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main.go
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77 lines (61 loc) · 1.63 KB
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package main
import (
"github.com/asynkron/protoactor-go/actor"
"log"
"os"
"os/signal"
"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{}:
// ctx.Send() do not set the sender information and hence the recipient can not respond to the sender;
// ctx.Request() sets the sender information so the receiving actor can refer to the sender's PID and respond.
ctx.Request(p.pongPid, &ping{})
case *pong:
log.Print("Received pong message")
}
}
func main() {
// Set up the actor system
system := actor.NewActorSystem()
// Run a pong actor that receives a ping payload and sends back a pong payload
pongProps := actor.PropsFromFunc(func(ctx actor.Context) {
switch ctx.Message().(type) {
case *ping:
log.Print("Received ping message")
ctx.Respond(&pong{})
default:
}
})
pongPid := system.Root.Spawn(pongProps)
// Run a ping actor that receives an arbitrary payload from outside the actor system, and then sends a ping payload to the pong actor
pingProps := actor.PropsFromProducer(func() actor.Actor {
return &pingActor{
pongPid: pongPid,
}
})
pingPid := system.Root.Spawn(pingProps)
// Subscribe to a signal to finish the interaction
finish := make(chan os.Signal, 1)
signal.Notify(finish, os.Interrupt, os.Kill)
// Periodically send a ping payload till a signal comes
ticker := time.NewTicker(1 * time.Second)
defer ticker.Stop()
for {
select {
case <-ticker.C:
system.Root.Send(pingPid, struct{}{})
case <-finish:
log.Print("Finish")
return
}
}
}