pub struct ActorMeshRef<A: Referable> { /* private fields */ }Expand description
A reference to a stable snapshot of an ActorMesh.
Implementations§
Source§impl<A: Referable> ActorMeshRef<A>
impl<A: Referable> ActorMeshRef<A>
Sourcepub fn cast<M>(&self, cx: &impl Actor, message: M) -> Result<()>where
A: RemoteHandles<M> + RemoteHandles<IndexedErasedUnbound<M>>,
M: Castable + RemoteMessage + Clone,
pub fn cast<M>(&self, cx: &impl Actor, message: M) -> Result<()>where
A: RemoteHandles<M> + RemoteHandles<IndexedErasedUnbound<M>>,
M: Castable + RemoteMessage + Clone,
Cast a message to all the actors in this mesh
Sourcepub fn cast_for_tensor_engine_only_do_not_use<M>(
&self,
cx: &impl Actor,
sel: Selection,
message: M,
) -> Result<()>where
A: RemoteHandles<M> + RemoteHandles<IndexedErasedUnbound<M>>,
M: Castable + RemoteMessage + Clone,
pub fn cast_for_tensor_engine_only_do_not_use<M>(
&self,
cx: &impl Actor,
sel: Selection,
message: M,
) -> Result<()>where
A: RemoteHandles<M> + RemoteHandles<IndexedErasedUnbound<M>>,
M: Castable + RemoteMessage + Clone,
Cast a message to the actors in this mesh according to the provided selection. This should only be used for temporary support for selections in the tensor engine. If you use this for anything else, you will be fired (you too, OSS contributor).
Sourcepub async fn actor_states(
&self,
cx: &impl Actor,
) -> Result<ValueMesh<State<ActorState>>>
pub async fn actor_states( &self, cx: &impl Actor, ) -> Result<ValueMesh<State<ActorState>>>
Query the state of all actors in this mesh. If keepalive is Some, use a message that indicates to the recipient that the owner of the mesh is still alive, along with the expiry time after which the actor should be considered orphaned. Else, use a normal state query.
pub fn name(&self) -> &Name
pub fn proc_mesh(&self) -> &ProcMeshRef
pub fn controller(&self) -> &Option<ActorRef<ActorMeshController<A>>>
Sourcepub async fn next_supervision_event(
&self,
cx: &impl Actor,
) -> Result<MeshFailure, Error>
pub async fn next_supervision_event( &self, cx: &impl Actor, ) -> Result<MeshFailure, Error>
Returns the next supervision event occurring on this mesh. Await this simultaneously with the return result of a message (such as awaiting a reply after a cast) to get back a message that indicates the actor that failed, instead of waiting forever for a reply. If there are multiple simultaneous awaits of next_supervision_event, all of them will receive the same event.
Sourcepub fn clone_with_supervision_receiver(&self) -> Self
pub fn clone_with_supervision_receiver(&self) -> Self
Same as Clone, but includes a shared supervision receiver. This copy will share the same health state and get the same supervision events. Will have a separate cache.
Trait Implementations§
Source§impl<A: Referable> Clone for ActorMeshRef<A>
impl<A: Referable> Clone for ActorMeshRef<A>
Source§impl<A: Referable> Debug for ActorMeshRef<A>
impl<A: Referable> Debug for ActorMeshRef<A>
Source§impl<'de, A: Referable> Deserialize<'de> for ActorMeshRef<A>
impl<'de, A: Referable> Deserialize<'de> for ActorMeshRef<A>
Source§fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>where
D: Deserializer<'de>,
fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>where
D: Deserializer<'de>,
Source§impl<A: Referable> Display for ActorMeshRef<A>
impl<A: Referable> Display for ActorMeshRef<A>
Source§impl<A: Referable> Hash for ActorMeshRef<A>
impl<A: Referable> Hash for ActorMeshRef<A>
Source§impl<A: Referable> PartialEq for ActorMeshRef<A>
impl<A: Referable> PartialEq for ActorMeshRef<A>
Source§impl<A: Referable> Ranked for ActorMeshRef<A>
impl<A: Referable> Ranked for ActorMeshRef<A>
Source§impl<A: Referable> RankedSliceable for ActorMeshRef<A>
impl<A: Referable> RankedSliceable for ActorMeshRef<A>
Source§impl<A: Referable> Registrable for ActorMeshRef<A>
impl<A: Referable> Registrable for ActorMeshRef<A>
Source§impl<A: Referable> Serialize for ActorMeshRef<A>
impl<A: Referable> Serialize for ActorMeshRef<A>
impl<A: Referable> Eq for ActorMeshRef<A>
Auto Trait Implementations§
impl<A> !Freeze for ActorMeshRef<A>
impl<A> RefUnwindSafe for ActorMeshRef<A>
impl<A> Send for ActorMeshRef<A>
impl<A> Sync for ActorMeshRef<A>
impl<A> Unpin for ActorMeshRef<A>
impl<A> UnwindSafe for ActorMeshRef<A>
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