use std::sync::atomic::{AtomicUsize, Ordering}; use std::sync::Arc; use swactor::actor::{ActorAddress, ActorInterface}; use swactor::runtime::{Ctx, Inbox, Runtime, RuntimeConfig}; // ── Messages ──────────────────────────────────────────────────────────────── #[derive(Clone)] struct Ping { reply_to: ActorAddress, } #[derive(Clone, Debug, PartialEq)] struct Pong; #[derive(Clone)] struct Increment { reply_to: ActorAddress, } #[derive(Clone, Debug, PartialEq)] struct Count(usize); #[derive(Clone)] struct Forward { value: usize, reply_to: ActorAddress, } #[derive(Clone, Debug, PartialEq)] struct Done(usize); /// Ask an actor for its own address. #[derive(Clone)] struct WhoAreYou { reply_to: ActorAddress, } #[derive(Clone, Debug, PartialEq)] struct MyAddr(ActorAddress); #[derive(Clone)] struct PanicMsg; /// Tells FanOutActor to distribute work. #[derive(Clone)] struct FanOut { count: usize, reply_to: ActorAddress, } /// Message used in the chain test — carries remaining hops and final reply address. #[derive(Clone)] struct ChainMsg { remaining: usize, depth: usize, reply_to: ActorAddress, } // ── Actors ────────────────────────────────────────────────────────────────── /// Replies Pong to every Ping. Stateless. struct PingPongActor; impl ActorInterface for PingPongActor { type Incoming = Ping; type Response = Pong; fn handle(&mut self, ctx: &Ctx, msg: Ping) { let _ = ctx.send(msg.reply_to, Pong); } } /// Counts Increment messages, replies Count(n) after each. struct CounterActor { count: usize, } impl ActorInterface for CounterActor { type Incoming = Increment; type Response = Count; fn handle(&mut self, ctx: &Ctx, msg: Increment) { self.count += 1; let _ = ctx.send(msg.reply_to, Count(self.count)); } } /// Replies Done(value * 2). struct DoubleActor; impl ActorInterface for DoubleActor { type Incoming = Forward; type Response = Done; fn handle(&mut self, ctx: &Ctx, msg: Forward) { let _ = ctx.send(msg.reply_to, Done(msg.value * 2)); } } /// Spawns a DoubleActor child and forwards the work to it. struct DelegatorActor; impl ActorInterface for DelegatorActor { type Incoming = Forward; type Response = (); fn handle(&mut self, ctx: &Ctx, msg: Forward) { let child = ctx.spawn(DoubleActor).unwrap(); let _ = ctx.send(child, Forward { value: msg.value, reply_to: msg.reply_to }); } } /// Spawns a child chain: each level spawns the next until remaining == 0, /// then the leaf replies Done(depth). struct ChainActor; impl ActorInterface for ChainActor { type Incoming = ChainMsg; type Response = Done; fn handle(&mut self, ctx: &Ctx, msg: ChainMsg) { if msg.remaining == 0 { let _ = ctx.send(msg.reply_to, Done(msg.depth)); } else { let child = ctx.spawn(ChainActor).unwrap(); let _ = ctx.send( child, ChainMsg { remaining: msg.remaining - 1, depth: msg.depth + 1, reply_to: msg.reply_to, }, ); } } } /// Spawns N DoubleActor children, sends Forward { value: i, reply_to } to each. struct FanOutActor; impl ActorInterface for FanOutActor { type Incoming = FanOut; type Response = (); fn handle(&mut self, ctx: &Ctx, msg: FanOut) { for i in 1..=msg.count { let child = ctx.spawn(DoubleActor).unwrap(); let _ = ctx.send(child, Forward { value: i, reply_to: msg.reply_to }); } } } /// Replies with its own address. struct SelfAddrActor; impl ActorInterface for SelfAddrActor { type Incoming = WhoAreYou; type Response = MyAddr; fn handle(&mut self, ctx: &Ctx, msg: WhoAreYou) { let _ = ctx.send(msg.reply_to, MyAddr(ctx.self_addr())); } } /// Panics on every message. Used to test panic isolation. struct PanicActor; impl ActorInterface for PanicActor { type Incoming = PanicMsg; type Response = (); fn handle(&mut self, _ctx: &Ctx, _msg: PanicMsg) { panic!