示例#1
0
 public StateChangeAdorner(TextBox adornedElement, StateChange change)
     : base(adornedElement)
 {
     this.text.FontSize = adornedElement.FontSize * 0.80;
     this.text.Text = change.Variable + " = " + change.Value;
     this.border.Child = this.text;
 }
        private void StateChangedEventHandler(object sender, StateChangedEventArgs args)
        {
            var newState = ConvertStateChangeEventArgs(args);

            ReadyState = newState.NewState;
            StateChange?.Invoke(this, newState);
        }
        private void severConnection_StateChanged(StateChange State)
        {
            switch (State.NewState)
            {
            case ConnectionState.Connected:
                //connectionMessage = "Connected.....";
                new FadeText(this, new Vector2(10, 10), "Connected..");
                Connected = true;
                startGame();

                break;

            case ConnectionState.Disconnected:
                new FadeText(this, new Vector2(10, 10), "F**k..");
                if (State.OldState == ConnectionState.Connected)
                {
                    connectionMessage = "Lost Connection.....";
                }
                Connected = false;
                break;

            case ConnectionState.Connecting:
                connectionMessage = "Connecting.....";
                Connected         = false;
                break;
            }
        }
示例#4
0
        private void OnNext(StateChange <ClimateEntity, EntityState <ClimateAttributes> > e)
        {
            // event has 3 properties
            ClimateEntity entity = e.Entity;
            EntityState <ClimateAttributes>?newSate  = e.New;
            EntityState <ClimateAttributes>?oldState = e.Old;

            var currentState = e.Entity.EntityState; // should be the same as e.New (unless the was another change in the meantime)

            string area = e.Entity.Area;

            string?state = e.Entity.State;

            // attribute properties are strong typed
            double temperature      = e.New?.Attributes?.Temperature ?? 0;
            double?temperatureDelta = e.New?.Attributes?.Temperature - e.Old?.Attributes?.Temperature;


            // dump as json to view the structure
            var asJson = JsonSerializer.Serialize(e, new JsonSerializerOptions()
            {
                WriteIndented = true
            });

            Console.WriteLine(asJson);

            Console.WriteLine($"{e}");


            Console.WriteLine($"{e.New?.Attributes}");
        }
示例#5
0
        void ConnectionStateChange(StateChange change)
        {
            Logger.Info("SignalR: {0} -> {1}",
                        change.OldState,
                        change.NewState);

            switch (change.NewState)
            {
            case Microsoft.AspNet.SignalR.Client.ConnectionState.Connecting:
            case Microsoft.AspNet.SignalR.Client.ConnectionState.Reconnecting:
                _state.OnNext(new ConnectionDown(_connection));
                RxMessageBrokerMinimod.Default.Send(ConnectionState.Connecting);
                return;

            case Microsoft.AspNet.SignalR.Client.ConnectionState.Disconnected:
                _state.OnNext(new ConnectionDown(_connection));
                RxMessageBrokerMinimod.Default.Send(ConnectionState.Disconnected);
                return;

            case Microsoft.AspNet.SignalR.Client.ConnectionState.Connected:
                _state.OnNext(new ConnectionUp(_connection));
                RxMessageBrokerMinimod.Default.Send(ConnectionState.Connected);
                return;
            }
        }
 private void OnStateChanged(StateChange stateChange)
 {
     if (StateChanged != null)
     {
         StateChanged(stateChange);
     }
 }
    public bool ScheduleChange(MeshNetworkIdentity id, StateChange change, ref IDContainer idReference)
    {
        //Debug.Log("Schedule change: my identity has objectID = " + GetIdentity().GetObjectID());
        if (GetIdentity().meshnetReference.database == null)
        {
            Debug.LogError("Can't schedule a state change without an active database");
            return(false);
        }

        ushort transactionID = GetNextTransactionID();

        callbackRegistry.Add(transactionID, idReference);
        callbackTimers.Add(transactionID, Time.time);
        StateChangeTransaction transaction = new StateChangeTransaction(transactionID, change, id);
        MeshPacket             p           = new MeshPacket();

