axiom 0.2.1

Implements a highly-scalable and ergonomic actor system for Rust based on the best of Erlang / Elixir and Akka.
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
//! Implements actors and related types of Axiom.
//!
//! These are the core components that make up the features of Axiom. The actor model is designed
//! to allow the user maximum flexibility. The actors can skip messages if they choose, enabling
//! them to work as a *finite state machine* without having to move messages around. Actors are
//! created by calling `system::spawn().with()` with any kind of function or closure that
//! implements the `Processor` trait.

use crate::message::ActorMessage;
use crate::prelude::*;
use futures::{FutureExt, Stream};
use log::{debug, error, trace, warn};
use secc::*;
use serde::de::Deserializer;
use serde::ser::Serializer;
use serde::{Deserialize, Serialize};
use std::cell::UnsafeCell;
use std::fmt::Debug;
use std::future::Future;
use std::hash::{Hash, Hasher};
use std::marker::{Send, Sync};
use std::panic::{catch_unwind, AssertUnwindSafe};
use std::pin::Pin;
use std::ptr;
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::Arc;
use std::task::Poll;
use std::time::Duration;
use uuid::Uuid;

/// Status of the message and potentially the actor as a resulting from processing a message
/// with the actor.
#[derive(Debug, Eq, PartialEq, Serialize, Deserialize)]
pub enum Status {
    /// The message was processed and can be removed from the channel. Note that this doesn't
    /// necessarily mean that anything was done with the message, just that it can be removed.  
    /// It is up to the actor to decide what, if anything, to do with the message.
    Done,

    /// The message was skipped and should remain in the channel. Once a message is skipped a skip
    /// cursor will be created in the actor's message channel which will act as the actual head
    /// of the channel until an [`Status::Reset`] is returned from an actor's processor.
    /// This enables an actor to skip messages while working on a process and then clear the skip
    /// cursor and resume normal processing. This functionality is critical for actors that
    /// implement a finite state machine.
    Skip,

    /// Marks the message as processed and clears the skip cursor on the channel. A skip cursor
    /// is present when a message has been skipped by an actor returning [`Status::Skip`]
    /// from a call to the actor's message processor. If no skip cursor is set than this status
    /// is semantically the same as [`Status::Done`].
    Reset,

    /// Returned from an actor when the actor wants the system to stop the actor. When this status
    /// is returned the actor's [`Aid`] will no longer send any messages and the actor
    /// instance itself will be removed from the actors table in the [`ActorSystem`]. The user is
    /// advised to do any cleanup needed before returning [`Status::Stop`].
    Stop,
}

impl Status {
    /// Ergonomic shortcut for writing `(state, Status::Done)`
    pub fn done<T>(state: T) -> (T, Status) {
        (state, Status::Done)
    }

    /// Ergonomic shortcut for writing `(state, Status::Skip)`
    pub fn skip<T>(state: T) -> (T, Status) {
        (state, Status::Skip)
    }

    /// Ergonomic shortcut for writing `(state, Status::Reset)`
    pub fn reset<T>(state: T) -> (T, Status) {
        (state, Status::Reset)
    }

    /// Ergonomic shortcut for writing `(state, Status::Stop)`
    pub fn stop<T>(state: T) -> (T, Status) {
        (state, Status::Stop)
    }
}

/// Errors returned by the Aid
#[derive(Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum AidError {
    /// This error is returned when a message cannot be converted to bincode. This will happen if
    /// the message is not Serde serializable and the user has not implemented ActorMessage to
    /// provide the correct implementation.
    CantConvertToBincode,

    /// This error is returned when a message cannot be converted from bincode. This will happen
    /// if the message is not Serde serializable and the user has not implemented ActorMessage to
    /// provide the correct implementation.
    CantConvertFromBincode,

    /// Error sent when attempting to send to an actor that has already been stopped. A stopped
    /// actor cannot accept any more messages and is shut down. The holder of an [`Aid`] to
    /// a stopped actor should throw the [`Aid`] away as the actor can never be started again.
    ActorAlreadyStopped,

    /// Error returned when an Aid is not local and a user is trying to do operations that
    /// only work on local Aid instances.
    AidNotLocal,

    /// Used when unable to send to an actor's message channel within the scheduled timeout
    /// configured in the actor system. This could result from the actor's channel being too
    /// small to accommodate the message flow, the lack of thread count to process messages fast
    /// enough to keep up with the flow or something wrong with the actor itself that it is
    /// taking too long to clear the messages.
    SendTimedOut(Aid),

    /// Used when unable to schedule the actor for work in the work channel. This could be a
    /// result of having a work channel that is too small to accommodate the number of actors
    /// being concurrently scheduled, not enough threads to process actors in the channel fast
    /// enough or simply an actor that misbehaves, causing dispatcher threads to take a lot of
    /// time or not finish at all.
    UnableToSchedule,
}

impl std::fmt::Display for AidError {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        write!(f, "{:?}", self)
    }
}

impl std::error::Error for AidError {}

/// An enum that holds a sender for an actor.
///
/// An [`Aid`] uses the sender to send messages to the destination actor. Messages that are
/// sent to actors running on this actor system are wrapped in an Arc for efficiency.
enum ActorSender {
    /// A sender used for sending messages to actors running on the same actor system.
    Local {
        /// Holds a boolean to indicate if the actor is stopped. A stopped actor will no longer
        /// accept further messages to be sent.
        stopped: AtomicBool,
        /// The send side of the actor's message channel.
        sender: SeccSender<Message>,
        /// The reference to the local [`ActorSystem`] that the `aid` is on.
        system: ActorSystem,
    },

    /// A sender that is used when an actor is on another actor system. Messages are wrapped in a
    /// [`WireMessage`] struct and it will be up to the cluster implementation to get the messages
    /// to the remote system.
    Remote { sender: SeccSender<WireMessage> },
}

impl std::fmt::Debug for ActorSender {
    fn fmt(&self, formatter: &'_ mut std::fmt::Formatter) -> std::fmt::Result {
        write!(
            formatter,
            "{}",
            match *self {
                ActorSender::Local { .. } => "ActorSender::Local",
                ActorSender::Remote { .. } => "ActorSender::Remote",
            }
        )
    }
}

