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This occurs on v2 teleport since the source region now waits 15 secs before closing the old child agent, which could still receive chat. This commit introduces a ScenePresenceState.PreClose which is set before the wait, so that ChatModule can check for ScenePresenceState.Running. This was theoretically also an issue on v1 teleport but since the pause before close was only 2 secs there, it was not noticed.
113 lines
4.9 KiB
C#
113 lines
4.9 KiB
C#
/*
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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 => PreRemove, Removing
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/// PreRemove => 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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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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/// <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 == 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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} |