        p.SetContents(transaction.GetSerializedBytes());
        p.SetPacketType(PacketType.DatabaseChangeRequest);
        //Debug.Log("Setting packet with source object ID = " + GetIdentity().GetObjectID());
        p.SetSourceObjectId(GetIdentity().GetObjectID());
        p.SetSourcePlayerId(GetIdentity().meshnetReference.GetLocalPlayerID());
        p.SetTargetObjectId((ushort)ReservedObjectIDs.DatabaseObject);
        p.SetTargetPlayerId(netDB.GetIdentity().GetOwnerID());
        GetIdentity().RoutePacket(p);
        return(true);
    }
        private string GetNicifiedString(StateChange <DeviceState> stateChange)
        {
            switch (stateChange.Next)
            {
            case DeviceState.Disconnected:
                if (stateChange.Previous == DeviceState.Calibrating)
                {
                    return("Calibrated!");
                }
                return("Disconnected");

            case DeviceState.Initializing:
                return("Initializing");

            case DeviceState.Connected:
                return("Connected");

            case DeviceState.Streaming:
                return("Streaming");

            case DeviceState.Calibrating:
                return("Calibrating");
            }
            return("");
        }
        private void SetStatusTextColor(Text text, StateChange <DeviceState> stateChange)
        {
            if (stateChange.Previous == DeviceState.Calibrating)
            {
                text.color = Color.cyan;
                return;
            }

            switch (stateChange.Next)
            {
            case DeviceState.Streaming:
                text.color = Color.green;
                return;

            case DeviceState.Initializing:
                text.color = Color.yellow;
                return;

            case DeviceState.Calibrating:
                text.color = Color.cyan;
                return;

            default:
                text.color = Color.white;
                return;
            }
        }
示例#10
0
        public void test_add_existing_aspect()
        {
            NoteAspect        note       = new NoteAspect("This is a test note");
            StateAspectAdd    noteAdd    = new StateAspectAdd(note);
            StateAspectRemove noteRemove = new StateAspectRemove(noteAdd.aspect_id);
            //TODO: update
            StateChange stateChange = new StateChange();

            // test pre-existing add
            stateChange.addChange(StateAspect.NOTE, noteAdd);
            Assert.ThrowsException <InvalidAspect>(() => { stateChange.addChange(StateAspect.NOTE, noteAdd); });
            //TODO: update
            Assert.ThrowsException <InvalidAspect>(() => { stateChange.addChange(StateAspect.NOTE, noteRemove); });
            // clean up and verify we're still in a good state
            stateChange.removeChange(StateAspect.NOTE, noteAdd.aspect_id);
            Assert.AreEqual(stateChange.additions.Count, 0);
            Assert.AreEqual(stateChange.updates.Count, 0);
            Assert.AreEqual(stateChange.removals.Count, 0);

            //TODO: test pre-existing update

            // test pre-existing removal
            stateChange.addChange(StateAspect.NOTE, noteRemove);
            Assert.ThrowsException <InvalidAspect>(() => { stateChange.addChange(StateAspect.NOTE, noteAdd); });
            //TODO: update
            Assert.ThrowsException <InvalidAspect>(() => { stateChange.addChange(StateAspect.NOTE, noteRemove); });
            // clean up and verify we're still in a good state
            stateChange.removeChange(StateAspect.NOTE, noteRemove.aspect_id);
            Assert.AreEqual(stateChange.additions.Count, 0);
            Assert.AreEqual(stateChange.updates.Count, 0);
            Assert.AreEqual(stateChange.removals.Count, 0);
        }
示例#11
0
        private void ServerConnection_StateChanged(StateChange State)
        {
            switch (State.NewState)
            {
            case ConnectionState.Connected:
                connectionMessage = "Connected......";
                Connected         = true;
                //startGame();
                break;

            case ConnectionState.Disconnected:
                connectionMessage = "Disconnected.....";
                if (State.OldState == ConnectionState.Connected)
                {
                    connectionMessage = "Lost Connection....";
                }
                Connected = false;
                break;

            case ConnectionState.Connecting:
                connectionMessage = "Connecting.....";
                Connected         = false;
                break;
            }
        }
        private async void HubConnectionStateChanged(StateChange connectionState)
        {
            OldConnectionState = connectionState.OldState;
            ConnectionState    = connectionState.NewState;