/// The inner data of an [`Aid`].
///
/// This is kept separate to make serialization possible without duplicating all of the data
/// associated with the [`Aid`]. It also makes it easier when cloning and referring to an
/// `aid` as the user doesnt have to put `Arc<Aid>` all over their code.
struct AidData {
    /// See [`Aid::uuid()`]
    uuid: Uuid,
    /// See [`Aid::system_uuid()`]
    system_uuid: Uuid,
    /// See [`Aid::name()`]
    name: Option<String>,
    /// The handle to the sender side for the actor's message channel.
    sender: ActorSender,
}

/// A helper type to make [`Aid`] serialization cleaner.
#[derive(Serialize, Deserialize)]
struct AidSerializedForm {
    uuid: Uuid,
    system_uuid: Uuid,
    name: Option<String>,
}

/// Encapsulates an Actor ID and is used to send messages to the actor.
///
/// This is a unique reference to the actor within the entire cluster and can be used to send
/// messages to the actor regardless of location. The [`Aid`] does the heavy lifting of
/// deciding where the actor is and sending the message. However it is important that the user at
/// least has some notion of where the actor is for developing an efficient actor architecture.
/// This `aid` can also be serialized to a remote system and then back to the system hosting the
/// actor without issue. Often `Aid`s are passed around an actor system so this is a common
/// use case.
#[derive(Clone)]
pub struct Aid {
    /// Holds the actual data for the [`Aid`].
    data: Arc<AidData>,
}

impl Serialize for Aid {
    fn serialize<S>(&self, serializer: S) -> Result<S::Ok, S::Error>
    where
        S: Serializer,
    {
        let serialized_form = AidSerializedForm {
            uuid: self.uuid(),
            system_uuid: self.system_uuid(),
            name: self.name(),
        };
        serialized_form.serialize(serializer)
    }
}

impl<'de> Deserialize<'de> for Aid {
    fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>
    where
        D: Deserializer<'de>,
    {
        let serialized_form = AidSerializedForm::deserialize(deserializer)?;

        let system = ActorSystem::current();
        // We will look up the aid in the actor system and return a clone to the caller if found;
        // otherwise the Aid must be a on a remote actor system.
        match system.find_aid_by_uuid(&serialized_form.uuid) {
            Some(aid) => Ok(aid.clone()),
            None => {
                if serialized_form.system_uuid == system.uuid() {
                    // This could happen if you get an Aid to an actor that has already been
                    // stopped and then attempt to deserialize it.
                    Err(serde::de::Error::custom(format!(
                        "{:?}:{} system uuid matches but the uuid was not found.",
                        serialized_form.name, serialized_form.uuid,
                    )))
                } else if let Some(sender) = system.remote_sender(&serialized_form.system_uuid) {
                    // This serialized Aid is on another actor system so we will create a remote
                    // sender for the Aid and return the result.
                    Ok(Aid {
                        data: Arc::new(AidData {
                            uuid: serialized_form.uuid,
                            system_uuid: serialized_form.system_uuid,
                            name: serialized_form.name,
                            sender: ActorSender::Remote { sender: sender },
                        }),
                    })
                } else {
                    // This can happen if you get an Aid to deserialize that is on another actor
                    // system but the other actor system has been disconnected.
                    Err(serde::de::Error::custom(format!(
                        "{:?}:{} Unable to find a connection for remote system.",
                        serialized_form.name, serialized_form.uuid,
                    )))
                }
            }
        }
    }
}

impl std::cmp::PartialEq for Aid {
    fn eq(&self, other: &Self) -> bool {
        self.data.uuid == other.data.uuid && self.data.system_uuid == other.data.system_uuid
    }
}

impl std::cmp::Eq for Aid {}

impl std::cmp::PartialOrd for Aid {
    fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
        use std::cmp::Ordering;
        // Order by name, then by system, then by uuid.  Also, sort `None` names before others.
        match (&self.data.name, &other.data.name) {
            (None, Some(_)) => Some(Ordering::Less),
            (Some(_), None) => Some(Ordering::Greater),
            (Some(a), Some(b)) if a != b => Some(a.cmp(b)),
            (_, _) => {
                // Names are equal, either both `None` or `Some(thing)` where `thing1 == thing2`
                // so we impose a secondary order by system uuid.
                match self.data.system_uuid.cmp(&other.data.system_uuid) {
                    Ordering::Equal => Some(self.data.uuid.cmp(&other.data.uuid)),
                    x => Some(x),
                }
            }
        }
    }
}

impl std::cmp::Ord for Aid {
    fn cmp(&self, other: &Self) -> std::cmp::Ordering {
        self.partial_cmp(other)
            .expect("Aid::partial_cmp() returned None; can't happen")
    }
}

