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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;
using System.Text;
namespace OpenSim.Framework.Monitoring
{
public class Check
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public static readonly char[] DisallowedShortNameCharacters = { '.' };
/// <summary>
/// Category of this stat (e.g. cache, scene, etc).
/// </summary>
public string Category { get; private set; }
/// <summary>
/// Containing name for this stat.
/// FIXME: In the case of a scene, this is currently the scene name (though this leaves
/// us with a to-be-resolved problem of non-unique region names).
/// </summary>
/// <value>
/// The container.
/// </value>
public string Container { get; private set; }
/// <summary>
/// Action used to check whether alert should go off.
/// </summary>
/// <remarks>
/// Should return true if check passes. False otherwise.
/// </remarks>
public Func<Check, bool> CheckFunc { get; private set; }
/// <summary>
/// Message from the last failure, if any. If there is no message or no failure then will be null.
/// </summary>
/// <remarks>
/// Should be set by the CheckFunc when applicable.
/// </remarks>
public string LastFailureMessage { get; set; }
public StatVerbosity Verbosity { get; private set; }
public string ShortName { get; private set; }
public string Name { get; private set; }
public string Description { get; private set; }
public Check(
string shortName,
string name,
string description,
string category,
string container,
Func<Check, bool> checkFunc,
StatVerbosity verbosity)
{
if (ChecksManager.SubCommands.Contains(category))
throw new Exception(
string.Format("Alert cannot be in category '{0}' since this is reserved for a subcommand", category));
foreach (char c in DisallowedShortNameCharacters)
{
if (shortName.IndexOf(c) != -1)
throw new Exception(string.Format("Alert name {0} cannot contain character {1}", shortName, c));
}
ShortName = shortName;
Name = name;
Description = description;
Category = category;
Container = container;
CheckFunc = checkFunc;
Verbosity = verbosity;
}
public bool CheckIt()
{
return CheckFunc(this);
}
public virtual string ToConsoleString()
{
return string.Format(
"{0}.{1}.{2} - {3}",
Category,
Container,
ShortName,
Description);
}
}
}
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