("intentional test panic"); } } /// Increments a shared counter on each Ping. Used to observe processing from outside. struct CountingPingActor { counter: Arc, } impl ActorInterface for CountingPingActor { type Incoming = Ping; type Response = Pong; fn handle(&mut self, ctx: &Ctx, msg: Ping) { self.counter.fetch_add(1, Ordering::SeqCst); let _ = ctx.send(msg.reply_to, Pong); } } // ── Helpers ───────────────────────────────────────────────────────────────── /// Tick up to `max` times, returning as soon as `inbox` has a message. fn tick_until_recv( rt: &Runtime, inbox: &Inbox, max: usize, ) -> Option { for _ in 0..max { rt.tick(); if let Some(msg) = inbox.try_recv() { return Some(msg); } } None } /// Tick `n` times, then drain all messages from the inbox. fn tick_and_drain( rt: &Runtime, inbox: &Inbox, ticks: usize, ) -> Vec { for _ in 0..ticks { rt.tick(); } std::iter::from_fn(|| inbox.try_recv()).collect() } // ═══════════════════════════════════════════════════════════════════════════ // Actor Lifecycle // ═══════════════════════════════════════════════════════════════════════════ #[test] fn actor_receives_message_and_replies() { // Given a spawned PingPongActor let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(PingPongActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When I send it a Ping rt.send_to(addr, Ping { reply_to: *inbox.addr() }).unwrap(); // Then my inbox receives a Pong let reply = tick_until_recv(&rt, &inbox, 10); assert!(reply.is_some(), "actor should have replied with Pong"); } #[test] fn actor_maintains_state_across_messages() { // Given a CounterActor starting at 0 let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(CounterActor { count: 0 }).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When I send 3 Increments for _ in 0..3 { rt.send_to(addr, Increment { reply_to: *inbox.addr() }).unwrap(); } // Then replies are Count(1), Count(2), Count(3) — state accumulated let replies = tick_and_drain(&rt, &inbox, 10); assert_eq!(replies, vec![Count(1), Count(2), Count(3)]); } #[test] fn actor_spawns_child_and_child_replies() { // Given a DelegatorActor let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(DelegatorActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When I ask it to process value 7 rt.send_to(addr, Forward { value: 7, reply_to: *inbox.addr() }).unwrap(); // Then the child doubled it — inbox gets Done(14) let reply = tick_until_recv(&rt, &inbox, 20); assert_eq!(reply, Some(Done(14)), "child should have doubled the value"); } #[test] fn three_level_chain_reaches_leaf() { // Given a ChainActor that will spawn 2 more levels let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(ChainActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When I send remaining=2 (root → child → grandchild) rt.send_to(addr, ChainMsg { remaining: 2, depth: 0, reply_to: *inbox.addr() }).unwrap(); // Then the grandchild (depth 2) replies let reply = tick_until_recv(&rt, &inbox, 30); assert_eq!(reply, Some(Done(2)), "leaf at depth 2 should have replied"); } #[test] fn fan_out_distributes_work_to_children() { // Given a FanOutActor told to spawn 5 children let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(FanOutActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When it spawns 5 children, each doubling their index rt.send_to(addr, FanOut { count: 5, reply_to: *inbox.addr() }).unwrap(); // Then I receive 5 replies whose values are {2, 4, 6, 8, 10} let mut replies = tick_and_drain(&rt, &inbox, 20); let mut values: Vec = replies.drain(..).map(|d| d.0).collect(); values.sort(); assert_eq!(values, vec![2, 4, 6, 8, 10], "each child should have doubled its index"); } #[test] fn actor_knows_its_own_address() { // Given a SelfAddrActor let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(SelfAddrActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When I ask it for its address rt.send_to(addr, WhoAreYou { reply_to: *inbox.addr() }).unwrap(); // Then the address it reports matches the one from spawn let reply = tick_until_recv(&rt, &inbox, 10); assert_eq!(reply, Some(MyAddr(addr)), "actor should know its own address"); } // ═══════════════════════════════════════════════════════════════════════════ // Message Delivery // ═══════════════════════════════════════════════════════════════════════════ #[test] fn messages_arrive_in_fifo_order() { // Given a CounterActor let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(CounterActor { count: 0 }).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When I send 5 Increments for _ in 0..5 { rt.send_to(addr, Increment { reply_to: *inbox.addr() }).unwrap(); } // Then replies arrive Count(1)..Count(5) in order let replies = tick_and_drain(&rt, &inbox, 10); assert_eq!