            if (connectionState.NewState == ConnectionState.Disconnected)
            {
                RaiseConnectionEvent(Disconnected);
                if (CrossConnectivity.Current.IsConnected)
                {
                    RaiseConnectionEvent(Connecting);
                    await HubConnection.Start();
                }
            }
            else
            {
                if (connectionState.NewState == ConnectionState.Connected)
                {
                    RaiseConnectionEvent(Connected);
                }
                else
                {
                    if (connectionState.NewState == ConnectionState.Reconnecting)
                    {
                        RaiseConnectionEvent(Reconnecting);
                    }
                }
            }
        }
 private static void HubConnectionStateChanged(StateChange stateChange)
 {
     Console.WriteLine(
         "Hub connection's state has changed from oldstate: {0} to new state: {1}",
         stateChange.OldState,
         stateChange.NewState);
 }
示例#14
0
        /// <summary>
        /// Incomming connection change
        /// </summary>
        /// <param name="state">State change</param>
        private void ConnChangedState(StateChange state)
        {
            Invoke(new Action(() =>
            {
                switch (state)
                {
                case StateChange.Connected:
                    Connected();
                    break;

                case StateChange.Disconnected:
                    Disconnected();
                    break;

                case StateChange.ConnectionError:
                    Disconnected();
                    MessageBox.Show("Connection error!", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
                    break;

                case StateChange.Started:
                    Started();
                    break;

                case StateChange.Stopped:
                    Stopped();
                    break;

                case StateChange.NewData:

                    break;
                }
            }));
        }
示例#15
0
        private async Task ProcessWorkItemRevision(WorkItem workItemRev, WorkItemRevisionBuilder revs)
        {
            var stateChange = new StateChange
            {
                State  = workItemRev.State(),
                Reason = workItemRev.Reason(),
                By     = workItemRev.ChangedByNameOnly()
            };

            if (revs.TfsInfo == null)
            {
                // we just want the latest info for work item. might be able to grab from just the
                // last revision
                var workItem = await this.workItemClient.GetWorkItemAsync(workItemRev.Id.Value);

                revs.TfsInfo = new TfsInfo
                {
                    Id         = workItem.Id.Value,
                    Title      = workItem.Title(),
                    Type       = workItem.Type(),
                    State      = workItem.State(),
                    Iteration  = workItem.IterationPath(),
                    Tags       = workItem.Tags(),
                    Priority   = workItem.Priority(),
                    ClosedDate = workItem.ClosedDate()
                };

                if (workItemRev.IsBug())
                {
                    revs.TfsInfo.Severity = workItem.Severity();
                }
            }

            var stateChangeDate = workItemRev.StateChangeDate();

            if (stateChangeDate != null)
            {
                if (revs.LastStateChangeDate != null)
                {
                    stateChange.StateChangeDate = stateChangeDate.Value;

                    var diff = stateChange.StateChangeDate - revs.LastStateChangeDate.Value;
                    stateChange.DurationText = diff.Humanize();
                }
                else
                {
                    stateChange.StateChangeDate = workItemRev.CreatedDate();
                }

                revs.LastStateChangeDate = stateChangeDate;
            }

            revs.States.Add(stateChange);

            lock (this.lockObject)
            {
                this.revisionsCount++;
            }
        }
    public override void CopyInfo(SerializedClass info)
    {
        LevelStateChangeInfo i = (LevelStateChangeInfo)info;

