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TurnMachine

Struct TurnMachine 

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pub struct TurnMachine<M: TurnProtocol = UnitTurnProtocol> { /* private fields */ }
Expand description

Sans-IO state machine for a single session run (multi-turn).

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impl<M: TurnProtocol> TurnMachine<M>

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pub fn new( config: TurnMachineConfig<M>, messages: Vec<Message>, events: Arc<Vec<SessionEventRecord<M::Event>>>, protocol_run_offset: usize, ) -> Self

Create a new machine in PrepareIteration state.

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pub fn new_shared( config: TurnMachineConfig<M>, messages: MessageSequence, events: Arc<Vec<SessionEventRecord<M::Event>>>, protocol_run_offset: usize, ) -> Self

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pub fn new_shared_with_turn_causes( config: TurnMachineConfig<M>, messages: MessageSequence, events: Arc<Vec<SessionEventRecord<M::Event>>>, protocol_run_offset: usize, turn_causes: Vec<TurnCause>, ) -> Self

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pub fn is_done(&self) -> bool

Whether the machine has finished.

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pub fn messages(&self) -> Arc<Vec<Message>>

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pub fn events(&self) -> Arc<Vec<SessionEventRecord<M::Event>>>

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pub fn message_sequence(&self) -> MessageSequence

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pub fn protocol_iteration(&self) -> usize

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pub fn checkpoint(&self) -> TurnCheckpoint<M>

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pub fn restore_from_checkpoint( config: TurnMachineConfig<M>, checkpoint: TurnCheckpoint<M>, ) -> Self

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pub fn fail_turn(&mut self, event: SessionEvent)

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pub fn finish_with_outcome(&mut self, outcome: TurnOutcome)

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pub fn poll_effect(&mut self) -> Option<Effect<M>>

Drain the next pending effect. Returns None when the host must call handle_response() before more effects become available.

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pub fn apply_actions(&mut self, actions: Vec<DriverAction<M>>)

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pub fn handle_response(&mut self, response: Response)

Feed a response to a previously emitted effect.

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