Exemplo n.º 1
0
        protected void ClearActor(ActorBase actor)
        {
            if (actor != null)
            {
                var disposable = actor as IDisposable;
                if (disposable != null)
                {
                    try
                    {
                        disposable.Dispose();
                    }
                    catch (Exception e)
                    {
                        if (_systemImpl.Log != null)
                        {
                            _systemImpl.Log.Error(e, "An error occurred while disposing {0} actor. Reason: {1}",
                                                  actor.GetType(), e.Message);
                        }
                    }
                }

                actor.Clear(_systemImpl.DeadLetters);
            }
            _actorHasBeenCleared = true;
            CurrentMessage       = null;
            behaviorStack        = null;
        }
Exemplo n.º 2
0
        /// <summary>
        /// TBD
        /// </summary>
        /// <param name="actor">TBD</param>
        protected void ClearActor(ActorBase actor)
        {
            if (actor != null)
            {
                if (actor is IDisposable disposable)
                {
                    try
                    {
                        disposable.Dispose();
                    }
                    catch (Exception e)
                    {
                        _systemImpl.Log?.Error(e, "An error occurred while disposing {0} actor. Reason: {1}",
                                               actor.GetType(), e.Message);
                    }
                }

                ReleaseActor(actor);
                actor.Clear(_systemImpl.DeadLetters);
            }
            _actorHasBeenCleared = true;
            CurrentMessage       = null;

            //TODO: semantics here? should all "_state" be cleared? or just behavior?
            _state = _state.ClearBehaviorStack();
        }
Exemplo n.º 3
0
 /// <summary>
 /// Creates a new stash for specified <paramref name="actor"/> if it has not been initialized already.
 /// </summary>
 public override void AfterIncarnated(ActorBase actor, IActorContext context)
 {
     var stashed = actor as IActorStash;
     if (stashed != null && stashed.Stash == null)
     {
         stashed.Stash = context.CreateStash(actor.GetType());
     }
 }
Exemplo n.º 4
0
        /// <summary>
        /// Creates a new stash for specified <paramref name="actor"/> if it has not been initialized already.
        /// </summary>
        /// <param name="actor">TBD</param>
        /// <param name="context">TBD</param>
        public override void AfterIncarnated(ActorBase actor, IActorContext context)
        {
            var stashed = actor as IActorStash;

            if (stashed != null && stashed.Stash == null)
            {
                stashed.Stash = context.CreateStash(actor.GetType());
            }
        }
        private void LogException(ActorBase actor, Exception e, string errorMessageFormat, IActorProducerPlugin plugin)
        {
            var internalActor = (actor as IInternalActor);
            var actorPath     = internalActor != null && internalActor.ActorContext != null
                ? internalActor.ActorContext.Self.Path.ToString()
                : string.Empty;

            _log.Value.Error(e, errorMessageFormat, plugin.GetType(), actor.GetType(), actorPath);
        }
        /// <summary>
        ///     Faults the recreate.
        /// </summary>
        /// <param name="m">The m.</param>
        private void FaultRecreate(Recreate m)
        {
            isTerminating = false;
            ActorBase failedActor = Actor;

            object optionalMessage = CurrentMessage;

            if (System.Settings.DebugLifecycle)
            {
                Publish(new Debug(Self.Path.ToString(), failedActor.GetType(), "restarting"));
            }

            try
            {
                failedActor.AroundPreRestart(m.Cause, optionalMessage);
            }
            catch (Exception e)
            {
                HandleNonFatalOrInterruptedException(() =>
                {
                    var ex = new PreRestartException(Self, e, m.Cause, optionalMessage);
                    Publish(new Error(ex, Self.Path.ToString(), failedActor.GetType(), e.Message));
                });
            }

            UseThreadContext(() =>
            {
                behaviorStack.Clear(); //clear earlier behaviors

                ActorBase created = Props.NewActor();
                //ActorBase will register itself as the actor of this context

                if (System.Settings.DebugLifecycle)
                {
                    Publish(new Debug(Self.Path.ToString(), created.GetType(), "started (" + created + ")"));
                }
                created.AroundPostRestart(m.Cause, null);
            });
        }
        /// <summary>
        ///     Faults the recreate.
        /// </summary>
        /// <param name="m">The m.</param>
        private void FaultRecreate(Recreate m)
        {
            isTerminating = false;
            ActorBase failedActor = _actor;

            object optionalMessage = CurrentMessage;

            if (System.Settings.DebugLifecycle)
            {
                Publish(new Debug(Self.Path.ToString(), failedActor.GetType(), "restarting"));
            }

            try
            {
                failedActor.AroundPreRestart(m.Cause, optionalMessage);
            }
            catch (Exception e)
            {
                HandleNonFatalOrInterruptedException(() =>
                {
                    var ex = new PreRestartException(_self, e, m.Cause, optionalMessage);
                    Publish(new Error(ex, Self.Path.ToString(), failedActor.GetType(), e.Message));
                });
            }

            var freshActor = NewActor();

            _actor = freshActor;
            UseThreadContext(() =>
            {
                Mailbox.Resume();
                freshActor.AroundPostRestart(m.Cause, null);
            });
            if (System.Settings.DebugLifecycle)
            {
                Publish(new Debug(Self.Path.ToString(), freshActor.GetType(), "restarted (" + freshActor + ")"));
            }
        }
Exemplo n.º 8
0
        protected void ClearActor(ActorBase actor)
        {
            if (actor != null)
            {
                var disposable = actor as IDisposable;
                if (disposable != null)
                {
                    try
                    {
                        disposable.Dispose();
                    }
                    catch (Exception e)
                    {
                        if (_systemImpl.Log != null)
                        {
                            _systemImpl.Log.Error(e, "An error occurred while disposing {0} actor. Reason: {1}", 
                                actor.GetType(), e.Message);
                        }
                    }
                }

                actor.Clear(_systemImpl.DeadLetters);
            }
            _actorHasBeenCleared = true;
            CurrentMessage = null;

            //TODO: semantics here? should all "_state" be cleared? or just behavior?
            _state = _state.ClearBehaviorStack();
        }
Exemplo n.º 9
0
        protected void ClearActor(ActorBase actor)
        {
            if (actor != null)
            {
                var disposable = actor as IDisposable;
                if (disposable != null)
                {
                    try
                    {
                        disposable.Dispose();
                    }
                    catch (Exception e)
                    {
                        if (_systemImpl.Log != null)
                        {
                            _systemImpl.Log.Error(e, "An error occurred while disposing {0} actor. Reason: {1}", 
                                actor.GetType(), e.Message);
                        }
                    }
                }

                actor.Clear(_systemImpl.DeadLetters);
            }
            _actorHasBeenCleared = true;
            CurrentMessage = null;
            behaviorStack = null;
        }