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DebugSession

Struct DebugSession 

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pub struct DebugSession { /* private fields */ }
Expand description

Helper for wiring debug CLI flags into an app runtime.

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impl DebugSession

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pub fn new(args: DebugCliArgs) -> Self

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pub fn args(&self) -> &DebugCliArgs

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pub fn enabled(&self) -> bool

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pub fn render_once(&self) -> bool

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pub fn use_alt_screen(&self) -> bool

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pub fn action_filter(&self) -> ActionLoggerConfig

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pub fn auto_fetch(&self) -> bool

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pub fn load_state_or_else<S, F, E>(&self, fallback: F) -> DebugSessionResult<S>
where S: DeserializeOwned, F: FnOnce() -> Result<S, E>, E: Error + Send + Sync + 'static,

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pub async fn load_state_or_else_async<S, F, Fut, E>( &self, fallback: F, ) -> DebugSessionResult<S>
where S: DeserializeOwned, F: FnOnce() -> Fut, Fut: Future<Output = Result<S, E>>, E: Error + Send + Sync + 'static,

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pub fn load_state_or<S, F>(&self, fallback: F) -> DebugSessionResult<S>
where S: DeserializeOwned, F: FnOnce() -> S,

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pub fn load_replay_items<A>(&self) -> DebugSessionResult<Vec<ReplayItem<A>>>

Load replay items from --debug-actions-in.

This auto-detects the format: either a simple Vec<A> or Vec<ReplayItem<A>>. Both formats are supported for backwards compatibility.

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pub fn load_actions<A>(&self) -> DebugSessionResult<Vec<A>>

👎Deprecated: Use load_replay_items instead

Load actions from --debug-actions-in (legacy API, ignores await markers).

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pub fn action_recorder<A: Action>(&self) -> Option<DebugActionRecorder<A>>

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pub fn middleware_with_recorder<S, A: Action>( &self, ) -> (ComposedMiddleware<S, A>, Option<DebugActionRecorder<A>>)

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pub fn save_actions<A>( &self, recorder: Option<&DebugActionRecorder<A>>, ) -> DebugSessionResult<()>
where A: Clone + Serialize,

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pub fn replay_timeout(&self) -> Duration

Get the replay timeout duration from CLI args.

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pub async fn run_effect_app<B, S, A, E, St, FInit, FRender, FEvent, FQuit, FEffect, R>( &self, terminal: &mut Terminal<B>, store: St, debug_layer: DebugLayer<A>, replay_items: Vec<ReplayItem<A>>, auto_action: Option<A>, quit_action: Option<A>, init_runtime: FInit, render: FRender, map_event: FEvent, should_quit: FQuit, handle_effect: FEffect, ) -> Result<DebugRunOutput<S>>
where B: Backend, S: Clone + DebugState + Serialize + 'static, A: Action + ActionParams, St: EffectStoreLike<S, A, E>, FInit: FnOnce(&mut EffectRuntime<S, A, E, St>), FRender: FnMut(&mut Frame<'_>, Rect, &S, RenderContext), FEvent: FnMut(&EventKind, &S) -> R, R: Into<EventOutcome<A>>, FQuit: FnMut(&A) -> bool, FEffect: FnMut(E, &mut EffectContext<'_, A>),

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pub async fn run_effect_app_with_bus<B, S, A, E, St, Id, Ctx, FInit, FRender, FQuit, FEffect>( &self, terminal: &mut Terminal<B>, store: St, debug_layer: DebugLayer<A>, replay_items: Vec<ReplayItem<A>>, auto_action: Option<A>, quit_action: Option<A>, init_runtime: FInit, bus: &mut EventBus<S, A, Id, Ctx>, keybindings: &Keybindings<Ctx>, render: FRender, should_quit: FQuit, handle_effect: FEffect, ) -> Result<DebugRunOutput<S>>
where B: Backend, S: Clone + DebugState + Serialize + EventRoutingState<Id, Ctx> + 'static, A: Action + ActionParams, St: EffectStoreLike<S, A, E>, Id: ComponentId + 'static, Ctx: BindingContext + 'static, FInit: FnOnce(&mut EffectRuntime<S, A, E, St>), FRender: FnMut(&mut Frame<'_>, Rect, &S, RenderContext, &mut EventContext<Id>), FQuit: FnMut(&A) -> bool, FEffect: FnMut(E, &mut EffectContext<'_, A>),

Trait Implementations§

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impl Debug for DebugSession

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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