( replies, vec![Count(1), Count(2), Count(3), Count(4), Count(5)], "messages must be processed in FIFO order" ); } #[test] fn multiple_actors_have_independent_mailboxes() { // Given 3 PingPongActors, each with its own inbox let rt = Runtime::new(RuntimeConfig::default()); let mut addrs = Vec::new(); let mut inboxes = Vec::new(); for _ in 0..3 { let addr = rt.spawn(PingPongActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); rt.send_to(addr, Ping { reply_to: *inbox.addr() }).unwrap(); addrs.push(addr); inboxes.push(inbox); } // When all messages are processed for _ in 0..10 { rt.tick(); } // Then each inbox sees exactly one Pong — no cross-contamination for (i, inbox) in inboxes.iter().enumerate() { assert!(inbox.try_recv().is_some(), "actor {i} should have replied"); assert!(inbox.try_recv().is_none(), "actor {i} should have only one reply"); } } #[test] fn multiple_senders_reach_same_actor() { // Given 1 CounterActor let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(CounterActor { count: 0 }).unwrap(); let inbox_a = rt.new_inbox::().unwrap(); let inbox_b = rt.new_inbox::().unwrap(); // When two different callers each send an Increment rt.send_to(addr, Increment { reply_to: *inbox_a.addr() }).unwrap(); rt.send_to(addr, Increment { reply_to: *inbox_b.addr() }).unwrap(); // Then both replies arrive and the counter incremented for each for _ in 0..10 { rt.tick(); } let a = inbox_a.try_recv(); let b = inbox_b.try_recv(); assert!(a.is_some(), "first sender should get a reply"); assert!(b.is_some(), "second sender should get a reply"); // Second caller sees Count(2), proving both messages were handled assert_eq!(b, Some(Count(2))); } #[test] fn send_to_nonexistent_address_returns_error() { // Given a runtime with no actors at a random address let rt = Runtime::new(RuntimeConfig::default()); let bogus = ActorAddress::new_random(); // When I try to send to that address let result = rt.send_to(bogus, Pong); // Then I get an error assert!(result.is_err(), "sending to unknown address should fail"); } #[test] fn messages_sent_within_handler_are_delivered() { // Given a DelegatorActor (spawns child + sends in same handler call) let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(DelegatorActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When I trigger the delegator rt.send_to(addr, Forward { value: 5, reply_to: *inbox.addr() }).unwrap(); // Then the child receives the forwarded msg and replies to my inbox let reply = tick_until_recv(&rt, &inbox, 20); assert!(reply.is_some(), "child spawned during handler should receive its message"); assert_eq!(reply.unwrap(), Done(10)); } // ═══════════════════════════════════════════════════════════════════════════ // Threading Model // ═══════════════════════════════════════════════════════════════════════════ #[test] fn tick_drives_single_threaded_processing() { // Given a single-threaded runtime let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(PingPongActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When I send a message and tick manually rt.send_to(addr, Ping { reply_to: *inbox.addr() }).unwrap(); // Before ticking: nothing received assert!(inbox.try_recv().is_none(), "should not receive before tick"); // After ticking: reply available rt.tick(); rt.tick(); assert!(inbox.try_recv().is_some(), "tick() should drive processing"); } #[test] fn run_processes_messages_in_background() { // Given a multi-threaded runtime let rt = Runtime::new(RuntimeConfig { num_threads: 4, ..Default::default() }); let addr = rt.spawn(PingPongActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); rt.send_to(addr, Ping { reply_to: *inbox.addr() }).unwrap(); // When I call run() (spawns background worker threads) let handle = rt.run().unwrap(); // Then the inbox receives a reply without manual ticking let mut received = false; for _ in 0..100 { if inbox.try_recv().is_some() { received = true; break; } std::thread::sleep(std::time::Duration::from_millis(10)); } handle.shutdown(); handle.join(); assert!