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Scenes
ScenePresenceStateMachine.cs
Go to the documentation of this file.
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using
System;
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namespace
OpenSim.
Region
.Framework.Scenes
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{
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public
enum
ScenePresenceState
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{
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Running
,
// Normal operation state. The scene presence is available.
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PreRemove
,
// The presence is due to be removed but can still be returning to running.
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Removing
,
// The presence is in the process of being removed from the scene via Scene.RemoveClient.
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Removed
,
// The presence has been removed from the scene and is effectively dead.
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// There is no exit from this state.
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}
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internal
class
ScenePresenceStateMachine
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{
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private
ScenePresence m_sp;
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private
ScenePresenceState
m_state;
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internal
ScenePresenceStateMachine(ScenePresence sp)
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{
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m_sp = sp;
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m_state = ScenePresenceState.Running;
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}
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internal
ScenePresenceState
GetState()
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{
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return
m_state;
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}
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internal
void
SetState(
ScenePresenceState
newState)
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{
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bool
transitionOkay =
false
;
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lock (
this
)
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{
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if
(newState == m_state)
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return
;
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else
if
(newState ==
ScenePresenceState
.Running && m_state ==
ScenePresenceState
.PreRemove)
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transitionOkay =
true
;
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else
if
(newState ==
ScenePresenceState
.PreRemove && m_state ==
ScenePresenceState
.Running)
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transitionOkay =
true
;
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else
if
(newState ==
ScenePresenceState
.Removing)
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{
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if
(m_state ==
ScenePresenceState
.Running || m_state ==
ScenePresenceState
.PreRemove)
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transitionOkay =
true
;
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}
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else
if
(newState ==
ScenePresenceState
.Removed && m_state ==
ScenePresenceState
.Removing)
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transitionOkay =
true
;
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}
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if
(!transitionOkay)
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{
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throw
new
Exception(
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string
.Format(
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"Scene presence {0} is not allowed to move from state {1} to new state {2} in {3}"
,
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m_sp.Name, m_state, newState, m_sp.Scene.Name));
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}
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else
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{
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m_state = newState;
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}
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}
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}
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}
OpenSim.Framework.Region
OpenSim.Region.Framework.Scenes.ScenePresenceState
ScenePresenceState
The possible states that a scene presence can be in. This is currently orthagonal to whether a scene ...
Definition:
ScenePresenceStateMachine.cs:47
OpenSim.Region.Framework.Scenes.Removing
OpenSim.Region.Framework.Scenes.PreRemove
OpenSim.Region.Framework.Scenes.Removed
OpenSim.Region.Framework.Scenes.Running
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