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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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/// <summary>
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/// The possible states that a scene presence can be in. This is currently orthagonal to whether a scene presence
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/// is root or child.
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/// </summary>
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/// <remarks>
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/// This is a state machine.
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///
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/// [Entry] => Running
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/// Running => Removing
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/// Removing => Removed
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///
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/// All other methods should only see the scene presence in running state - this is the normal operational state
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/// Removed state occurs when the presence has been removed. This is the end state with no exit.
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/// </remarks>
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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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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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/// <summary>
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/// Updates the state of an agent that is already in transit.
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/// </summary>
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/// <param name='id'></param>
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/// <param name='newState'></param>
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/// <returns></returns>
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/// <exception cref='Exception'>Illegal transitions will throw an Exception</exception>
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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 == ScenePresenceState.Removing && m_state == ScenePresenceState.Running)
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transitionOkay = true;
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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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}
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