(received, "background workers should process the message"); } #[test] fn shutdown_stops_background_workers() { // Given a running multi-threaded runtime let rt = Runtime::new(RuntimeConfig { num_threads: 2, ..Default::default() }); let handle = rt.run().unwrap(); // When I call shutdown + join handle.shutdown(); handle.join(); // Then join returns (threads have stopped) — test passes by not hanging } #[test] fn cross_worker_delegation_delivers_reply() { // Given a 2-thread runtime with a DelegatorActor let rt = Runtime::new(RuntimeConfig { num_threads: 2, ..Default::default() }); let addr = rt.spawn(DelegatorActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); rt.send_to(addr, Forward { value: 3, reply_to: *inbox.addr() }).unwrap(); // When processing runs across worker threads let handle = rt.run().unwrap(); // Then the reply reaches the inbox despite potentially crossing workers let mut reply = None; for _ in 0..100 { if let Some(msg) = inbox.try_recv() { reply = Some(msg); break; } std::thread::sleep(std::time::Duration::from_millis(10)); } handle.shutdown(); handle.join(); assert_eq!(reply, Some(Done(6)), "cross-worker delegation should deliver the reply"); } // ═══════════════════════════════════════════════════════════════════════════ // Backpressure & Scale // ═══════════════════════════════════════════════════════════════════════════ #[test] fn inbox_handles_burst_of_messages() { // Given a CounterActor and a small runtime let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(CounterActor { count: 0 }).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When I send a burst of 20 messages for _ in 0..20 { rt.send_to(addr, Increment { reply_to: *inbox.addr() }).unwrap(); } // Then all 20 are delivered in order let replies = tick_and_drain(&rt, &inbox, 30); assert_eq!(replies.len(), 20, "all 20 messages should be delivered"); // Verify ordering: last reply should be Count(20) assert_eq!(replies.last(), Some(&Count(20)), "messages should arrive in FIFO order"); } #[test] fn hundred_actors_all_receive_messages() { // Given 100 PingPongActors let rt = Runtime::new(RuntimeConfig { max_actors: 2000, ..Default::default() }); let mut pairs = Vec::new(); for _ in 0..100 { let addr = rt.spawn(PingPongActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); rt.send_to(addr, Ping { reply_to: *inbox.addr() }).unwrap(); pairs.push(inbox); } // When all messages are processed for _ in 0..50 { rt.tick(); } // Then all 100 inboxes have a Pong let received = pairs.iter().filter(|inbox| inbox.try_recv().is_some()).count(); assert_eq!(received, 100, "all 100 actors should have replied"); } // ═══════════════════════════════════════════════════════════════════════════ // Panic Safety // ═══════════════════════════════════════════════════════════════════════════ #[test] fn panic_in_handler_does_not_kill_other_actors() { // Given a PanicActor and a PingPongActor on the same runtime let rt = Runtime::new(RuntimeConfig::default()); let panic_addr = rt.spawn(PanicActor).unwrap(); let good_addr = rt.spawn(PingPongActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When the PanicActor panics (stderr output expected) rt.send_to(panic_addr, PanicMsg).unwrap(); for _ in 0..5 { rt.tick(); } // Then PingPongActor still works normally rt.send_to(good_addr, Ping { reply_to: *inbox.addr() }).unwrap(); let reply = tick_until_recv(&rt, &inbox, 10); assert!(reply.is_some(), "healthy actor should still work after peer panics"); } #[test] fn panic_does_not_corrupt_subsequent_messages() { // Given a PanicActor and a CounterActor let rt = Runtime::new(RuntimeConfig::default()); let panic_addr = rt.spawn(PanicActor).unwrap(); let counter_addr = rt.spawn(CounterActor { count: 0 }).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When the PanicActor panics, then the CounterActor handles messages rt.send_to(panic_addr, PanicMsg).unwrap(); rt.send_to(counter_addr, Increment { reply_to: *inbox.addr() }).unwrap(); rt.send_to(panic_addr, PanicMsg).unwrap(); // panic again rt.send_to(counter_addr, Increment { reply_to: *inbox.addr() }).unwrap(); // Then the CounterActor is unaffected — state accumulates correctly let replies = tick_and_drain(&rt, &inbox, 20); assert_eq!