/// <summary>
        /// Receives an FsmTimerEvent and adds it to the incoming event queue to be processed by
        /// the event handler thread of the finite state machine. This method receives the event
        /// with normal priority.
        /// </summary>
        /// <param name="fsmEvent">FsmTimer event to be added to the incoming event queue.</param>
        public virtual void ReceiveEvent(IFsmEvent fsmEvent)
        {
            if (fsmEvent == null)
            {
                throw new ArgumentNullException(@"fsmEvent");
            }

            this.ReceiveEvent(fsmEvent, false);
        }
        /// <summary>
        /// Processes a FsmEvent by calling Execute(currentState) on the FsmEvent.
        /// </summary>
        /// <param name="fsmEvent">FsmEvent to be executed.</param>
        protected virtual void ProcessEvent(IFsmEvent fsmEvent)
        {
            if (fsmEvent == null)
            {
                throw new ArgumentNullException(@"fsmEvent");
            }

            if (Logger.IsDebugEnabled)
            {
                var message = string.Format(CultureInfo.CurrentUICulture, Resources.FiniteStateMachineProcessesAnEventCurrentState_Event_, this.CurrentStateType.FullName, fsmEvent.Message);
                Logger.Debug(message);
            }

            fsmEvent.Execute(this.currentState);
        }
        /// <summary>
        /// Sends an event to a foreign finite state machine
        /// </summary>
        /// <param name="fsmReceiver">FsmStateMachine to receive the event</param>
        /// <param name="fsmEvent">FsmEvent to be sent</param>
        public virtual void SendEvent(IFiniteStateMachine fsmReceiver, IFsmEvent fsmEvent)
        {
            if (fsmReceiver == null)
            {
                throw new ArgumentNullException(@"fsmReceiver");
            }

            if (fsmEvent == null)
            {
                throw new ArgumentNullException(@"fsmEvent");
            }

            if (Logger.IsDebugEnabled)
            {
                var message = string.Format(CultureInfo.CurrentUICulture, Resources.FiniteStateMachineSendsEvent_To_, fsmEvent.Message, fsmReceiver);
                Logger.Debug(message);
            }

            fsmReceiver.ReceiveEvent(fsmEvent);
        }
        /// <summary>
        /// Receives an FsmTimerEvent and adds it to the incoming event queue to be processed by
        /// the event handler thread of the finite state machine. This method receives the event
        /// with normal or high Priority according the Flag highPriority set to true or false.
        /// FsmEvents of high priority are inserted at the beginning of the event queue.
        /// </summary>
        /// <param name="fsmEvent">FsmTimer event to be added to the incoming event queue.</param>
        /// <param name="highPriority">True if FsmEvent has to be handled with high priority. False if it has to be handled with normal priority.</param>
        public virtual void ReceiveEvent(IFsmEvent fsmEvent, bool highPriority)
        {
            if (fsmEvent == null)
            {
                throw new ArgumentNullException(@"fsmEvent");
            }

            if (Logger.IsDebugEnabled)
            {
                var message = string.Format(CultureInfo.CurrentUICulture, Resources.FiniteStateMachineReceivesEvent_, fsmEvent.Message);
                Logger.Debug(message);
            }

            if (fsmEvent == null)
            {
                throw new ArgumentNullException(@"fsmEvent");
            }

            this.eventQueue.PutEvent(fsmEvent, highPriority);
        }
Exemplo n.º 5
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        /// <summary>
        /// Adds an FsmEvent to the event queue. This method adds the event
        /// with normal or high Priority according the Flag highPriority set to true or false.
        /// FsmEvents of high priority are inserted at the beginning of the event queue.
        /// </summary>
        /// <param name="fsmEvent">FsmTimer event to be added to the event queue.</param>
        /// <param name="highPriority">True if FsmEvent has to be added with high priority. False if it has to be added with normal priority.</param>
        public void PutEvent(IFsmEvent fsmEvent, bool highPriority)
        {
            lock (this.eventListLowPriority)
            {
                if (!this.shutdown)
                {
                    if (highPriority)
                    {
                        this.eventListHighPriority.AddLast(fsmEvent);
                    }
                    else
                    {
                        this.eventListLowPriority.AddLast(fsmEvent);
                    }

                    this.queueEvent.Set(); // a new event is in the queue
                }
                else
                {
                    this.queueEvent.Set(); // let the other waiting threads run ...
                }
            }
        }
Exemplo n.º 6
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 /// <summary>
 /// Adds an FsmEvent to the event queue. This method adds the event
 /// with normal priority.
 /// </summary>
 /// <param name="fsmEvent">FsmTimer event to be added to the event queue.</param>
 public void PutEvent(IFsmEvent fsmEvent)
 {
     this.PutEvent(fsmEvent, false);
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="EventHandlingFailedEventArgs"/> class.
 /// </summary>
 /// <param name="currentState">State of the current.</param>
 /// <param name="fsmEvent">The FSM event.</param>
 /// <param name="occurredException">The occurred exception.</param>
 public EventHandlingFailedEventArgs(IFsmState currentState, IFsmEvent fsmEvent, Exception occurredException)
 {
     this.currentState      = currentState;
     this.fsmEvent          = fsmEvent;
     this.occurredException = occurredException;
 }