func (ri *relayItems) IntrospectState(opts *IntrospectionOptions, name string) RelayItemSetState {
	ri.RLock()
	defer ri.RUnlock()

	setState := RelayItemSetState{
		Name:  name,
		Count: ri.Count(),
	}
	if opts.IncludeExchanges {
		setState.Items = make(map[string]RelayItemState, len(ri.items))
		for k, v := range ri.items {
			if !opts.IncludeTombstones && v.tomb {
				continue
			}
			state := RelayItemState{
				ID:                      k,
				RemapID:                 v.remapID,
				DestinationConnectionID: v.destination.conn.connID,
				Tomb:                    v.tomb,
			}
			setState.Items[strconv.Itoa(int(k))] = state
		}
	}

	return setState
}
func (ri *relayItems) IntrospectState(opts *IntrospectionOptions, name string) RelayItemSetState {
	ri.RLock()
	defer ri.RUnlock()

	setState := RelayItemSetState{
		Name:  name,
		Count: ri.Count(),
	}
	if opts.IncludeExchanges {
		setState.Items = make(map[string]RelayItemState, len(ri.items))
		for k, v := range ri.items {
			if !opts.IncludeTombstones && v.tomb {
				continue
			}
			state := RelayItemState{
				ID:                      k,
				RemapID:                 v.remapID,
				DestinationConnectionID: v.destination.conn.connID,
				Tomb:                    v.tomb,
			}
			setState.Items[strconv.Itoa(int(k))] = state
		}
	}

	return setState
}
// IntrospectState returns the runtime state for this relayItems.