protected internal override void QueryHeartbeatPulseTransition(PingServer_PingFSMContext context) { PingServer_PingFSM ctxt = context.Owner; #if TRACE Trace.WriteLine( "TRANSITION : PingServer_PingFSM_SM.Ready.QueryHeartbeatPulseTransition()"); #endif PingServer_PingFSMState endState = context.State; context.ClearState(); try { ctxt.ReportHeartbeatPulseAction(); } finally { context.State = endState; } return; }
public PingServer_PingFSM() { /* * If there are other variables, context must be constructed last so that all * class variables are available if an EntryAction of the InitialState of the * statemachine needs them. */ context = new PingServer_PingFSMContext(this); }
protected internal override void QueryHeartbeatPulseTransition(PingServer_PingFSMContext context) { #if TRACE Trace.WriteLine( "TRANSITION : PingServer_PingFSM_SM.Internally_Generated_State_DO_NOT_USE.QueryHeartbeatPulseTransition()"); #endif return; }
protected internal virtual void Default(PingServer_PingFSMContext context) { #if TRACE Trace.WriteLine( "TRANSITION : Default"); #endif throw ( new statemap.TransitionUndefinedException( "State: " + context.State.Name + ", Transition: " + context.GetTransition())); }
protected internal virtual void QueryHeartbeatPulseTransition(PingServer_PingFSMContext context) { Default(context); }
protected internal virtual void Exit(PingServer_PingFSMContext context) { }