impl Aid {
    /// Attempts to send a message to the actor with the given [`Aid`] and returns
    /// `std::Result::Ok` when the send was successful or a `std::Result::Err<AxiomError>`
    /// if something went wrong with the send. Note that if a user just calls `send(msg).unwrap()`,
    /// a panic could take down the dispatcher thread and thus eventually hang the process.
    ///
    /// # Examples
    /// ```
    /// use axiom::prelude::*;
    /// use std::sync::Arc;
    /// use std::time::Duration;
    ///
    /// let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
    ///
    /// let aid = system
    ///     .spawn()
    ///     .with(
    ///         0 as usize,
    ///         |state: usize, context: Context, message: Message| async move {
    ///             if let Some(_) = message.content_as::<i32>() {
    ///                 context.system.trigger_shutdown();
    ///             }
    ///             Ok(Status::done(state))
    ///        },
    ///     )
    ///     .unwrap();
    ///
    /// match aid.send(Message::new(11)) {
    ///     Ok(_) => println!("OK Then!"),
    ///     Err(e) => println!("Ooops {:?}", e),
    /// }
    ///
    /// system.await_shutdown(None);
    /// ```
    pub fn send(&self, message: Message) -> Result<(), AidError> {
        match &self.data.sender {
            ActorSender::Local {
                stopped,
                sender,
                system,
            } => {
                if stopped.load(Ordering::Relaxed) {
                    Err(AidError::ActorAlreadyStopped)
                } else {
                    match sender.send_await_timeout(message, system.config().send_timeout) {
                        Ok(_) => {
                            if sender.receivable() == 1 {
                                system.schedule(self.clone());
                            };
                            Ok(())
                        }
                        Err(_) => Err(AidError::SendTimedOut(self.clone())),
                    }
                }
            }
            ActorSender::Remote { sender } => {
                sender
                    .send_await(WireMessage::ActorMessage {
                        actor_uuid: self.data.uuid,
                        system_uuid: self.data.system_uuid,
                        message,
                    })
                    .unwrap();
                Ok(())
            }
        }
    }

    /// Shortcut for calling `send(Message::from_arc(arc))` This method will internally wrap the
    /// `Arc` passed into a `Message` and try to send it. Note that using this method is much
    /// more efficient than `send_new` if you want to send an `Arc` that you already have.
    /// The `Arc` sent will be transferred to the ownership of the `Aid`.
    ///
    /// ```
    /// use axiom::prelude::*;
    /// use std::sync::Arc;
    /// use std::time::Duration;
    ///
    /// let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
    ///
    /// let aid = system
    ///     .spawn()
    ///     .with(
    ///         0 as usize,
    ///         |state: usize, context: Context, message: Message| async move {
    ///             if let Some(_) = message.content_as::<i32>() {
    ///                 context.system.trigger_shutdown();
    ///             }
    ///             Ok(Status::done(state))
    ///        },
    ///     )
    ///     .unwrap();
    ///
    /// let arc = Arc::new(11 as i32);
    /// match aid.send_arc(arc.clone()) {
    ///     Ok(_) => println!("OK Then!"),
    ///     Err(e) => println!("Ooops {:?}", e),
    /// }
    ///
    /// system.await_shutdown(None);
    /// ```
    pub fn send_arc<T>(&self, value: Arc<T>) -> Result<(), AidError>
    where
        T: 'static + ActorMessage,
    {
        self.send(Message::from_arc(value))
    }

    /// Shortcut for calling `send(Message::new(value))` This method will internally wrap
    /// whatever it is passed into a `Message` and try to send it. This method would not be
    /// appropriate if you want to re-send a message as it would wrap the message again with the
    /// same result as if the the code called `aid.send(Message::new(Message::new(value)))`.
    /// If the code wishes to resend a message it should just call just call `send(msg)`.
    ///
    /// ```
    /// use axiom::prelude::*;
    /// use std::sync::Arc;
    /// use std::time::Duration;
    ///
    /// let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
    ///
    /// let aid = system
    ///     .spawn()
    ///     .with(
    ///         0 as usize,
    ///         |state: usize, context: Context, message: Message| async move {
    ///             if let Some(_) = message.content_as::<i32>() {
    ///                 context.system.trigger_shutdown();
    ///             }
    ///             Ok(Status::done(state))
    ///        },
    ///     )
    ///     .unwrap();
    ///
    /// match aid.send_new(11) {
    ///     Ok(_) => println!("OK Then!"),
    ///     Err(e) => println!("Ooops {:?}", e),
    /// }
    ///
    /// system.await_shutdown(None);
    /// ```
    pub fn send_new<T>(&self, value: T) -> Result<(), AidError>
    where
        T: 'static + ActorMessage,
    {
        self.send(Message::new(value))
    }

    /// Schedules the given message to be sent after a minimum of the specified duration. Note
    /// that Axiom doesn't guarantee that the message will be sent on exactly now + duration but
    /// rather that _at least_ the duration will pass before the message is sent to the actor.
    /// Axiom will try to send as close as possible without going under the amount but precise
    /// timing should not be depended on.  This method will return an `Err` if the actor has been
    /// stopped or `Ok` if the message was scheduled to be sent. If the actor is stopped before
    /// the duration passes then the scheduled message will never get to the actor.
    ///
    /// # Examples
    /// ```
    /// use axiom::prelude::*;
    /// use std::sync::Arc;
    /// use std::time::Duration;
    ///
    /// let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
    ///
    /// let aid = system
    ///     .spawn()
    ///     .with(
    ///         0 as usize,
    ///         |state: usize, context: Context, message: Message| async move {
    ///             if let Some(_) = message.content_as::<i32>() {
    ///                 context.system.trigger_shutdown();
    ///             }
    ///             Ok(Status::done(state))
    ///        },
    ///     )
    ///     .unwrap();
    ///
    /// match aid.send_after(Message::new(11), Duration::from_millis(1)) {
    ///     Ok(_) => println!("OK Then!"),
    ///     Err(e) => println!("Ooops {:?}", e),
    /// }
    ///
    /// system.await_shutdown(None);
    /// ```
    pub fn send_after(&self, message: Message, duration: Duration) -> Result<(), AidError> {
        match &self.data.sender {
            ActorSender::Local {
                stopped, system, ..
            } => {
                if stopped.load(Ordering::Relaxed) {
                    Err(AidError::ActorAlreadyStopped)
                } else {
                    system.send_after(message, self.clone(), duration);
                    Ok(())
                }
            }
            ActorSender::Remote { sender } => {
                if let Err(err) = sender.send_await(WireMessage::DelayedActorMessage {
                    duration,
                    actor_uuid: self.data.uuid,
                    system_uuid: self.data.system_uuid,
                    message,
                }) {
                    // Right now, this is the full extent of errors, but if that should change, it
                    // should create a compiler error.
                    return match err {
                        SeccErrors::Full(_) | SeccErrors::Empty => Ok(()),
                    };
                }
                Ok(())
            }
        }
    }