        levelName = i.LevelName;
        stateName = i.ModifierName;
        action    = i.Action;
    }
示例#17
0
 protected override void IdleAction()
 {
     if (!PathFinderReady)
     {
         return;
     }
     StateChange.ToFindTargetState();
 }
示例#18
0
 private void Start()
 {
     if (!isTitleScreen)
     {
         ChangeState(GameState.CARD_SELECT);
     }
     OnStateChange += StateChanged;
 }
示例#19
0
 void Connection_StateChanged(StateChange obj)
 {
     logger.Log(string.Format("SignalR connection status changed. Old State: {0}, NewState: {1}", obj.OldState, obj.NewState));
     if (obj.OldState == ConnectionState.Connected && obj.NewState == ConnectionState.Disconnected)
     {
         ConnectAsync();
     }
 }
示例#20
0
 void _hubConnection_StateChanged(StateChange obj)
 {
     Log.InfoFormat("Connection={0}", _hubConnection.State);
     if (_hubConnection.State == ConnectionState.Connected || _hubConnection.State == ConnectionState.Disconnected)
     {
         _connectionStable = true;
     }
 }
示例#21
0
 private void ConnectionOnStateChanged(StateChange obj)
 {
     _log.Debug("State changed to " + obj.NewState);
     if (StatusChanged != null)
     {
         StatusChanged(obj);
     }
 }
示例#22
0
        private void ChangeState(RdpState state, int?reason = null)
        {
            State = state;
            btnConnect.Enabled    = state == RdpState.Disconnected;
            btnDisconnect.Enabled = state == RdpState.Connected;

            StateChange?.Invoke(this, new StateChangeEventArgs(CurrentServer, state, ListIndex, reason));
        }
示例#23
0
 private void Connection_StateChanged(StateChange stateChanging)
 {
     if (stateChanging.NewState == ConnectionState.Connected)
     {
         ConnectionSuccess(Connection.ConnectionId);
         HubProxy.Invoke(START_ADMIN, UserName);
     }
 }
示例#24
0
        private void CloseTransfert()
        {
            DisplayRenderFragment = null;
            StateChange.Invoke();

            TransfertRackValidation = new TransfertRackValidation();
            ClientTransfert         = new CommandeView();
        }
示例#25
0
        void Connection_StateChanged(StateChange obj)
        {
            var info = Connection;
            //var dispatcher = Application.Current.Dispatcher;
            //var message = string.Format("Connection_StateChanged {0,15} -> {1,-15}\n", obj.OldState, obj.NewState);

            //dispatcher.Invoke(() => teLogStream.Text += message);
        }
示例#26
0
 /// <summary>
 /// Adds a listener for the given state. It is invoked when the given state is left
 /// </summary>
 /// <param name="s">the state when it is left should trigger the listener</param>
 /// <param name="delegater">the listener</param>
 public void AddStateLeaveListener(State s, StateChange delegater)
 {
     if (!IsStateRegistered(s))
     {
         throw new Exception(String.Format("State \"{0}\" wasn't registered!", s.Name));
     }
     StateLeaveListeners[s].Add(delegater);
 }
示例#27
0
    //Send delta containing an object
    private void SendObjectUpdate(MeshNetworkIdentity id, StateChange s)
    {
        Dictionary <Player, StateChange> playerListDelta = new Dictionary <Player, StateChange>();
        Dictionary <MeshNetworkIdentity, StateChange> objectListDelta = new Dictionary <MeshNetworkIdentity, StateChange>();

        objectListDelta.Add(id, s);
        SendDelta(playerListDelta, objectListDelta, (ulong)ReservedPlayerIDs.Broadcast, false);
    }
示例#28
0
 /// <summary>
 /// Invoke event for connection state changes.
 /// </summary>
 /// <param name="newState">The new WebSocketState.</param>
 protected virtual void OnStateChange(WebSocketState newState)
 {
     if (_Status != newState)
     {
         _Status = newState;
         StateChange?.Invoke(this, newState);
     }
 }
示例#29
0
 private void HubConnect_StateChanged(StateChange obj)
 {
     if (obj.NewState == ConnectionState.Connected)
     {
         SinglarConnectedEvent?.Invoke();
         //  await Start();
     }
 }
示例#30
0
 private void _connection_StateChanged(StateChange obj)
 {
     Debug.WriteLine(string.Format("ConnectionStateChanged {0}", obj.NewState));
     if (obj.NewState == ConnectionState.Reconnecting || obj.NewState == ConnectionState.Disconnected)
     {
         OnLostConnection();
     }
 }
示例#31
0
 private void Connection_StateChanged(StateChange State)
 {
     // Wait for a connection and start if we have connected
     if (State.NewState == ConnectionState.Connected)
     {
         Started = true;
     }
 }
示例#32
0
 /// <summary>Called, when a reset or halt was processed.</summary>
 /// <param name="item">Processor, which was resetted/halted.</param>
 private void StateChanged(IDispatcherItem item, StateChange stateChange)
 {
     var group = Clients.Group(item.Guid.ToString());
     switch (stateChange)
     {
         case StateChange.SoftReset:
             group.Reset();
             break;
         case StateChange.Halt:
             group.Halt();
             break;
         case StateChange.HardReset:
             group.HardReset();
             break;
     }
 }
示例#33
0
        private void DebugLogStateChanges()
        {
            const int STATE_BUFFER_SIZE = 1024;

