mirror of
https://github.com/actix/actix-extras.git
synced 2024-11-25 00:12:59 +01:00
232 lines
7.5 KiB
Rust
232 lines
7.5 KiB
Rust
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//! `ClientSession` is an actor, it manages peer tcp connection and
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//! proxies commands from peer to `ChatServer`.
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use std::{io, net};
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use std::str::FromStr;
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use std::time::{Instant, Duration};
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use tokio_core::net::{TcpStream, TcpListener};
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use actix::*;
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use server::{self, ChatServer};
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use codec::{ChatRequest, ChatResponse, ChatCodec};
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/// Chat server sends this messages to session
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pub struct Message(pub String);
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/// `ChatSession` actor is responsible for tcp peer communitions.
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pub struct ChatSession {
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/// unique session id
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id: usize,
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/// this is address of chat server
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addr: SyncAddress<ChatServer>,
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/// Client must send ping at least once per 10 seconds, otherwise we drop connection.
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hb: Instant,
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/// joined room
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room: String,
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}
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impl Actor for ChatSession {
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/// For tcp communication we are going to use `FramedContext`.
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/// It is convinient wrapper around `Framed` object from `tokio_io`
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type Context = FramedContext<Self>;
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}
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/// To use `FramedContext` we have to define Io type and Codec
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impl FramedActor for ChatSession {
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type Io = TcpStream;
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type Codec= ChatCodec;
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}
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/// Also `FramedContext` requires Actor which is able to handle stream
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/// of `<Codec as Decoder>::Item` items.
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impl StreamHandler<ChatRequest, io::Error> for ChatSession {
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fn started(&mut self, ctx: &mut FramedContext<Self>) {
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// we'll start heartbeat process on session start.
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self.hb(ctx);
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// register self in chat server. `AsyncContext::wait` register
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// future within context, but context waits until this future resolves
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// before processing any other events.
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self.addr.call(self, server::Connect{addr: ctx.sync_subscriber()}).then(|res, act, ctx| {
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match res {
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Ok(Ok(res)) => act.id = res,
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// something is wrong with chat server
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_ => ctx.stop(),
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}
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fut::ok(())
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}).wait(ctx);
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}
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fn finished(&mut self, ctx: &mut FramedContext<Self>) {
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// notify chat server
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self.addr.send(server::Disconnect{id: self.id});
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ctx.stop()
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}
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}
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impl ResponseType<ChatRequest> for ChatSession {
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type Item = ();
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type Error = ();
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}
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impl Handler<ChatRequest, io::Error> for ChatSession {
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/// We'll stop chat session actor on any error, high likely it is just
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/// termination of the tcp stream.
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fn error(&mut self, _: io::Error, ctx: &mut FramedContext<Self>) {
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ctx.stop()
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}
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/// This is main event loop for client requests
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fn handle(&mut self, msg: ChatRequest, ctx: &mut FramedContext<Self>)
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-> Response<Self, ChatRequest>
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{
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match msg {
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ChatRequest::List => {
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// Send ListRooms message to chat server and wait for response
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println!("List rooms");
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self.addr.call(self, server::ListRooms).then(|res, _, ctx| {
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match res {
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Ok(Ok(rooms)) => {
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let _ = ctx.send(ChatResponse::Rooms(rooms));
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},
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_ => println!("Something is wrong"),
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}
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fut::ok(())
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}).wait(ctx)
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// .wait(ctx) pauses all events in context,
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// so actor wont receive any new messages until it get list of rooms back
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},
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ChatRequest::Join(name) => {
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println!("Join to room: {}", name);
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self.room = name.clone();
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self.addr.send(server::Join{id: self.id, name: name.clone()});
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let _ = ctx.send(ChatResponse::Joined(name));
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},
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ChatRequest::Message(message) => {
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// send message to chat server
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println!("Peer message: {}", message);
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self.addr.send(
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server::Message{id: self.id,
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msg: message, room:
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self.room.clone()})
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}
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// we update heartbeat time on ping from peer
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ChatRequest::Ping =>
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self.hb = Instant::now(),
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}
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Self::empty()
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}
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}
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/// Handler for Message, chat server sends this message, we just send string to peer
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impl Handler<Message> for ChatSession {
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fn handle(&mut self, msg: Message, ctx: &mut FramedContext<Self>)
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-> Response<Self, Message>
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{
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// send message to peer
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let _ = ctx.send(ChatResponse::Message(msg.0));
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Self::empty()
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}
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}
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impl ResponseType<Message> for ChatSession {
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type Item = ();
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type Error = ();
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}
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/// Helper methods
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impl ChatSession {
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pub fn new(addr: SyncAddress<ChatServer>) -> ChatSession {
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ChatSession {id: 0, addr: addr, hb: Instant::now(), room: "Main".to_owned()}
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}
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/// helper method that sends ping to client every second.
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///
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/// also this method check heartbeats from client
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fn hb(&self, ctx: &mut FramedContext<Self>) {
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ctx.run_later(Duration::new(1, 0), |act, ctx| {
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// check client heartbeats
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if Instant::now().duration_since(act.hb) > Duration::new(10, 0) {
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// heartbeat timed out
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println!("Client heartbeat failed, disconnecting!");
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// notify chat server
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act.addr.send(server::Disconnect{id: act.id});
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// stop actor
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ctx.stop();
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}
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if ctx.send(ChatResponse::Ping).is_ok() {
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// if we can not send message to sink, sink is closed (disconnected)
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act.hb(ctx);
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}
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});
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}
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}
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/// Define tcp server that will accept incomint tcp connection and create
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/// chat actors.
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pub struct TcpServer {
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chat: SyncAddress<ChatServer>,
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}
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impl TcpServer {
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pub fn new(s: &str, chat: SyncAddress<ChatServer>) {
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// Create server listener
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let addr = net::SocketAddr::from_str("127.0.0.1:12345").unwrap();
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let listener = TcpListener::bind(&addr, Arbiter::handle()).unwrap();
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// Our chat server `Server` is an actor, first we need to start it
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// and then add stream on incoming tcp connections to it.
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// TcpListener::incoming() returns stream of the (TcpStream, net::SocketAddr) items
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// So to be able to handle this events `Server` actor has to implement
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// stream handler `StreamHandler<(TcpStream, net::SocketAddr), io::Error>`
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let _: () = TcpServer::create(|ctx| {
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ctx.add_stream(listener.incoming());
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TcpServer{chat: chat}
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});
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}
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}
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/// Make actor from `Server`
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impl Actor for TcpServer {
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/// Every actor has to provide execution `Context` in which it can run.
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type Context = Context<Self>;
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}
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/// Handle stream of TcpStream's
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impl StreamHandler<(TcpStream, net::SocketAddr), io::Error> for TcpServer {}
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impl ResponseType<(TcpStream, net::SocketAddr)> for TcpServer {
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type Item = ();
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type Error = ();
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}
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impl Handler<(TcpStream, net::SocketAddr), io::Error> for TcpServer {
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fn handle(&mut self, msg: (TcpStream, net::SocketAddr), _: &mut Context<Self>)
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-> Response<Self, (TcpStream, net::SocketAddr)>
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{
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// For each incoming connection we create `ChatSession` actor
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// with out chat server address.
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let server = self.chat.clone();
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let _: () = ChatSession::new(server).framed(msg.0, ChatCodec);
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// this is response for message, which is defined by `ResponseType` trait
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// in this case we just return unit.
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Self::empty()
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}
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}
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