    /// Shortcut for calling `send_after(Message::from_arc(arc))` This method will internally
    /// wrap the `Arc` passed into a `Message` and try to send it. Note that using this method is
    /// much more efficient than `send_new_after` if you want to send an `Arc` that you already
    /// have.
    ///
    /// # Examples
    /// ```
    /// use axiom::prelude::*;
    /// use std::sync::Arc;
    /// use std::time::Duration;
    ///
    /// let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
    ///
    /// let aid = system
    ///     .spawn()
    ///     .with(
    ///         0 as usize,
    ///         |state: usize, context: Context, message: Message| async move {
    ///             if let Some(_) = message.content_as::<i32>() {
    ///                 context.system.trigger_shutdown();
    ///             }
    ///             Ok(Status::done(state))
    ///        },
    ///     )
    ///     .unwrap();
    ///
    /// let arc = Arc::new(11);
    /// match aid.send_arc_after(arc.clone(), Duration::from_millis(1)) {
    ///     Ok(_) => println!("OK Then!"),
    ///     Err(e) => println!("Ooops {:?}", e),
    /// }
    ///
    /// system.await_shutdown(None);
    /// ```
    pub fn send_arc_after<T>(&self, value: Arc<T>, duration: Duration) -> Result<(), AidError>
    where
        T: 'static + ActorMessage,
    {
        self.send_after(Message::from_arc(value), duration)
    }

    /// Shortcut for calling `send_after(Message::new(value))` This method will internally wrap
    /// whatever it is passed into a `Message` and try to send it. This method would not be
    /// appropriate if you want to re-send a message as it would wrap the message again with the
    /// same result as if the the code called `aid.send_after(Message::new(Message::new(value)))`.
    /// If the code wishes to resend a message it should just call just call `send(msg)`.
    ///
    /// # Examples
    /// ```
    /// use axiom::prelude::*;
    /// use std::sync::Arc;
    /// use std::time::Duration;
    ///
    /// let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
    ///
    /// let aid = system
    ///     .spawn()
    ///     .with(
    ///         0 as usize,
    ///         |state: usize, context: Context, message: Message| async move {
    ///             if let Some(_) = message.content_as::<i32>() {
    ///                 context.system.trigger_shutdown();
    ///             }
    ///             Ok(Status::done(state))
    ///        },
    ///     )
    ///     .unwrap();
    ///
    /// match aid.send_new_after(11, Duration::from_millis(1)) {
    ///     Ok(_) => println!("OK Then!"),
    ///     Err(e) => println!("Ooops {:?}", e),
    /// }
    ///
    /// system.await_shutdown(None);
    /// ```
    pub fn send_new_after<T>(&self, value: T, duration: Duration) -> Result<(), AidError>
    where
        T: 'static + ActorMessage,
    {
        self.send_after(Message::new(value), duration)
    }

    /// The unique UUID for this actor within the entire cluster. The UUID for an [`Aid`]
    /// is generated with a v4 random UUID so the chances of collision are not worth considering.
    #[inline]
    pub fn uuid(&self) -> Uuid {
        self.data.uuid.clone()
    }

    /// The unique UUID for the actor system that this actor lives on. As with `uuid` this value
    /// is a v4 UUID and so the chances of two systems having the same uuid is inconsequential.
    #[inline]
    pub fn system_uuid(&self) -> Uuid {
        self.data.system_uuid.clone()
    }

    /// The name of the actor as assigned by the user at spawn time if any. Note that this name
    /// is guaranteed to be unique only within the actor system in which the actor was spawned;
    /// no guarantees are made that the name will be unique within a cluster of actor systems.
    #[inline]
    pub fn name(&self) -> Option<String> {
        self.data.name.clone()
    }

    /// Returns the name assigned to the Aid if it is not a `None` and otherwise returns the
    /// uuid of the actor as a string.
    #[inline]
    pub fn name_or_uuid(&self) -> String {
        match &self.data.name {
            Some(value) => value.to_string(),
            None => self.data.uuid.to_string(),
        }
    }

    /// Determines if this actor lives on the local actor system or another system in the same
    /// process. Actors that are local to each other can exchange large amounts of data
    /// efficiently through passing [`Arc`]s.
    #[inline]
    pub fn is_local(&self) -> bool {
        if let ActorSender::Local { .. } = self.data.sender {
            true
        } else {
            false
        }
    }

    /// Determines how many messages the actor with the [`Aid`] has been sent. This method works only
    /// for local [`Aid`]s, remote [`Aid`]s will return an error if this is called.
    pub fn sent(&self) -> Result<usize, AidError> {
        match &self.data.sender {
            ActorSender::Local { sender, .. } => Ok(sender.sent()),
            _ => Err(AidError::AidNotLocal),
        }
    }

    /// Determines how many messages the actor with the [`Aid`] has received. This method works only
    /// for local [`Aid`]s, remote [`Aid`]s will return an error if this is called.
    pub fn received(&self) -> Result<usize, AidError> {
        match &self.data.sender {
            ActorSender::Local { sender, .. } => Ok(sender.received()),
            _ => Err(AidError::AidNotLocal),
        }
    }

    /// Marks the actor referenced by the [`Aid`] as stopped and puts mechanisms in place to
    /// cause no more messages to be sent to the actor. Note that once stopped, an [`Aid`] can
    /// never be started again. Note that this is `pub(crate)` because the user should be sending
    /// `SystemMsg::Stop` to actors or, at worst, calling `ActorSystem::stop()` to stop an actor.
    pub(crate) fn stop(&self) -> Result<(), AidError> {
        match &self.data.sender {
            ActorSender::Local { stopped, .. } => {
                trace!("Stopping local Actor");
                stopped.fetch_or(true, Ordering::AcqRel);
                Ok(())
            }
            _ => Err(AidError::AidNotLocal),
        }
    }

