private static ActorSystem CreateAndStartSystem(string name, Config withFallback) { var system = new ActorSystemImpl(name, withFallback); system.Start(); return(system); }
private static ActorSystem CreateAndStartSystem(string name, Config withFallback, ActorSystemSetup setup) { var system = new ActorSystemImpl(name, withFallback, setup, Option <Props> .None); system.Start(); return(system); }
public void Does_not_log_config_on_start() { var config = ConfigurationFactory.ParseString("akka.log-config-on-start = off") .WithFallback(DefaultConfig); var system = new ActorSystemImpl(Guid.NewGuid().ToString(), config); // Actor system should be started to attach the EventFilterFactory system.Start(); var eventFilter = new EventFilterFactory(new TestKit.Xunit2.TestKit(system)); // Notice here we forcedly start actor system again to monitor how it processes eventFilter.Info().Expect(0, () => system.Start()); system.Terminate(); }
public void Logs_config_on_start_with_info_level() { var config = ConfigurationFactory.ParseString("akka.log-config-on-start = on") .WithFallback(DefaultConfig); var system = new ActorSystemImpl(Guid.NewGuid().ToString(), config, ActorSystemSetup.Empty); // Actor system should be started to attach the EventFilterFactory system.Start(); var eventFilter = new EventFilterFactory(new TestKit.Xunit2.TestKit(system)); // Notice here we forcedly start actor system again to monitor how it processes var expected = "log-config-on-start : on"; eventFilter.Info(contains: expected).ExpectOne(() => system.Start()); system.Terminate(); }
private static ActorSystem CreateAndStartSystem(string name, Config withFallback, ActorSystemSetup setup) { // allows the ThreadPool to scale up / down dynamically // by removing minimum thread count, which in our benchmarks // appears to negatively impact performance ThreadPool.SetMinThreads(0, 0); var system = new ActorSystemImpl(name, withFallback, setup, Option <Props> .None); system.Start(); return(system); }
public void ActorOf_gives_child_unique_name_if_not_specified() { //arrange var system = new ActorSystemImpl("test"); system.Start(); //When we create a system manually we have to start it ourselves //act var child1 = system.ActorOf<TestActor>(); var child2 = system.ActorOf<TestActor>(); //assert Assert.NotEqual(child1.Path, child2.Path); }
public void ActorSystem_ActorOf_adds_a_child_to_Guardian() { //arrange var system = new ActorSystemImpl("test"); system.Start(); //When we create a system manually we have to start it ourselves //act var child = system.ActorOf<TestActor>("test"); //assert var children = system.Provider.Guardian.Children; Assert.True(children.Any(c => c == child)); }
public void ActorOf_gives_child_unique_name_if_not_specified() { //arrange var system = new ActorSystemImpl("test"); system.Start(); //When we create a system manually we have to start it ourselves //act var child1 = system.ActorOf <TestActor>(); var child2 = system.ActorOf <TestActor>(); //assert Assert.NotEqual(child1.Path, child2.Path); }
public void ActorSystem_ActorOf_adds_a_child_to_Guardian() { //arrange var system = new ActorSystemImpl("test"); system.Start(); //When we create a system manually we have to start it ourselves //act var child = system.ActorOf <TestActor>("test"); //assert var children = system.Provider.Guardian.Children; Assert.True(children.Any(c => c == child)); }