(replies, vec![Count(1), Count(2)], "counter should be unaffected by peer panics"); } #[test] fn panicked_actor_is_poisoned_and_discards_future_messages() { // Given a CounterActor that receives 3 messages: Increment, PanicMsg, Increment // We need an actor that can handle both — so we use PanicActor for the panic // and a separate CounterActor that continues working. // // Specifically: a PanicActor receives one PanicMsg, panics, then future // PanicMsgs should be silently discarded (actor is poisoned). let rt = Runtime::new(RuntimeConfig::default()); let panic_addr = rt.spawn(PanicActor).unwrap(); let good_addr = rt.spawn(CounterActor { count: 0 }).unwrap(); let inbox = rt.new_inbox::().unwrap(); // Send a panic message, then more panic messages — they should be discarded rt.send_to(panic_addr, PanicMsg).unwrap(); rt.send_to(panic_addr, PanicMsg).unwrap(); rt.send_to(panic_addr, PanicMsg).unwrap(); // Also send to a healthy actor to prove the system still works rt.send_to(good_addr, Increment { reply_to: *inbox.addr() }).unwrap(); // When messages are processed for _ in 0..20 { rt.tick(); } // Then: healthy actor still works, and only 1 panic recorded (not 3) let reply = inbox.try_recv(); assert!(reply.is_some(), "healthy actor should still reply after peer is poisoned"); let s = rt.stats(); let total_panics: u64 = s.workers.iter().map(|w| w.panics).sum(); assert_eq!(total_panics, 1, "only the first panic should be recorded; rest are discarded"); } // ═══════════════════════════════════════════════════════════════════════════ // Observability // ═══════════════════════════════════════════════════════════════════════════ #[test] fn stats_report_spawned_actors() { // Given 3 spawned actors let rt = Runtime::new(RuntimeConfig::default()); for _ in 0..3 { rt.spawn(PingPongActor).unwrap(); } rt.tick(); // When I check stats let s = rt.stats(); // Then the system accounts for every spawned actor assert!( s.actors.len() >= 3, "stats should report at least 3 actors, got {}", s.actors.len() ); } #[test] fn stats_report_message_throughput() { // Given 3 actors that each process 10 messages let rt = Runtime::new(RuntimeConfig::default()); let counter = Arc::new(AtomicUsize::new(0)); let inbox = rt.new_inbox::().unwrap(); let inbox_addr = *inbox.addr(); let mut addrs = Vec::new(); for _ in 0..3 { addrs.push(rt.spawn(CountingPingActor { counter: counter.clone() }).unwrap()); } for addr in &addrs { for _ in 0..10 { rt.send_to(*addr, Ping { reply_to: inbox_addr }).unwrap(); } } // When messages are processed for _ in 0..50 { rt.tick(); } // Then stats reflect the throughput let s = rt.stats(); let total: u64 = s.workers.iter().map(|w| w.messages_processed).sum(); assert!( total >= 30, "at least 30 messages should be processed, got {}", total ); } #[test] fn stats_record_panics() { // Given a PanicActor that panics twice let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(PanicActor).unwrap(); rt.send_to(addr, PanicMsg).unwrap(); rt.send_to(addr, PanicMsg).unwrap(); // When messages are processed (stderr output expected) for _ in 0..10 { rt.tick(); } // Then stats record the panic (second message is discarded — actor is poisoned) let s = rt.stats(); let total_panics: u64 = s.workers.iter().map(|w| w.panics).sum(); assert!( total_panics >= 1, "stats should record at least 1 panic, got {}", total_panics ); } // ═══════════════════════════════════════════════════════════════════════════ // Edge Cases & Adversarial Tests // ═══════════════════════════════════════════════════════════════════════════ // ── Additional actors for edge-case tests ──────────────────────────────── /// Sends a countdown message to itself, then replies Done(0) when remaining hits zero. /// Tests pending_local self-delivery path. struct SelfSendActor; #[derive(Clone)] struct Countdown { remaining: usize, reply_to: ActorAddress, } impl ActorInterface for SelfSendActor { type Incoming = Countdown; type Response = Done; fn handle(&mut self, ctx: &Ctx, msg: Countdown) { if msg.remaining == 0 { let _ = ctx.send(msg.reply_to, Done(0)); } else { let _ = ctx.send( ctx.self_addr(), Countdown { remaining: msg.remaining - 1, reply_to: msg.reply_to }, ); } } } /// Spawns a DoubleActor child, sends it work, then panics. /// The child should still process the forwarded message. struct SpawnThenPanicActor; impl ActorInterface for SpawnThenPanicActor { type Incoming = Forward; type Response = (); fn handle(&mut self, ctx: &Ctx, msg: Forward) { let child = ctx.spawn(DoubleActor).unwrap(); let _ = ctx.send(child, Forward { value: msg.value, reply_to: msg.reply_to }); panic!