    /// Checks to see if the left and right aid actually point at the exact same actor.
    pub fn ptr_eq(left: &Aid, right: &Aid) -> bool {
        Arc::ptr_eq(&left.data, &right.data)
    }
}

impl std::fmt::Debug for Aid {
    fn fmt(&self, formatter: &'_ mut std::fmt::Formatter) -> std::fmt::Result {
        write!(
            formatter,
            "Aid{{id: {}, system_uuid: {}, name: {:?}, is_local: {}}}",
            self.data.uuid.to_string(),
            self.data.system_uuid.to_string(),
            self.data.name,
            self.is_local()
        )
    }
}

impl std::fmt::Display for Aid {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        match &self.data.name {
            Some(name) => write!(f, "{}:{}", name, self.data.uuid),
            None => write!(f, "{}", self.data.uuid),
        }
    }
}

impl Hash for Aid {
    fn hash<H: Hasher>(&self, state: &'_ mut H) {
        self.data.uuid.hash(state);
        self.data.system_uuid.hash(state);
    }
}

/// A context that is passed to the processor to give immutable access to elements of the actor
/// system to the implementor of an actor's processor.
#[derive(Clone, Debug)]
pub struct Context {
    pub aid: Aid,
    pub system: ActorSystem,
}

impl std::fmt::Display for Context {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        write!(
            f,
            "Context{{aid: {}, system: {}}}",
            self.aid.uuid(),
            self.system.uuid()
        )
    }
}

/// A type for a function that processes messages for an actor.
///
/// This will be passed to a spawn function to specify the function used for managing the state of
/// the actor based on the messages passed to the actor. The processor should return the status of
/// the actor, as well as the potentially modified state. If the actor returns `Err` then it will be
/// stopped as if the actor had returned `Stop`. The processor takes three arguments:
/// * `state`   - The current state of the actor.
/// * `context` - The immutable context for this actor and its system.
/// * `message` - The current message to process.
/// The actor must return the state on success as a `(State, Status)` tuple. See [`Status`] for
/// helper methods for returns.
pub trait Processor<S: Send + Sync, R: Future<Output = ActorResult<S>> + Send + 'static>:
    (FnMut(S, Context, Message) -> R) + Send + Sync
{
}

// Allows any static function or closure, to be used as a Processor.
impl<F, S, R> Processor<S, R> for F
where
    S: Send + Sync,
    R: Future<Output = ActorResult<S>> + Send + 'static,
    F: (FnMut(S, Context, Message) -> R) + Send + Sync + 'static,
{
}

pub(crate) type HandlerFuture =
    Pin<Box<dyn Future<Output = Result<Status, StdError>> + Send + 'static>>;

/// This is the internal type for the handler that will manage the state for the actor using the
/// user-provided message processor.
pub(crate) trait Handler:
    (FnMut(Context, Message) -> HandlerFuture) + Send + Sync + 'static
{
}

// Allows any static function or closure, to be used as a Handler.
impl<F> Handler for F where F: (FnMut(Context, Message) -> HandlerFuture) + Send + Sync + 'static {}

/// A builder that can be used to create and spawn an actor. To get a builder, the user would ask
/// the actor system to create one using `system.spawn()` and then to spawn the actor by means of
/// the the `with` method on the builder. See [`ActorSystem::actor`] for more information.
pub struct ActorBuilder {
    /// The System that the actor builder was created on.
    pub(crate) system: ActorSystem,
    /// The optional name of the actor which defaults to `None` meaning the actor will be unnamed.
    pub name: Option<String>,
    /// The size of the message channel for the actor which defaults to `None`; meaning the
    /// default for the actor system will be used for the message channel.
    pub channel_size: Option<u16>,
}

impl ActorBuilder {
    /// Completes the spawning of the the actor configured with this builder on the system,
    /// consuming the builder in the process and using the provided state and handler. See
    /// `ActorSystem::spawn` for more information and examples.
    ///
    // FIXME Consider implementing `using` to spawn a stateless actor.
    pub fn with<F, S, R>(self, state: S, processor: F) -> Result<Aid, SystemError>
    where
        S: Send + Sync + 'static,
        R: Future<Output = ActorResult<S>> + Send + 'static,
        F: Processor<S, R> + 'static,
    {
        let (actor, stream) = Actor::new(self.system.clone(), &self, state, processor);
        debug!("Actor created: {}", actor.context.aid.uuid());
        self.system.register_actor(actor, stream)
    }

    /// Set the name of the actor to the given string.
    pub fn name(mut self, name: impl Into<String>) -> Self {
        self.name = Some(name.into());
        self
    }

    /// Set the size of the channel to the given value instead of the default for the actor system
    /// that the actor is spawned on. Note that passing a value less than 1 will cause a panic and
    /// there would be little reason to do so anyway.
    pub fn channel_size(mut self, size: u16) -> Self {
        assert!(size > 0);
        self.channel_size = Some(size);
        self
    }
}

pub(crate) struct ActorStream {
    /// The context data for the actor containing the [`Aid`] as well as other immutable data.
    pub context: Context,
    /// Receiver for the actor's message channel.
    receiver: SeccReceiver<Message>,
    /// An async function processing a message sent to the actor, wrapped in a closure to
    /// erase the state type that the actor is managing. The inner state is Arc<Mutex>'d to
    /// ensure the Actor is synchronous in relation to itself.
    handler: Box<dyn Handler>,
    /// The pending result of the current handler invocation.
    pending: Option<HandlerFuture>,
    /// Set to true when the stream receives SystemMsg::Stop
    stopping: bool,
}

/// The implementation of the actor in the system. Please see overview and library documentation
/// for more detail.
pub(crate) struct Actor {
    /// The context data for the actor containing the `aid` as well as other immutable data.
    pub context: Context,
}

/// This is exclusively used in contexts we can be more than confident are safe.
/// This is required for holding onto the Actor State.
#[repr(transparent)]
struct SendSyncPointer<T>(*mut T);