            if (!mDebugLogStateChangesInitialized)
            {
                mDebugLogStateChangesInitialized = true;
                System.Array.Copy(mRegisters, mOldRegisters, 128);
                mStateChangeInstCount = 0;
                MoSync.Util.WriteTextToFile("", "stateChanges.txt", FileMode.Create);
                mStateChangeOldMemory = new byte[mDataMemory.GetSizeInBytes()];
                mDataMemory.ReadBytes(mStateChangeOldMemory, 0, mDataMemory.GetSizeInBytes());
            }

            int i = 128;
            mStateChangeInstCount++;
            while ((i--) != 0)
            {
                if (mOldRegisters[i] != mRegisters[i])
                {
                    StateChange stateChange = new StateChange();
                    stateChange.type = 0;
                    stateChange.ip = mIp;
                    stateChange.reg = i;
                    stateChange.before = mOldRegisters[i];
                    stateChange.after = mRegisters[i];
                    stateChange.instCount = mStateChangeInstCount;
                    mStateChanges.Add(stateChange);
                    if (mStateChanges.Count >= STATE_BUFFER_SIZE)
                    {
                        DebugWriteStateChanges();
                        mStateChanges.Clear();
                    }

                    mOldRegisters[i] = mRegisters[i];
                }
            }

            for (i = 0; i < mStateChangeOldMemory.Length; i++)
            {
                byte newByte = mDataMemory.ReadUInt8(i);
                if (mStateChangeOldMemory[i] != newByte)
                {
                    StateChange stateChange = new StateChange();
                    stateChange.type = 1;
                    stateChange.ip = mIp;
                    stateChange.address = i;
                    stateChange.before = mStateChangeOldMemory[i];
                    stateChange.after = newByte;
                    stateChange.instCount = mStateChangeInstCount;
                    mStateChanges.Add(stateChange);
                    if (mStateChanges.Count >= STATE_BUFFER_SIZE)
                    {
                        DebugWriteStateChanges();
                        mStateChanges.Clear();
                    }

                    mStateChangeOldMemory[i] = newByte;
                }
            }
        }
示例#34
0
        private void ReportChange(StateChange change)
        {
            if (change.NewState == ConnectionState.Connected)
            {
                _Connected = true;

                ShowProgress(true);

                GetKpiList("Sales");
                GetKpiList("CashFlow");
                GetKpiList("Expense");

                ShowProgress(false);

            }
            else if (change.OldState == ConnectionState.Connected)
            {
                _Connected = false;

                ShowProgress(true);
            }
        }
 public StateChangeEventArgs(StateChange _currState, string _TextDescription)
 {
     currState = _currState ;
     TextDescription = _TextDescription;
 }
示例#36
0
 /// <summary>
 /// Connection_s state changed.
 /// </summary>
 /// <param name="obj">The object.</param>
 private void Connection_StateChanged(StateChange obj)
 {
     if (obj.NewState == ConnectionState.Disconnected && !isStoppedCalled && this.workstation.IsNetworkAvailable)
     {
         Connect(null, false);
     }
 }
示例#37
0
 /// <summary>
 ///   Generates the code for a StateChange node.
 /// </summary>
 /// <param name = "sc">The StateChange node.</param>
 /// <returns>String containing C# code for StateChange sc.</returns>
 private string GenerateStateChange(StateChange sc)
 {
     //State is in the LSL_Api because it requires a ref to the ScriptEngine, which we can't have in the ScriptBase
     string retStr = GenerateLine("try", null);
     retStr += GenerateLine("{", null);
     retStr += Generate(
         String.Format("((ILSL_Api)m_apis[\"ll\"]).state(\"{0}\");", sc.NewState)
         , sc);
     retStr += GenerateLine("}", null);
     retStr += GenerateLine("catch", null);
     retStr += GenerateLine("{", null);
     retStr += GenerateLine("yield break;", null);
     retStr += GenerateLine("}", null);
     return retStr;
 }
示例#38
0
文件: Map.cs 项目: Sewil/ATeam-DDO
        public void Update(StateChange[] changes)
        {
            foreach (var change in changes) {
                Cell cell = change.Cell;
                Monster monster = change.Monster;
                Player player = change.Player;
                Potion potion = change.Potion;