("intentional panic after spawn+send"); } } /// Processes `remaining_good` messages, then panics on the next one. /// Uses a shared counter so the test can observe how many were processed. struct PanicAfterNActor { remaining_good: usize, counter: Arc, } impl ActorInterface for PanicAfterNActor { type Incoming = Ping; type Response = (); fn handle(&mut self, _ctx: &Ctx, _msg: Ping) { if self.remaining_good == 0 { panic!("intentional delayed panic"); } self.remaining_good -= 1; self.counter.fetch_add(1, Ordering::SeqCst); } } /// Sends a reply, then panics. Tests that messages sent before the panic /// are still delivered (they're already in the queue). struct SendThenPanicActor; impl ActorInterface for SendThenPanicActor { type Incoming = Ping; type Response = Pong; fn handle(&mut self, ctx: &Ctx, msg: Ping) { let _ = ctx.send(msg.reply_to, Pong); panic!("intentional panic after send"); } } // ── Tests ──────────────────────────────────────────────────────────────── #[test] fn wrong_type_to_actor_increments_type_mismatch_counter() { // Given a PingPongActor that expects Ping let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(PingPongActor).unwrap(); // When I send it a Count message (wrong type) rt.send_to(addr, Count(42)).unwrap(); for _ in 0..10 { rt.tick(); } // Then stats record the type mismatch let s = rt.stats(); let mismatches: u64 = s.workers.iter().map(|w| w.type_mismatches).sum(); assert_eq!(mismatches, 1, "sending wrong type should increment type_mismatches"); } // FIXME dont count dropped messages #[test] fn type_mismatch_still_counted_as_processed() { // Given a PingPongActor let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(PingPongActor).unwrap(); // When I send it 3 wrong-type messages for _ in 0..3 { rt.send_to(addr, Count(0)).unwrap(); } for _ in 0..10 { rt.tick(); } // Then all 3 are counted in both type_mismatches AND messages_processed // (the message was dequeued and attempted — it "went through" the system) let s = rt.stats(); let mismatches: u64 = s.workers.iter().map(|w| w.type_mismatches).sum(); let processed: u64 = s.workers.iter().map(|w| w.messages_processed).sum(); assert_eq!(mismatches, 3); assert!( processed >= 3, "type-mismatched messages count as processed (dequeued+attempted), got {}", processed ); } #[test] fn self_send_chain_completes() { // Given a SelfSendActor that will bounce a message to itself 10 times let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(SelfSendActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When triggered with remaining=10 rt.send_to(addr, Countdown { remaining: 10, reply_to: *inbox.addr() }).unwrap(); // Then after enough ticks the chain completes. // Each self-send goes through pending_local → next tick's mailbox, // so it needs at least 11 ticks (1 initial + 10 bounces). let reply = tick_until_recv(&rt, &inbox, 50); assert_eq!(reply, Some(Done(0)), "self-send chain should complete"); } #[test] fn panic_mid_batch_discards_remaining_messages() { // Given an actor that processes 2 messages then panics on the 3rd let counter = Arc::new(AtomicUsize::new(0)); let rt = Runtime::new(RuntimeConfig::default()); let dummy = rt.new_inbox::().unwrap(); let addr = rt.spawn(PanicAfterNActor { remaining_good: 2, counter: counter.clone(), }).unwrap(); // When I queue 5 messages and tick (all arrive before first tick_all) for _ in 0..5 { rt.send_to(addr, Ping { reply_to: *dummy.addr() }).unwrap(); } for _ in 0..20 { rt.tick(); } // Then only 2 messages were processed — the 3rd panicked, 4th+5th discarded assert_eq!( counter.load(Ordering::SeqCst), 2, "only messages before the panic should be processed" ); let s = rt.stats(); let panics: u64 = s.workers.iter().map(|w| w.panics).sum(); assert_eq!(panics, 1, "exactly one panic should be recorded"); } #[test] fn spawn_then_panic_child_survives() { // Given a SpawnThenPanicActor let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(SpawnThenPanicActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When the parent spawns a child, sends it work, then panics rt.send_to(addr, Forward { value: 5, reply_to: *inbox.addr() }).unwrap(); // Then the child still processes the forwarded message and replies Done(10) let reply = tick_until_recv(&rt, &inbox, 30); assert_eq!