/// This is exclusively used in contexts we can be more than confident are safe.
/// This is required for holding onto the Actor State.
#[repr(transparent)]
struct SendSyncUnsafeCell<T>(UnsafeCell<T>);

unsafe impl<T> Send for SendSyncPointer<T> {}
unsafe impl<T> Sync for SendSyncPointer<T> {}
unsafe impl<T> Send for SendSyncUnsafeCell<T> {}
unsafe impl<T> Sync for SendSyncUnsafeCell<T> {}

impl Actor {
    /// Creates a new actor on the given actor system with the given processor function. The user
    /// will pass the initial state of the actor as well as the processor that will be used to
    /// process messages sent to the actor.
    pub(crate) fn new<F, S, R>(
        system: ActorSystem,
        builder: &ActorBuilder,
        state: S,
        mut processor: F,
    ) -> (Arc<Actor>, ActorStream)
    where
        S: Send + Sync + 'static,
        R: Future<Output = ActorResult<S>> + Send + 'static,
        F: Processor<S, R> + 'static,
    {
        let (sender, receiver) = secc::create::<Message>(
            builder
                .channel_size
                .unwrap_or(system.config().message_channel_size),
            Duration::from_millis(10),
        );

        // The sender will be put inside the actor id.
        let aid = Aid {
            data: Arc::new(AidData {
                uuid: Uuid::new_v4(),
                system_uuid: system.uuid(),
                name: builder.name.clone(),
                sender: ActorSender::Local {
                    system: system.clone(),
                    stopped: AtomicBool::new(false),
                    sender,
                },
            }),
        };
        // Here we wrap the state in an UnsafeCell so we can do more performant retention of state.
        // While it might normally be prudent to have the unsafe block encompass the code that keeps
        // the safe guarantees, that isn't possible here as the guarantees are the same that keep
        // the Actor Model sound, and are stretched across multiple parts of the infrastructure. If
        // the unsoundness of this were to leak, there would be problems beyond this one UnsafeCell.
        let state_box = SendSyncUnsafeCell(UnsafeCell::new(Some(state)));

        let handler = Box::new(move |ctx: Context, msg: Message| {
            let state = SendSyncPointer(state_box.0.get());
            let s = unsafe { (*state.0).take() }.expect("State cell was empty");
            let future = catch_unwind(AssertUnwindSafe(|| (processor)(s, ctx, msg)));
            async move {
                match future {
                    Ok(future) => match AssertUnwindSafe(future).catch_unwind().await {
                        Ok(x) => x,
                        Err(panic) => {
                            warn!("Actor panicked! Catching as error");
                            Err(Panic::from(panic).into())
                        }
                    },
                    Err(err) => {
                        warn!("Actor panicked! Catching as error");
                        Err(Panic::from(err).into())
                    }
                }
                .map(|(s, status)| {
                    unsafe { ptr::write(state.0, Some(s)) };
                    status
                })
            }
                .boxed()
        });

        // This is the receiving side of the actor which holds the processor wrapped in the
        // handler type.
        let context = Context { aid, system };

        let actor = Actor {
            context: context.clone(),
        };

        let stream = ActorStream {
            context,
            receiver,
            handler,
            pending: None,
            stopping: false,
        };

        (Arc::new(actor), stream)
    }
}

impl ActorStream {
    /// This takes the result and executes the subsequent steps in respect to the result. Namely,
    /// handling the Actor's message channel and informing the ActorSystem of errors. Returns
    /// whether the Actor is stopping or not.
    pub(crate) fn handle_result(&self, result: Result<Status, StdError>) -> bool {
        let mut stopping = false;

        match result {
            Ok(Status::Done) => {
                trace!(
                    "Actor {} finished processing a message",
                    self.context.aid.uuid()
                );
                self.receiver.pop().unwrap()
            }
            Ok(Status::Skip) => {
                trace!(
                    "Actor {} skipped processing a message",
                    self.context.aid.uuid()
                );
                self.receiver.skip().unwrap()
            }
            Ok(Status::Reset) => {
                trace!(
                    "Actor {} finished processing a message and reset the cursor",
                    self.context.aid.uuid()
                );
                self.receiver.pop().unwrap();
                self.receiver.reset_skip().unwrap();
            }
            Ok(Status::Stop) => {
                debug!("Actor \"{}\" stopping", self.context.aid.name_or_uuid());
                self.receiver.pop().unwrap();
                self.context
                    .system
                    .internal_stop_actor(&self.context.aid, None);
                stopping = true;
            }
            Err(e) => {
                self.receiver.pop().unwrap();
                error!(
                    "[{}] returned an error when processing: {}",
                    self.context.aid, &e
                );
                self.context
                    .system
                    .internal_stop_actor(&self.context.aid, e);
                stopping = true;
            }
        }

        stopping
    }

    fn overwrite_on_stop(&self, result: Result<Status, StdError>) -> Result<Status, StdError> {
        match self.stopping {
            true => result.map(|_| Status::Stop),
            false => result,
        }
    }
}

/// The meat of the Actor's handling
impl Stream for ActorStream {
    type Item = Result<Status, StdError>;

    fn poll_next(
        mut self: Pin<&mut Self>,
        cx: &mut std::task::Context<'_>,
    ) -> Poll<Option<Self::Item>> {
        trace!("Actor {} is being polled", self.context.aid.name_or_uuid());
        // If we have a pending future, that's what we poll.
        if let Some(pending) = self.pending.as_mut() {
            // Poll, ensure we respect stopping condition.
            let poll = pending
                .as_mut()
                .poll(cx)
                .map(|r| Some(self.overwrite_on_stop(r)));

            if let &Poll::Pending = &poll {
                trace!("Actor {} is pending", self.context.aid.uuid());
            } else {
                drop(self.pending.take());
            }

            poll
        } else {
            // Are we stopped? If so, we should not have been polled, panic. This is only acceptable
            // because it means a bug in the Executor or Reactor.
            if self.stopping {
                panic!("Stopped ActorStream was polled after stopping. Please open a bug report.")
            }
            // Else, we go for another.
            match self.receiver.peek() {
                Ok(msg) => {
                    // We're stopping after this future, mark as such
                    if let Some(m) = msg.content_as::<SystemMsg>() {
                        if let SystemMsg::Stop = *m {
                            trace!("Actor {} received stop message", self.context.aid.uuid());
                            self.stopping = true;
                        }
                    }

