fn refresh_delay(
        steady_interval: Duration,
        prev_state: &UpdateAgentMachineState,
        cur_state: &UpdateAgentMachineState,
    ) -> Option<Duration> {
        if Self::should_tick_immediately(prev_state, cur_state) {
            return None;
        }

        let (mut refresh_delay, should_jitter) = cur_state.get_refresh_delay(steady_interval);
        if should_jitter {
            refresh_delay = Self::add_jitter(refresh_delay);
        };

        Some(refresh_delay)
    }
/// Pausing interval between state-machine refresh cycles.
///
/// This influences the pace of the update-agent refresh loop. Timing of the
/// state machine is not uniform. Some states benefit from more/less
/// frequent refreshes, or can be customized by the user.
Pausing interval between state-machine refresh cycles.
This influences the pace of the update-agent refresh loop. Timing of the
state machine is not uniform. Some states benefit from more/less
frequent refreshes, or can be customized by the user.
Pausing interval between state - machine refresh cycles . This influences the pace of the update - agent refresh loop . Timing of the state machine is not uniform . Some states benefit from more / less frequent refreshes or can be customized by the user .
fn refresh_delay(
        steady_interval: Duration,
        prev_state: &UpdateAgentMachineState,
        cur_state: &UpdateAgentMachineState,
    ) -> Option<Duration> {
        if Self::should_tick_immediately(prev_state, cur_state) {
            return None;
        }
        let (mut refresh_delay, should_jitter) = cur_state.get_refresh_delay(steady_interval);
        if should_jitter {
            refresh_delay = Self::add_jitter(refresh_delay);
        };
        Some(refresh_delay)
    }
fn refresh_delay ( steady_interval : Duration , prev_state : & UpdateAgentMachineState , cur_state : & UpdateAgentMachineState , ) -> Option < Duration > { if Self :: should_tick_immediately ( prev_state , cur_state ) { return None ; } let ( mut refresh_delay , should_jitter ) = cur_state . get_refresh_delay ( steady_interval ) ; if should_jitter { refresh_delay = Self :: add_jitter ( refresh_delay ) ; } ; Some ( refresh_delay ) }
Pausing interval between state-machine refresh cycles.
Pausing interval between state - machine refresh cycles .
steady_interval
Duration
prev_state
&UpdateAgentMachineState
cur_state
&UpdateAgentMachineState