Documentation
¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
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var ( // DebuggerStates contains all the states for the debugger machine. DebuggerStates = ssD // DebuggerGroups contains all the state groups for the debugger machine. DebuggerGroups = sgD )
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var DebuggerSchema = SchemaMerge( ss.BasicSchema, ServerSchema, am.Schema{ ssD.ErrDiagrams: { Multi: true, Require: S{Exception}, Remove: S{ssD.DiagramsScheduled, ssD.DiagramsRendering}, }, ssD.ErrWeb: { Multi: true, Require: S{Exception}, }, ssD.WebReq: { Multi: true, Require: S{Start}, }, ssD.WebSocketDiag: { Multi: true, Require: S{Start}, }, ssD.WebSocketDbg: {Require: S{Start}}, ssD.UserFwd: { Add: S{ssD.Fwd}, Remove: sgD.Playing, }, ssD.UserBack: { Add: S{ssD.Back}, Remove: sgD.Playing, }, ssD.UserFwdStep: { Add: S{ssD.FwdStep}, Require: S{ssD.ClientSelected}, Remove: SAdd(sgD.Playing, S{ssD.LogUserScrolled}), }, ssD.UserBackStep: { Add: S{ssD.BackStep}, Require: S{ssD.ClientSelected}, Remove: SAdd(sgD.Playing, S{ssD.LogUserScrolled}), }, ssD.TreeFocused: {Remove: sgD.Focused}, ssD.TreeGroupsFocused: {Remove: sgD.Focused}, ssD.LogFocused: {Remove: sgD.Focused}, ssD.ClientListFocused: {Remove: sgD.Focused}, ssD.TimelineTxsFocused: {Remove: sgD.Focused}, ssD.TimelineStepsFocused: {Remove: sgD.Focused}, ssD.MatrixFocused: {Remove: sgD.Focused}, ssD.DialogFocused: {Remove: sgD.Focused}, ssD.Toolbar1Focused: {Remove: sgD.Focused}, ssD.Toolbar2Focused: {Remove: sgD.Focused}, ssD.Toolbar3Focused: {Remove: sgD.Focused}, ssD.Toolbar4Focused: {Remove: sgD.Focused}, ssD.LogReaderFocused: { Require: S{ssD.LogReaderVisible}, Remove: sgD.Focused, }, ssD.AddressFocused: {Remove: sgD.Focused}, ssD.Resized: {Multi: true}, ssD.TimelineTxHidden: {Require: S{ssD.TimelineStepsHidden}}, ssD.TimelineStepsHidden: {}, ssD.NarrowLayout: { Require: S{Ready}, Remove: S{ssD.ClientListVisible}, }, ssD.UserNarrowLayout: {Add: S{ssD.NarrowLayout}}, ssD.ClientListVisible: {}, ssD.StateNameSelected: { Multi: true, Require: S{ssD.ClientSelected}, }, ssD.TimelineStepsScrolled: {Require: S{ssD.ClientSelected}}, ssD.HelpDialog: { Add: S{ssD.DialogFocused}, Remove: SAdd(sgD.Dialog, sgD.Focused), }, ssD.ExportDialog: { Add: S{ssD.DialogFocused}, Remove: SAdd(sgD.Dialog, sgD.Focused), }, ssD.LogUserScrolled: { Remove: S{ssD.Playing, ssD.TailMode}, Require: S{ssD.LogFocused}, }, Ready: { Require: S{Start}, Add: S{ssD.UpdateFocus}, }, ssD.FilterAutoTx: {Remove: S{ssD.FilterAutoCanceledTx}}, ssD.FilterAutoCanceledTx: {Remove: S{ssD.FilterAutoTx}}, ssD.FilterCanceledTx: {}, ssD.FilterQueuedTx: {}, ssD.FilterEmptyTx: {}, ssD.FilterDisconn: {}, ssD.LogTimestamps: {}, ssD.FilterTraces: {}, ssD.FilterHealth: {}, ssD.FilterChecks: {}, ssD.FilterOutGroup: {}, ssD.Redraw: {}, Start: {Add: S{ ssD.LogTimestamps, ssD.FilterHealth, ssD.ClientListFocused, ssD.FilterAutoCanceledTx, ssD.ClientListVisible, }}, ssD.Heartbeat: { Multi: true, Require: S{Start}, }, ssD.GcMsgs: {Remove: S{ ssD.SelectingClient, ssD.SwitchedClientTx, ssD.ScrollToTx, ssD.ScrollToMutTx}}, ssD.TreeLogView: { Auto: true, Require: S{Start}, Remove: SAdd(sgD.Views, S{ssD.MatrixRain}), }, ssD.MatrixView: {Remove: SAdd(sgD.Views, S{ssD.LogReaderVisible})}, ssD.TreeMatrixView: {Remove: SAdd(sgD.Views, S{ssD.LogReaderVisible})}, ssD.TailMode: { Require: S{ssD.ClientSelected}, Remove: SAdd(sgD.Playing, S{ssD.LogUserScrolled}), }, ssD.Playing: { Require: S{ssD.ClientSelected}, Remove: SAdd(sgD.Playing, S{ssD.LogUserScrolled}), }, ssD.Paused: { Auto: true, Require: S{ssD.ClientSelected}, Remove: sgD.Playing, }, ssD.ToggleTool: {Remove: S{ssD.ToolToggled}}, ssD.ToolToggled: {Remove: S{ssD.ToggleTool}}, ssD.SwitchingClientTx: { Require: S{Ready}, Remove: sgD.SwitchedClientTx, }, ssD.SwitchedClientTx: { Require: S{Ready}, Remove: sgD.SwitchedClientTx, }, ssD.ScrollToMutTx: {Require: S{ssD.ClientSelected}}, ssD.MatrixRain: {}, ssD.MatrixRainSelected: { Multi: true, Require: S{ssD.MatrixRain, ssD.ClientSelected}, }, ssD.LogReaderVisible: { Auto: true, Require: S{ssD.TreeLogView, ssD.LogReaderEnabled}, }, ssD.LogReaderEnabled: {}, ssD.UpdateLogScheduled: {Require: S{Ready}}, ssD.UpdatingLog: { Require: S{Ready, ssD.ClientSelected}, Remove: S{ssD.LogUpdated}, }, ssD.LogUpdated: { Require: S{Ready, ssD.ClientSelected}, Remove: S{ssD.UpdatingLog}, }, ssD.UpdateLogReader: {Require: S{Ready, ssD.LogReaderEnabled}}, ssD.UpdateFocus: { Multi: true, Require: S{Ready}, }, ssD.Overlay: {Require: S{ssD.LogReaderFocused}}, ssD.AfterFocus: { Multi: true, Require: S{Ready}, }, ssD.FocusPrev: { Multi: true, Require: S{Ready}, }, ssD.FocusNext: { Multi: true, Require: S{Ready}, }, ssD.ToolRain: { Multi: true, Require: S{Ready}, }, ssD.Fwd: { Require: S{ssD.ClientSelected}, Remove: S{ssD.Overlay}, }, ssD.Back: { Require: S{ssD.ClientSelected}, Remove: S{ssD.Overlay}, }, ssD.FwdStep: { Require: S{ssD.ClientSelected}, }, ssD.BackStep: { Require: S{ssD.ClientSelected}, }, ssD.ScrollToTx: { Multi: true, Require: S{ssD.ClientSelected}, Remove: S{ssD.TailMode, ssD.Playing, ssD.TimelineStepsScrolled}, }, ssD.ScrollToStep: { Require: S{ssD.ClientSelected}, Remove: S{ssD.TailMode, ssD.Playing}, }, ssD.SelectingClient: { Require: S{Start}, Remove: S{ssD.ClientSelected, ssD.Overlay}, }, ssD.ClientSelected: { Require: S{Start}, Remove: S{ssD.SelectingClient}, }, ssD.RemoveClient: {Require: S{ssD.ClientSelected}}, ssD.BuildingLog: { Require: S{ssD.ClientSelected}, Remove: S{ssD.LogBuilt}, After: S{ssD.ClientSelected}, }, ssD.LogBuilt: { Require: S{ssD.ClientSelected}, Remove: S{ssD.BuildingLog}, }, ssD.SetCursor: {Require: S{Ready}}, ssD.SetGroup: { Multi: true, Require: S{ssD.ClientSelected}, }, ssD.DiagramsScheduled: { Multi: true, Require: S{Ready}, }, ssD.DiagramsRendering: { Require: S{Ready}, Remove: S{ssD.DiagramsReady}, }, ssD.DiagramsReady: {Remove: S{ssD.DiagramsRendering}}, ssD.DiagramsNoCache: {Require: S{ssD.DiagramsRendering}}, ssD.SshServer: {Require: S{Start}}, ssD.SshDisconn: { Multi: true, Require: S{ssD.SshServer}, }, }, )
DebuggerSchema represents all relations and properties of DebuggerStates.