                    // Get the next future
                    let ctx = self.context.clone();
                    let mut future = (&mut self.handler)(ctx, msg.clone());
                    // Just. give it a ~~wave~~ poll!!
                    match future.as_mut().poll(cx) {
                        Poll::Ready(r) => Poll::Ready(Some(self.overwrite_on_stop(r))),
                        Poll::Pending => {
                            trace!("Actor {} is pending", self.context.aid.uuid());
                            self.pending = Some(future);
                            Poll::Pending
                        }
                    }
                }
                Err(err) => match err {
                    // Ready(None) is standard for "Stream is depleted". The stream is effectively
                    // monadic around the message queue, so if the channel is depleted, the stream
                    // is as well. `Full` is non-contextual.
                    //
                    // While this is exhaustive, we're avoiding a catchall to in anticipation of
                    // future Secc errors we would *want* to handle.
                    SeccErrors::Empty | SeccErrors::Full(_) => {
                        trace!(
                            "Actor `{}` has no more messages, return to sleep",
                            self.context.aid.name_or_uuid()
                        );
                        Poll::Ready(None)
                    }
                },
            }
        }
    }
}

#[cfg(test)]
mod tests {
    use super::*;
    use crate::tests::*;
    use log::*;
    use std::thread;
    use std::time::Instant;

    /// This is identical to the documentation but here so that its formatted by rust and we can
    /// copy paste this into the docs. It's also easier to debug here.
    #[test]
    fn test_send_examples() {
        let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));

        let aid = system
            .spawn()
            .with((), |_: (), context: Context, message: Message| {
                async move {
                    if let Some(_) = message.content_as::<i32>() {
                        context.system.trigger_shutdown();
                    }
                    Ok(Status::done(()))
                }
            })
            .unwrap();

        match aid.send(Message::new(11)) {
            Ok(_) => info!("OK Then!"),
            Err(e) => info!("Ooops {:?}", e),
        }

        system.await_shutdown(None);
    }

    /// Tests that unserializable messages can be sent locally.
    #[test]
    fn test_send_unserializable() {
        use std::time::Duration;

        let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));

        // We declare a message type that we know is unserializable and then we implement the
        // `ActorMessage` with the default methods which error on attempting to serialize. Note
        // that this could be used for sending any unserialized type in other libs by simply
        // wrapping that value in a user-made struct.
        struct Foo {}
        impl ActorMessage for Foo {}
        assert!(Foo {}.to_bincode().is_err());
        assert!(Foo::from_bincode(&vec![1, 2, 3]).is_err());

        let aid = system
            .spawn()
            .with((), move |_state: (), context: Context, message: Message| {
                async move {
                    if let Some(_) = message.content_as::<Foo>() {
                        context.system.trigger_shutdown();
                    }
                    Ok(Status::done(()))
                }
            })
            .unwrap();

        aid.send(Message::new(Foo {})).unwrap();
        await_received(&aid, 2, 1000).unwrap();

        system.await_shutdown(Duration::from_millis(1000));
    }

    /// This test verifies that an actor's functions that retrieve basic info are working for
    /// unnamed actors.
    #[test]
    fn test_basic_info_unnamed() {
        init_test_log();

        let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
        let aid = system.spawn().with((), simple_handler).unwrap();
        await_received(&aid, 1, 1000).unwrap();
        assert_eq!(system.uuid(), aid.data.system_uuid);
        assert_eq!(aid.data.system_uuid, aid.system_uuid());
        assert_eq!(aid.data.uuid, aid.uuid());
        assert_eq!(None, aid.data.name);
        assert_eq!(aid.data.name, aid.name());

        system.trigger_and_await_shutdown(None);
    }

    /// This test verifies that an actor's functions that retrieve basic info are working for
    /// named actors.
    #[test]
    fn test_basic_info_named() {
        init_test_log();

        let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
        let aid = system.spawn().name("A").with((), simple_handler).unwrap();
        await_received(&aid, 1, 1000).unwrap();
        assert_eq!(system.uuid(), aid.data.system_uuid);
        assert_eq!(aid.data.system_uuid, aid.system_uuid());
        assert_eq!(aid.data.uuid, aid.uuid());
        assert_eq!(Some("A".to_string()), aid.data.name);
        assert_eq!(aid.data.name, aid.name());

        system.trigger_and_await_shutdown(None);
    }

    /// Tests serialization and deserialization of `Aid`s. This verifies that deserialized
    /// `aid`s on the same actor system should just be the same `aid` as well as the fact that
    /// when deserialized on other actor systems the `aid`'s sender should be a remote aid.
    ///
    /// FIXME (Issue #70) Return error when deserializing an Aid if a remote is not connected
    /// instead of panic.
    #[test]
    fn test_aid_serialization() {
        let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
        let aid1 = system.spawn().with((), simple_handler).unwrap();
        system.init_current(); // Required by Aid serialization.

