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package main
import (
"github.com/AsynkronIT/protoactor-go/actor"
"log"
"time"
)
type pong struct {
}
type ping struct {
}
type pingActor struct {
pongPid *actor.PID
}
func (p *pingActor) Receive(ctx actor.Context) {
switch ctx.Message().(type) {
case struct{}:
// Below both work.
//
//future := p.pongPid.RequestFuture(&ping{}, time.Second)
future := ctx.RequestFuture(p.pongPid, &ping{}, time.Second)
result, err := future.Result()
if err != nil {
log.Print(err.Error())
return
}
log.Printf("Received %#v", result)
case *pong:
// Never comes here.
// When the pong actor responds to the sender,
// the sender is not a ping actor but a future process.
log.Print("Received pong message")
}
}
func main() {
pongProps := actor.FromFunc(func(ctx actor.Context) {
switch ctx.Message().(type) {
case *ping:
log.Print("Received ping message")
// Below both work in this example, but their behavior slightly differ.
// ctx.Sender().Tell() panics and recovers if the sender is nil;
// while ctx.Respond() checks the presence of sender and redirects the message to dead letter process
// when sender is absent.
//
//ctx.Sender().Tell(&pong{})
ctx.Respond(&pong{})
default:
}
})
pongPid := actor.Spawn(pongProps)
pingProps := actor.FromProducer(func() actor.Actor {
return &pingActor{
pongPid: pongPid,
}
})
pingPid := actor.Spawn(pingProps)
pingPid.Tell(struct{}{})
time.Sleep(1 * time.Second) // Just to make sure system ends after actor execution
}
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