                if (change.Action == Action.Add) {
                    if (monster != null) monsters.Add(monster);
                    if (player != null) players.Add(player);
                    if (potion != null) potions.Add(potion);
                } else if (change.Action == Action.Remove) {
                    if (monster != null) monsters.RemoveAll(m => m.Id == monster.Id);
                    if (potion != null) potions.RemoveAll(p => p.Id == potion.Id);
                } else if (change.Action == Action.Update) {
                    if (cell != null) Cells[cell.Y, cell.X] = cell;
                    if (monster != null) monsters[monsters.FindIndex(m => m.Id == monster.Id)] = monster;
                    if (player != null) players[players.FindIndex(p => p.Id == player.Id)] = player;
                    if (potion != null) potions[potions.FindIndex(p => p.Id == potion.Id)] = potion;
                }
            }
        }
示例#39
0
      protected override StateChangeReturn OnChangeState (StateChange transition) {
        if (transition == StateChange.ReadyToPaused)
          src.StartTask (loop);
        else if (transition == StateChange.PausedToReady)
          src.StopTask ();

        return StateChangeReturn.Success;
      }
示例#40
0
文件: AlarmAdapter.cs 项目: rmc00/gsf
        // Writes an entry to the alarm log when the alarm state changes.
        private void LogStateChange(Guid signalID, Alarm oldState, Alarm newState, DateTime timestamp, double value)
        {
            int? oldStateID;
            int? newStateID;

            if (m_useAlarmLog)
            {
                oldStateID = ((object)oldState != null) ? oldState.ID : (int?)null;
                newStateID = ((object)newState != null) ? newState.ID : (int?)null;

                StateChange stateChange = new StateChange()
                {
                    SignalID = signalID,
                    OldStateID = oldStateID,
                    NewStateID = newStateID,
                    Timestamp = timestamp,
                    Value = value
                };

                m_stateChanges.Enqueue(new StateChange[] { stateChange });
                m_alarmLogOperation.RunOnceAsync();
            }
        }
示例#41
0
 /// <summary>
 ///     Generates the code for a StateChange node.
 /// </summary>
 /// <param name="sc">The StateChange node.</param>
 /// <returns>String containing C# code for StateChange sc.</returns>
 private string GenerateStateChange(StateChange sc)
 {
     //State is in the LSL_Api because it requires a ref to the ScriptEngine, which we can't have in the ScriptBase
     StringBuilder retVal = new StringBuilder();
     retVal.Append(GenerateLine("try", null));
     retVal.Append(GenerateLine("{", null));
     retVal.Append(Generate(
         String.Format("((ILSL_Api)m_apis[\"ll\"]).state(\"{0}\");", sc.NewState)
         , sc));
     retVal.Append(GenerateLine("}", null));
     retVal.Append(GenerateLine("catch", null));
     retVal.Append(GenerateLine("{", null));
     retVal.Append(GenerateLine("yield break;", null));
     retVal.Append(GenerateLine("}", null));
     return retVal.ToString();
 }
示例#42
0
文件: Dispatcher.cs 项目: TheJP/stebs
 /// <summary>Notifies, when a reset or halt request finished execution.</summary>
 /// <param name="item">Processor, which changed.</param>
 private void NotifyStateChanged(IDispatcherItem item, StateChange stateChange)
 {
     Action<IDispatcherItem, StateChange> handler;
     lock (eventLock)
     {
         handler = stateChanged;
     }
     if (handler != null)
     {
         handler(item, stateChange);
     }
 }
 private async void OnStatechange(StateChange obj)
 {
     await App.Debug.LogAsync(string.Format("State changed from {0} to {1}.", obj.OldState, obj.NewState));
 }