        // This check forces the test to break here if someone changes the default.
        match aid1.data.sender {
            ActorSender::Local { .. } => (),
            _ => panic!("The sender should be `Local`"),
        }

        let aid1_serialized = bincode::serialize(&aid1).unwrap();
        let aid1_deserialized: Aid = bincode::deserialize(&aid1_serialized).unwrap();

        // In this case the resulting Aid should be identical to the serialized one because
        // we have the same actor system in a thread-local.
        assert!(Aid::ptr_eq(&aid1, &aid1_deserialized));

        // Spawn an actor and serialize the value but then stop the actor and try and deserialize
        // and we should get an error.
        let aid2 = system.spawn().with((), simple_handler).unwrap();
        let aid2_serialized = bincode::serialize(&aid2).unwrap();
        system.stop_actor(&aid2);
        let aid2_deserialized = bincode::deserialize::<Aid>(&aid2_serialized);
        assert!(aid2_deserialized.is_err());

        // If we deserialize on another actor system in another thread it should be a remote aid.
        let handle = thread::spawn(move || {
            let system2 = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
            system2.init_current();
            // Connect the systems so the remote channel can be used.
            ActorSystem::connect_with_channels(&system, &system2);

            let deserialized: Aid = bincode::deserialize(&aid1_serialized).unwrap();
            match deserialized.data.sender {
                ActorSender::Remote { .. } => {
                    assert_eq!(aid1.uuid(), deserialized.uuid());
                    assert_eq!(aid1.system_uuid(), deserialized.system_uuid());
                    assert_eq!(aid1.name(), deserialized.name());
                }
                _ => panic!(
                    "The sender should be `Remote` but was {:?}",
                    aid1.data.sender
                ),
            }

            // Disconnecting the remote then attempting to deserialize the Aid should result in a
            // deserialization error.
            system2.disconnect(aid1.system_uuid()).unwrap();
            let aid1_deserialized = bincode::deserialize::<Aid>(&aid1_serialized);
            assert!(aid1_deserialized.is_err());
        });

        handle.join().unwrap();
    }

    /// Tests that an Aid can be used as a message alone and inside another value.
    #[test]
    fn test_aid_as_message() {
        init_test_log();
        let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
        let tracker = AssertCollect::new();
        let t = tracker.clone();

        #[derive(Serialize, Deserialize)]
        enum Op {
            Aid(Aid),
        }

        let aid = system
            .spawn()
            .with(t, |t: AssertCollect, context: Context, message: Message| {
                async move {
                    if let Some(msg) = message.content_as::<Aid>() {
                        t.assert(Aid::ptr_eq(&context.aid, &msg), "Aid mutated in transit");
                    } else if let Some(msg) = message.content_as::<Op>() {
                        match &*msg {
                            Op::Aid(a) => {
                                t.assert(Aid::ptr_eq(&context.aid, &a), "Aid mutated in transit")
                            }
                        }
                    }
                    Ok(Status::done(t))
                }
            })
            .unwrap();

        // Send a message to the actor.
        aid.send_new(aid.clone()).unwrap();
        aid.send_new(Op::Aid(aid.clone())).unwrap();

        // Wait for the Start and our message to get there because test is asynchronous.
        await_received(&aid, 2, 1000).unwrap();
        system.trigger_and_await_shutdown(None);
        tracker.collect();
    }

    /// Tests that messages cannot be sent to an `aid` for an actor that has been stopped.
    #[test]
    fn test_cant_send_to_stopped() {
        let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
        let aid = system.spawn().with((), simple_handler).unwrap();
        system.stop_actor(&aid);
        assert_eq!(false, system.is_actor_alive(&aid));

        // Make sure that the actor is actually stopped and can't get more messages.
        match aid.send(Message::new(42 as i32)) {
            Err(AidError::ActorAlreadyStopped) => assert!(true), // all OK!
            Ok(_) => panic!("Expected the actor to be shut down!"),
            Err(e) => panic!("Unexpected error: {:?}", e),
        }
    }

    /// Tests that an actor that returns stop is actually stopped by the system.
    #[test]
    fn test_actor_returns_stop() {
        init_test_log();
        let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
        let tracker = AssertCollect::new();
        let t = tracker.clone();

        let aid = system
            .spawn()
            .with(t, |t: AssertCollect, _: Context, message: Message| {
                async move {
                    if let Some(_msg) = message.content_as::<i32>() {
                        Ok(Status::stop(t))
                    } else if let Some(msg) = message.content_as::<SystemMsg>() {
                        match &*msg {
                            SystemMsg::Start => Ok(Status::done(t)),
                            m => t.panic(format!("unexpected message: {:?}", m)),
                        }
                    } else {
                        t.panic("Unknown Message received")
                    }
                }
            })
            .unwrap();

        // Send a message to the actor.
        assert_eq!(true, system.is_actor_alive(&aid));
        aid.send_new(11 as i32).unwrap();
        await_received(&aid, 2, 1000).unwrap(); // Remember they always get `Start` as well!

        let max = Duration::from_millis(200);
        let start = Instant::now();
        loop {
            if !system.is_actor_alive(&aid) {
                break;
            } else if max < Instant::elapsed(&start) {
                panic!("Timed out waiting for actor to stop!");
            }
            sleep(1);
        }

        system.trigger_and_await_shutdown(None);
        tracker.collect();
    }

    /// Tests that an actor cannot override the processing of a `Stop` message by returning a
    /// different `Status` variant other than `Stop`.
    #[test]
    fn test_actor_cannot_override_stop() {
        init_test_log();
        let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
        let tracker = AssertCollect::new();
        let t = tracker.clone();

        // FIXME (Issue #63) Create a processor type that doesn't use state.
        let aid = system
            .spawn()
            .with(t, |t: AssertCollect, _: Context, message: Message| {
                async move {
                    if let Some(msg) = message.content_as::<SystemMsg>() {
                        match &*msg {
                            SystemMsg::Start => Ok(Status::done(t)),
                            SystemMsg::Stop => Ok(Status::done(t)),
                            m => t.panic(format!("unexpected message: {:?}", m)),
                        }
                    } else {
                        t.panic("Unknown Message received")
                    }
                }
            })
            .unwrap();

        // Send a message to the actor.
        assert_eq!(true, system.is_actor_alive(&aid));
        aid.send_new(SystemMsg::Stop).unwrap();
        await_received(&aid, 2, 1000).unwrap(); // Remember they always get `Start` as well!

        let max = Duration::from_millis(200);
        let start = Instant::now();
        loop {
            if !system.is_actor_alive(&aid) {
                break;
            } else if max < Instant::elapsed(&start) {
                panic!("Timed out waiting for actor to stop!");
            }
            sleep(1);
        }
        system.trigger_and_await_shutdown(None);
        tracker.collect();
    }
}