( reply, Some(Done(10)), "child spawned before parent panic should still work" ); } #[test] fn panic_after_send_still_delivers_sent_messages() { // Given a SendThenPanicActor (sends Pong, then panics) let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(SendThenPanicActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When it processes a Ping (sends reply, then panics) rt.send_to(addr, Ping { reply_to: *inbox.addr() }).unwrap(); // Then the Pong reply still arrives — sends happen before the panic unwinds let reply = tick_until_recv(&rt, &inbox, 20); assert!( reply.is_some(), "message sent before panic should still be delivered" ); } // FIXME: document somewhere this behavior. No test is needed. It is not obvious what to do // about failed messages. Because this is going to be distributed, we cannot rely on delivery always // succeeeding. #[test] fn send_to_poisoned_actor_is_a_silent_black_hole() { // Given a poisoned actor (panicked on first message) let rt = Runtime::new(RuntimeConfig::default()); let panic_addr = rt.spawn(PanicActor).unwrap(); rt.send_to(panic_addr, PanicMsg).unwrap(); for _ in 0..5 { rt.tick(); } // When I send more messages to it let result = rt.send_to(panic_addr, PanicMsg); // Then send_to succeeds (address is still in address_map) assert!( result.is_ok(), "send_to poisoned actor should succeed from sender's POV" ); // And ticking doesn't produce new panics — messages are discarded in tick_all for _ in 0..10 { rt.tick(); } let s = rt.stats(); let panics: u64 = s.workers.iter().map(|w| w.panics).sum(); assert_eq!(panics, 1, "poisoned actor should not produce new panics"); } #[test] fn tiny_buffer_delivers_all_messages_in_order() { // Given a runtime with channel_buffer_size=1 (overflow on every 2nd message) let rt = Runtime::new(RuntimeConfig { channel_buffer_size: 1, ..Default::default() }); let addr = rt.spawn(CounterActor { count: 0 }).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When I send 50 messages (almost all hit the overflow queue) for _ in 0..50 { rt.send_to(addr, Increment { reply_to: *inbox.addr() }).unwrap(); } // Then all 50 arrive and in FIFO order let replies = tick_and_drain(&rt, &inbox, 100); assert_eq!(replies.len(), 50, "all messages should arrive despite tiny buffer"); assert_eq!( replies.last(), Some(&Count(50)), "messages should maintain FIFO order through overflow queue" ); } #[test] fn empty_runtime_tick_and_stats_are_safe() { // Given a runtime with no actors at all let rt = Runtime::new(RuntimeConfig::default()); // When I tick and check stats for _ in 0..10 { rt.tick(); } let s = rt.stats(); // Then everything reports zeros without panicking assert_eq!(s.actors.len(), 0); assert_eq!(s.num_workers, 1); let total: u64 = s.workers.iter().map(|w| w.messages_processed).sum(); assert_eq!(total, 0); } #[test] fn stats_stable_after_idle_ticks() { // Given an actor that processes a message let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(CounterActor { count: 0 }).unwrap(); let inbox = rt.new_inbox::().unwrap(); rt.send_to(addr, Increment { reply_to: *inbox.addr() }).unwrap(); for _ in 0..5 { rt.tick(); } let _ = inbox.try_recv(); let s1 = rt.stats(); // When I tick 100 more times with no messages for _ in 0..100 { rt.tick(); } let s2 = rt.stats(); // Then messages_processed doesn't grow during idle ticks let total1: u64 = s1.workers.iter().map(|w| w.messages_processed).sum(); let total2: u64 = s2.workers.iter().map(|w| w.messages_processed).sum(); assert_eq!( total1, total2, "idle ticks must not inflate messages_processed" ); } #[test] fn deep_spawn_chain_completes() { // Given a 100-level chain (tests no stack overflow from recursive tick_all) let rt = Runtime::new(RuntimeConfig { max_actors: 2000, ..Default::default() }); let addr = rt.spawn(ChainActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When chain of depth 100 is triggered rt.send_to( addr, ChainMsg { remaining: 100, depth: 0, reply_to: *inbox.addr() }, ).unwrap(); // Then the leaf at depth 100 replies let reply = tick_until_recv(&rt, &inbox, 500); assert_eq!( reply, Some(Done(100)), "100-level chain should complete" ); } #[test] fn all_spawned_addresses_are_unique() { let rt = Runtime::new(RuntimeConfig { max_actors: 10_000, ..Default::default() }); let mut addrs: Vec = (0..1000) .map(|_| rt.spawn(PingPongActor).unwrap()) .collect(); addrs.sort_by_key(|a| a.0); let before = addrs.len(); addrs.dedup_by_key(|a| a.0); assert_eq!