Some state fire off a stateTransitionAction and then directly transition to a new state, they have no 'steady wait' condition for handling events like messages and sockets
Some state fire off a stateTransitionAction and then directly transition to a new state, they have no 'steady wait' condition for handling events like messages and sockets
On receipt of an event - a socket connection or a message a series of state transitions can fire off, each may send an action back via the callback, and then transition to anoher state which can again fire an action etc.
On receipt of an event - a socket connection or a message a series of state transitions can fire off, each may send an action back via the callback, and then transition to anoher state which can again fire an action etc. this continues until no new state transitions occur
the eventual new state
Other end instigated the logout, so just discard ANY messages
Other end instigated the logout, so just discard ANY messages
Default action on entering a state is to do nothing
Default action on entering a state is to do nothing
The event which entered the previous states handleEvent and which fired off the action
Created by Jonathan on 01/01/2017.
1. Send Logout response message 2. Wait for counterparty to disconnect up to 10 seconds. If max exceeded, disconnect and generate an “error” condition in test output.