Thread.State, Thread.UncaughtExceptionHandler
MAX_PRIORITY, MIN_PRIORITY, NORM_PRIORITY
Constructor and Description |
---|
ScenarioHandler(Deque<ClientEvent> scenario)
Constructor.
|
ScenarioHandler(Deque<ClientEvent> scenario,
int freeze,
long sleepBetweenTries) |
Modifier and Type | Method and Description |
---|---|
void |
addOfMsg(byte[] message)
Adds a message.
|
Deque<ClientEvent> |
getScenario()
Returns the scenario.
|
boolean |
isEmpty()
Returns true if scenario is done / empty.
|
boolean |
isFinishedOK() |
boolean |
isScenarioFinished()
Returns true is scenario is finished.
|
void |
run() |
void |
setCtx(io.netty.channel.ChannelHandlerContext ctx)
Sets the ChannelHandlerContext.
|
void |
setScenario(Deque<ClientEvent> scenario)
Sets the scenario.
|
activeCount, checkAccess, clone, countStackFrames, currentThread, destroy, dumpStack, enumerate, getAllStackTraces, getContextClassLoader, getDefaultUncaughtExceptionHandler, getId, getName, getPriority, getStackTrace, getState, getThreadGroup, getUncaughtExceptionHandler, holdsLock, interrupt, interrupted, isAlive, isDaemon, isInterrupted, join, join, join, resume, setContextClassLoader, setDaemon, setDefaultUncaughtExceptionHandler, setName, setPriority, setUncaughtExceptionHandler, sleep, sleep, start, stop, stop, suspend, toString, yield
public ScenarioHandler(Deque<ClientEvent> scenario)
scenario
- Deque
public ScenarioHandler(Deque<ClientEvent> scenario, int freeze, long sleepBetweenTries)
public boolean isEmpty()
public Deque<ClientEvent> getScenario()
public void setScenario(Deque<ClientEvent> scenario)
scenario
- scenario filled with desired eventspublic void setCtx(io.netty.channel.ChannelHandlerContext ctx)
ctx
- context which will be used for sending messages (SendEvents)public void addOfMsg(byte[] message)
message
- received message that is compared to expected messagepublic boolean isScenarioFinished()
public boolean isFinishedOK()
Copyright © 2020 OpenDaylight. All rights reserved.