pub struct ReplaySession { /* private fields */ }Expand description
A replayed session: the live handle plus the replay controls.
Implementations§
Source§impl ReplaySession
impl ReplaySession
Sourcepub fn handle(&self) -> &LiveHandle
pub fn handle(&self) -> &LiveHandle
The live handle — same type a real connection returns. state(),
events(), telemetry(), extracted() all work.
Sourcepub fn release(&self)
pub fn release(&self)
Start streaming the recorded inbound frames. Call after subscribing
to LiveHandle::events.
Sourcepub async fn drained(&self)
pub async fn drained(&self)
Wait until every recorded inbound frame has been handed to the session
loop. The last frame’s effects may still be propagating through the
processor — use collect_events_until_idle (or assert on state) to
settle.
Sourcepub fn outbound_frames(&self) -> Vec<Vec<u8>>
pub fn outbound_frames(&self) -> Vec<Vec<u8>>
Outbound frames the replayed session has sent so far (setup, tool responses, …), in send order, for comparison against the recorded log.
Sourcepub fn clock(&self) -> &Arc<ManualClock> ⓘ
pub fn clock(&self) -> &Arc<ManualClock> ⓘ
The replay’s clock. It stands at the recorded capture time of the most recently delivered frame, measured from the first inbound frame.
Sourcepub async fn disconnect(&self) -> Result<(), SessionError>
pub async fn disconnect(&self) -> Result<(), SessionError>
Disconnect the replayed session.
Auto Trait Implementations§
impl !RefUnwindSafe for ReplaySession
impl !UnwindSafe for ReplaySession
impl Freeze for ReplaySession
impl Send for ReplaySession
impl Sync for ReplaySession
impl Unpin for ReplaySession
impl UnsafeUnpin for ReplaySession
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