked state receiving coins.
func (m *lockMachine) Locked(ctx cells.Context, event cells.Event) (behaviors.FSMState, error) {
	switch event.Topic() {
	case "cents?":
		return m.Locked, event.Respond(m.cents)
	case "info?":
		info := fmt.Sprintf("state 'locked' with %d cents", m.cents)
		return m.Locked, event.Respond(info)
	case "coin!":
		cents := payloadCents(event)
		if cents < 1 {
			return nil, fmt.Errorf("do not insert buttons")
		}
		m.cents += cents
		if m.cents > 100 {
			m.cents -= 100
			return m.Unlocked, nil
		}
		return m.Locked, nil
	case "button-press!":
		if m.cents > 0 {
			ctx.Environment().EmitNew("restorer", "drop!", m.cents, event.Scene())
			m.cents = 0
		}
		return m.Locked, nil
	case "screwdriver!":
		// Allow a screwdriver to bring the lock into an undefined state.
		return nil, nil
	}
	return m.Locked, fmt.Errorf("illegal topic in state 'locked': %s", event.Topic())
}
Exemplo n.º 4
0
// ProcessEvent stores and flags the event in the event scene.
// So other code parts using the same scene can wait for the signal.
func (b *sceneBehavior) ProcessEvent(event cells.Event) error {
	scn := event.Scene()
	if scn != nil {
		err := scn.StoreAndFlag(event.Topic(), event.Payload())
		if err != nil {
			return err
		}
	}
	return nil
}
Exemplo n.º 5
0
// Unlocked represents the unlocked state receiving coins.
func (m *lockMachine) Unlocked(ctx cells.Context, event cells.Event) (behaviors.FSMState, error) {
	switch event.Topic() {
	case "cents?":
		return m.Unlocked, event.Respond(m.cents)
	case "info?":
		info := fmt.Sprintf("state 'unlocked' with %d cents", m.cents)
		return m.Unlocked, event.Respond(info)
	case "coin!":
		cents := payloadCents(event)
		ctx.EmitNew("return", cents, event.Scene())
		return m.Unlocked, nil
	case "button-press!":
		ctx.Environment().EmitNew("restorer", "drop!", m.cents, event.Scene())
		m.cents = 0
		return m.Locked, nil
	}
	return m.Unlocked, fmt.Errorf("illegal topic in state 'unlocked': %s", event.Topic())
}
Exemplo n.º 6
0
func (b *collectBehavior) ProcessEvent(event cells.Event) error {
	switch event.Topic() {
	case cells.ProcessedTopic:
		processed := make([]string, len(b.processed))
		copy(processed, b.processed)
		err := event.Respond(processed)
		if err != nil {
			return err
		}
	case cells.ResetTopic:
		b.processed = []string{}
	case cells.PingTopic:
		err := event.Respond(cells.PongResponse)
		if err != nil {
			return err
		}
	case iterateTopic:
		err := b.ctx.SubscribersDo(func(s cells.Subscriber) error {
			return s.ProcessNewEvent("love", b.ctx.ID()+" loves "+s.ID(), event.Scene())
		})
		if err != nil {
			return err
		}
	case panicTopic:
		panic("Ouch!")
	case subscribersTopic:
		var ids []string
		b.ctx.SubscribersDo(func(s cells.Subscriber) error {
			ids = append(ids, s.ID())
			return nil
		})
		err := event.Respond(ids)
		if err != nil {
			return err
		}
	default:
		b.processed = append(b.processed, fmt.Sprintf("%v", event))
		return b.ctx.Emit(event)
	}
	return nil
}