if (message instanceof LeaderSessionMessage) { LeaderSessionMessage msg = (LeaderSessionMessage) message; UUID expectedID = getLeaderSessionID(); UUID actualID = msg.leaderSessionID(); handleMessage(msg.message()); } else { handleDiscardedMessage(expectedID, msg); handleNoLeaderId(msg); } else { handleMessage(message);
/** * This method should be called for every outgoing message. It wraps messages which require * a leader session ID (indicated by {@link RequiresLeaderSessionID}) in a * {@link LeaderSessionMessage} with the actor's leader session ID. * * <p>This method can be overridden to implement a different decoration behavior. * * @param message Message to be decorated * @return The decorated message */ protected Object decorateMessage(Object message) { if (message instanceof RequiresLeaderSessionID) { return new LeaderSessionMessage(getLeaderSessionID(), message); } else { return message; } }
/** * This method should be called for every outgoing message. It wraps messages which require * a leader session ID (indicated by {@link RequiresLeaderSessionID}) in a * {@link LeaderSessionMessage} with the actor's leader session ID. * * <p>This method can be overridden to implement a different decoration behavior. * * @param message Message to be decorated * @return The decorated message */ protected Object decorateMessage(Object message) { if (message instanceof RequiresLeaderSessionID) { return new LeaderSessionMessage(getLeaderSessionID(), message); } else { return message; } }
if (message instanceof LeaderSessionMessage) { LeaderSessionMessage msg = (LeaderSessionMessage) message; UUID expectedID = getLeaderSessionID(); UUID actualID = msg.leaderSessionID(); handleMessage(msg.message()); } else { handleDiscardedMessage(expectedID, msg); handleNoLeaderId(msg); } else { handleMessage(message);
/** * This method should be called for every outgoing message. It wraps messages which require * a leader session ID (indicated by {@link RequiresLeaderSessionID}) in a * {@link LeaderSessionMessage} with the actor's leader session ID. * * This method can be overriden to implement a different decoration behavior. * * @param message Message to be decorated * @return The deocrated message */ protected Object decorateMessage(Object message) { if (message instanceof RequiresLeaderSessionID) { return new LeaderSessionMessage(getLeaderSessionID(), message); } else { return message; } }
if (message instanceof LeaderSessionMessage) { LeaderSessionMessage msg = (LeaderSessionMessage) message; UUID expectedID = getLeaderSessionID(); UUID actualID = msg.leaderSessionID(); handleMessage(msg.message()); } else { handleDiscardedMessage(expectedID, msg); handleNoLeaderId(msg); } else { handleMessage(message);
/** * This method should be called for every outgoing message. It wraps messages which require * a leader session ID (indicated by {@link RequiresLeaderSessionID}) in a * {@link LeaderSessionMessage} with the actor's leader session ID. * * <p>This method can be overridden to implement a different decoration behavior. * * @param message Message to be decorated * @return The decorated message */ protected Object decorateMessage(Object message) { if (message instanceof RequiresLeaderSessionID) { return new LeaderSessionMessage(getLeaderSessionID(), message); } else { return message; } }
if (message instanceof LeaderSessionMessage) { LeaderSessionMessage msg = (LeaderSessionMessage) message; UUID expectedID = getLeaderSessionID(); UUID actualID = msg.leaderSessionID(); handleMessage(msg.message()); } else { handleDiscardedMessage(expectedID, msg); handleNoLeaderId(msg); } else { handleMessage(message);