(addrs.len(), before, "all 1000 addresses should be unique"); } #[test] fn inbox_empty_before_any_tick() { // Given a sent message that hasn't been ticked let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(PingPongActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); rt.send_to(addr, Ping { reply_to: *inbox.addr() }).unwrap(); // Then inbox is empty — no processing without tick assert!(inbox.try_recv().is_none()); } #[test] fn interleaved_spawn_and_send_in_handler_all_complete() { // Given a FanOutActor that spawns 20 children with interleaved spawn+send let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(FanOutActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); rt.send_to(addr, FanOut { count: 20, reply_to: *inbox.addr() }).unwrap(); let replies = tick_and_drain(&rt, &inbox, 50); assert_eq!( replies.len(), 20, "all 20 children spawned+messaged in same handler should reply" ); } #[test] fn multiple_inbox_types_coexist() { // Given two inboxes of different types on the same runtime let rt = Runtime::new(RuntimeConfig::default()); let counter = rt.spawn(CounterActor { count: 0 }).unwrap(); let pinger = rt.spawn(PingPongActor).unwrap(); let count_inbox = rt.new_inbox::().unwrap(); let pong_inbox = rt.new_inbox::().unwrap(); // When both actors reply to their respective inboxes rt.send_to(counter, Increment { reply_to: *count_inbox.addr() }).unwrap(); rt.send_to(pinger, Ping { reply_to: *pong_inbox.addr() }).unwrap(); for _ in 0..10 { rt.tick(); } // Then each inbox gets its correct type — no cross-contamination assert_eq!(count_inbox.try_recv(), Some(Count(1))); assert_eq!(pong_inbox.try_recv(), Some(Pong)); } #[test] fn poisoned_actor_messages_not_counted_as_processed() { // Given a poisoned actor that then receives 10 more messages let rt = Runtime::new(RuntimeConfig::default()); let panic_addr = rt.spawn(PanicActor).unwrap(); rt.send_to(panic_addr, PanicMsg).unwrap(); for _ in 0..5 { rt.tick(); } let s1 = rt.stats(); let processed_before: u64 = s1.workers.iter().map(|w| w.messages_processed).sum(); // When I send 10 messages to the poisoned actor and tick for _ in 0..10 { rt.send_to(panic_addr, PanicMsg).unwrap(); } for _ in 0..20 { rt.tick(); } let s2 = rt.stats(); let processed_after: u64 = s2.workers.iter().map(|w| w.messages_processed).sum(); // Then the 10 discarded messages should NOT increase the processed count assert_eq!( processed_before, processed_after, "messages discarded by poisoned actors should not be counted as processed" ); } #[test] fn rapid_spawn_and_immediate_send() { // Given a runtime, spawn an actor and immediately send before any tick let rt = Runtime::new(RuntimeConfig::default()); let inbox = rt.new_inbox::().unwrap(); // When I spawn + send in rapid succession, 50 times let mut addrs = Vec::new(); for _ in 0..50 { let addr = rt.spawn(PingPongActor).unwrap(); rt.send_to(addr, Ping { reply_to: *inbox.addr() }).unwrap(); addrs.push(addr); } // Then all 50 replies eventually arrive (spawn queue drained before transfer) let replies = tick_and_drain(&rt, &inbox, 50); assert_eq!(replies.len(), 50, "all spawn+send pairs should complete"); } // ═══════════════════════════════════════════════════════════════════════════ // Configuration // ═══════════════════════════════════════════════════════════════════════════ #[test] fn default_config_works_out_of_the_box() { // Given the default config — no tuning needed let rt = Runtime::new(RuntimeConfig::default()); let addr = rt.spawn(PingPongActor).unwrap(); let inbox = rt.new_inbox::().unwrap(); // When I do the simplest possible thing rt.send_to(addr, Ping { reply_to: *inbox.addr() }).unwrap(); // Then it just works let reply = tick_until_recv(&rt, &inbox, 10); assert!(reply.is_some(), "default config should work without tuning"); } #[test] fn custom_thread_count_respected() { // Given a config requesting 4 threads let rt = Runtime::new(RuntimeConfig { num_threads: 4, ..Default::default() }); // Spawn an actor so the runtime has something to report rt.spawn(PingPongActor).unwrap(); let handle = rt.run().unwrap(); // When I check stats let s = handle.runtime.stats(); handle.shutdown(); handle.join(); // Then the runtime created the requested number of workers assert_eq!(s.num_workers, 4, "runtime should respect the requested thread count"); }