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Improving the code with some cleanup. (#719)
* Disable trace logging to save disk space. * Update feedback algorithm. * fix feedback strategy. * refactor. * Remove experiment features. --------- Co-authored-by: Ao Li <[email protected]>
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124
Src/PChecker/CheckerCore/Actors/Logging/ActorRuntimeLogBase.cs
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using System; | ||
using PChecker.Actors.Events; | ||
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namespace PChecker.Actors.Logging; | ||
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internal abstract class ActorRuntimeLogBase : IActorRuntimeLog | ||
{ | ||
public virtual void OnCreateActor(ActorId id, string creatorName, string creatorType) | ||
{ | ||
} | ||
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public virtual void OnCreateStateMachine(ActorId id, string creatorName, string creatorType) | ||
{ | ||
} | ||
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public virtual void OnExecuteAction(ActorId id, string handlingStateName, string currentStateName, | ||
string actionName) | ||
{ | ||
} | ||
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public virtual void OnSendEvent(ActorId targetActorId, string senderName, string senderType, string senderStateName, | ||
Event e, | ||
Guid opGroupId, bool isTargetHalted) | ||
{ | ||
} | ||
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public virtual void OnRaiseEvent(ActorId id, string stateName, Event e) | ||
{ | ||
} | ||
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public virtual void OnEnqueueEvent(ActorId id, Event e) | ||
{ | ||
} | ||
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public virtual void OnDequeueEvent(ActorId id, string stateName, Event e) | ||
{ | ||
} | ||
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public virtual void OnReceiveEvent(ActorId id, string stateName, Event e, bool wasBlocked) | ||
{ | ||
} | ||
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public virtual void OnWaitEvent(ActorId id, string stateName, Type eventType) | ||
{ | ||
} | ||
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public virtual void OnWaitEvent(ActorId id, string stateName, params Type[] eventTypes) | ||
{ | ||
} | ||
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public virtual void OnStateTransition(ActorId id, string stateName, bool isEntry) | ||
{ | ||
} | ||
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public virtual void OnGotoState(ActorId id, string currentStateName, string newStateName) | ||
{ | ||
} | ||
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public virtual void OnDefaultEventHandler(ActorId id, string stateName) | ||
{ | ||
} | ||
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public virtual void OnHalt(ActorId id, int inboxSize) | ||
{ | ||
} | ||
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public virtual void OnHandleRaisedEvent(ActorId id, string stateName, Event e) | ||
{ | ||
} | ||
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public virtual void OnPopStateUnhandledEvent(ActorId id, string stateName, Event e) | ||
{ | ||
} | ||
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public virtual void OnExceptionThrown(ActorId id, string stateName, string actionName, Exception ex) | ||
{ | ||
} | ||
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public virtual void OnExceptionHandled(ActorId id, string stateName, string actionName, Exception ex) | ||
{ | ||
} | ||
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public virtual void OnCreateMonitor(string monitorType) | ||
{ | ||
} | ||
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public virtual void OnMonitorExecuteAction(string monitorType, string stateName, string actionName) | ||
{ | ||
} | ||
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public virtual void OnMonitorProcessEvent(string monitorType, string stateName, string senderName, | ||
string senderType, | ||
string senderStateName, Event e) | ||
{ | ||
} | ||
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public virtual void OnMonitorRaiseEvent(string monitorType, string stateName, Event e) | ||
{ | ||
} | ||
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public virtual void OnMonitorStateTransition(string monitorType, string stateName, bool isEntry, bool? isInHotState) | ||
{ | ||
} | ||
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public virtual void OnMonitorError(string monitorType, string stateName, bool? isInHotState) | ||
{ | ||
} | ||
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public virtual void OnRandom(object result, string callerName, string callerType) | ||
{ | ||
} | ||
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public virtual void OnAssertionFailure(string error) | ||
{ | ||
} | ||
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public virtual void OnStrategyDescription(string strategyName, string description) | ||
{ | ||
} | ||
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public virtual void OnCompleted() | ||
{ | ||
} | ||
} |
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