From aec701972844d4e006bb5d50e7983b818fb39249 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 9 Aug 2013 17:57:24 +0100
Subject: Add missing file from b1c26a56
---
.../Framework/Scenes/ScenePresenceStateMachine.cs | 102 +++++++++++++++++++++
1 file changed, 102 insertions(+)
create mode 100644 OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs
new file mode 100644
index 0000000..dc3a212
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs
@@ -0,0 +1,102 @@
+/*
+ * 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 => 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.
+ 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 == ScenePresenceState.Removing && m_state == ScenePresenceState.Running)
+ 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;
+ }
+ }
+ }
+}
\ No newline at end of file
--
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