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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- namespace OpenSim.Region.Framework.Scenes
- {
- /// <summary>
- /// The possible states that a scene presence can be in. This is currently orthagonal to whether a scene presence
- /// is root or child.
- /// </summary>
- /// <remarks>
- /// This is a state machine.
- ///
- /// [Entry] => Running
- /// Running => PreRemove, Removing
- /// PreRemove => Running, Removing
- /// Removing => Removed
- ///
- /// All other methods should only see the scene presence in running state - this is the normal operational state
- /// Removed state occurs when the presence has been removed. This is the end state with no exit.
- /// </remarks>
- public enum ScenePresenceState
- {
- Running, // Normal operation state. The scene presence is available.
- PreRemove, // The presence is due to be removed but can still be returning to running.
- Removing, // The presence is in the process of being removed from the scene via Scene.RemoveClient.
- Removed, // The presence has been removed from the scene and is effectively dead.
- // There is no exit from this state.
- }
- internal class ScenePresenceStateMachine
- {
- private ScenePresence m_sp;
- private ScenePresenceState m_state;
- internal ScenePresenceStateMachine(ScenePresence sp)
- {
- m_sp = sp;
- m_state = ScenePresenceState.Running;
- }
- internal ScenePresenceState GetState()
- {
- return m_state;
- }
- /// <summary>
- /// Updates the state of an agent that is already in transit.
- /// </summary>
- /// <param name='id'></param>
- /// <param name='newState'></param>
- /// <returns></returns>
- /// <exception cref='Exception'>Illegal transitions will throw an Exception</exception>
- internal void SetState(ScenePresenceState newState)
- {
- bool transitionOkay = false;
- lock (this)
- {
- if (newState == m_state)
- return;
- else if (newState == ScenePresenceState.Running && m_state == ScenePresenceState.PreRemove)
- transitionOkay = true;
- else if (newState == ScenePresenceState.PreRemove && m_state == ScenePresenceState.Running)
- transitionOkay = true;
- else if (newState == ScenePresenceState.Removing)
- {
- if (m_state == ScenePresenceState.Running || m_state == ScenePresenceState.PreRemove)
- transitionOkay = true;
- }
- else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing)
- transitionOkay = true;
- }
- if (!transitionOkay)
- {
- throw new Exception(
- string.Format(
- "Scene presence {0} is not allowed to move from state {1} to new state {2} in {3}",
- m_sp.Name, m_state, newState, m_sp.Scene.Name));
- }
- else
- {
- m_state = newState;
- }
- }
- }
- }
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