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var ServerSchema = am.Schema{ ssV.ErrGraph: {Require: S{Exception}}, ssV.ConnectEvent: { Multi: true, Require: S{ss.BasicStates.Start}}, ssV.ClientMsg: { Multi: true, Require: S{ss.BasicStates.Start}}, ssV.DisconnectEvent: { Multi: true, Require: S{ss.BasicStates.Start}}, ssV.InitClient: { Multi: true, Require: S{ss.BasicStates.Start}}, }
ServerSchema represents all relations and properties of ServerStates.
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var (
// ServerStates contains all the states for the Server machine.
ServerStates = ssV
)
Functions ¶
This section is empty.
Types ¶
type DebuggerGroupsDef ¶ added in v0.18.8
type DebuggerGroupsDef struct {
// Focused represents focus-related states, 1 active at a time.
Focused S
// Views represents view-related states, 1 active at a time.
Views S
// Playing represents playback-related states, 1 active at a time.
Playing S
// ClientTx represents client transaction states, 1 active at a time.
ClientTx S
// Filters represents filter states.
Filters S
// Dialog represents dialog-related states.
Dialog S
// Debug contains states useful when debugging the debugger in another
// debugger.
Debug S
SwitchedClientTx S
}
DebuggerGroupsDef contains all the state groups of the debugger state machine.
type DebuggerStatesDef ¶ added in v0.18.8
type DebuggerStatesDef struct {
*am.StatesBase
ErrDiagrams string
ErrWeb string
// input events
WebReq string
WebSocketDiag string
WebSocketDbg string
// input events
UserFwd string
UserBack string
UserFwdStep string
UserBackStep string
// focus group
TreeFocused string
TreeGroupsFocused string
LogFocused string
ClientListFocused string
TimelineTxsFocused string
TimelineStepsFocused string
MatrixFocused string
DialogFocused string
Toolbar1Focused string
Toolbar2Focused string
Toolbar3Focused string
Toolbar4Focused string
LogReaderFocused string
AddressFocused string
Resized string
// view states
TimelineTxHidden string
TimelineStepsHidden string
NarrowLayout string
UserNarrowLayout string
ClientListVisible string
StateNameSelected string
TimelineStepsScrolled string
HelpDialog string
ExportDialog string
LogUserScrolled string
Ready string
FilterAutoTx string
FilterAutoCanceledTx string
FilterCanceledTx string
FilterQueuedTx string
FilterEmptyTx string
FilterDisconn string
LogTimestamps string
FilterTraces string
FilterHealth string
FilterChecks string
FilterOutGroup string
Redraw string
// actions
Start string
Heartbeat string
GcMsgs string
TreeLogView string
MatrixView string
TreeMatrixView string
TailMode string
Playing string
Paused string
ToggleTool string
ToolToggled string
SwitchingClientTx string
SwitchedClientTx string
ScrollToMutTx string
MatrixRain string
MatrixRainSelected string
LogReaderVisible string
LogReaderEnabled string
UpdateLogScheduled string
UpdatingLog string
LogUpdated string
UpdateLogReader string
UpdateFocus string
Overlay string
AfterFocus string
FocusPrev string
FocusNext string
ToolRain string
// tx / steps back / fwd
Fwd string
Back string
FwdStep string
BackStep string
ScrollToTx string
ScrollToStep string
// client selection
SelectingClient string
ClientSelected string
RemoveClient string
BuildingLog string
LogBuilt string
SetCursor string
SetGroup string
DiagramsScheduled string
DiagramsRendering string
DiagramsReady string
DiagramsNoCache string
SshServer string
SshDisconn string
*ss.BasicStatesDef
*ServerStatesDef
}
DebuggerStatesDef contains all the states of the debugger state machine.
type ServerStatesDef ¶ added in v0.16.1
type ServerStatesDef struct {
*am.StatesBase
ErrGraph string
ConnectEvent string
ClientMsg string
DisconnectEvent string
InitClient string
}
ServerStatesDef contains all the states of the debugger server state machine, used to listen for RPC connections and msgD.
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