internal void AddNativeState(State newState) { m_nativeStates.Add(newState.StateId, newState); CacheAdd(newState.StateId, newState); }
private void CacheAdd(TStateId id, State ref_) { var newState = ref_; StateCacheEntry entry; if (!m_stateCache.TryGetValue(newState.StateId, out entry)) { entry = new StateCacheEntry(); m_stateCache.Add(newState.StateId, entry); } entry.ref_ = newState; entry.lastTouch = DateTime.Now; ++entry.refCount; }
public void TryFire(State state) { if (m_condition(state)) m_response(state); }
public static void OnBankrupt(State acc) { }
public bool RegisterObject(TStateId sid, string objType, State ptr) { return m_naming.RegisterObject(sid.ToString(), objType, ptr); }
public bool RegisterObject(string objName, string objType, State ptr) { m_objects.Add(objName, new Entry() { type = objType, ptr = ptr }); return true; }