/* * 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 { /// /// The possible states that a scene presence can be in. This is currently orthagonal to whether a scene presence /// is root or child. /// /// /// 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. /// 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; } /// /// Updates the state of an agent that is already in transit. /// /// /// /// /// Illegal transitions will throw an 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; } } } }