示例#1
0
                protected internal override void SendTransition(Transport_SendFSMContext context, Send msg)
                {
                    Transport_SendFSM ctxt = context.Owner;


#if TRACE
                    Trace.WriteLine(
                        "LEAVING STATE   : Transport_SendFSM_SM.Sending");
#endif

                    Transport_SendFSMState endState = context.State;

#if TRACE
                    Trace.WriteLine(
                        "ENTER TRANSITION: Transport_SendFSM_SM.Transport_SendFSM_SM.Sending.SendTransition(, Send msg)");
#endif

                    context.ClearState();

                    try
                    {
                        ctxt.EnqueueAction(msg);
                    }
                    finally
                    {
#if TRACE
                        Trace.WriteLine(
                            "EXIT TRANSITION : Transport_SendFSM_SM.Transport_SendFSM_SM.Sending.SendTransition(, Send msg)");
#endif

                        context.State = endState;
                    }

                    return;
                }
                protected internal override void BroadcastLocalTransition(Transport_SendFSMContext context, BroadcastLocal msg)
                {
                    Transport_SendFSM ctxt = context.Owner;


#if TRACE
                    Trace.WriteLine(
                        "TRANSITION   : Transport_SendFSM_SM.Sending.BroadcastLocalTransition(, BroadcastLocal msg)");
#endif

                    Transport_SendFSMState endState = context.State;

                    context.ClearState();

                    try
                    {
                        ctxt.BroadcastLocalEnqueueAction(msg);
                    }
                    finally
                    {
                        context.State = endState;
                    }

                    return;
                }
示例#3
0
 public Transport_SendFSM()
 {
     /*
      * 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 Transport_SendFSMContext(this);
 }
示例#4
0
 public Transport_SendFSM()
 {
     /*
      * 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 Transport_SendFSMContext(this);
 }
                protected internal override void SendTransition(Transport_SendFSMContext context)
                {
#if TRACE
                    Trace.WriteLine(
                        "TRANSITION   : Transport_SendFSM_SM.Internally_Generated_State_DO_NOT_USE.SendTransition()");
#endif


                    return;
                }
示例#6
0
            protected internal virtual void Default(Transport_SendFSMContext context)
            {
#if TRACE
                Trace.WriteLine(
                    "TRANSITION : Default");
#endif
                throw (
                          new statemap.TransitionUndefinedException(
                              "State: " +
                              context.State.Name +
                              ", Transition: " +
                              context.GetTransition()));
            }
示例#7
0
                protected internal override void ReceiveTransition(Transport_SendFSMContext context)
                {
#if TRACE
                    Trace.WriteLine(
                        "LEAVING STATE   : Transport_SendFSM_SM.Internally_Generated_State_DO_NOT_USE");
#endif


#if TRACE
                    Trace.WriteLine(
                        "ENTER TRANSITION: Transport_SendFSM_SM.Transport_SendFSM_SM.Internally_Generated_State_DO_NOT_USE.ReceiveTransition()");
#endif

#if TRACE
                    Trace.WriteLine(
                        "EXIT TRANSITION : Transport_SendFSM_SM.Transport_SendFSM_SM.Internally_Generated_State_DO_NOT_USE.ReceiveTransition()");
#endif

                    return;
                }
示例#8
0
 protected internal virtual void Exit(Transport_SendFSMContext context)
 {
 }
 protected internal virtual void BroadcastLocalTransition(Transport_SendFSMContext context, BroadcastLocal msg)
 {
     Default(context);
 }
示例#10
0
 protected internal virtual void SendTransition(Transport_SendFSMContext context, Send msg)
 {
     Default(context);
 }
示例#11
0
 protected internal virtual void ReceiveTransition(Transport_SendFSMContext context)
 {
     Default(context);
 }
示例#12
0
 protected internal virtual void BroadcastLocalTransition(Transport_SendFSMContext context, BroadcastLocal msg)
 {
     Default(context);
 }
                protected internal override void SendTransition(Transport_SendFSMContext context, Send msg)
                {
                    Transport_SendFSM ctxt = context.Owner;

                    #if TRACE
                    Trace.WriteLine(
                        "TRANSITION   : Transport_SendFSM_SM.Sending.SendTransition(, Send msg)");
                    #endif

                    Transport_SendFSMState endState = context.State;

                    context.ClearState();

                    try
                    {
                        ctxt.EnqueueAction(msg);
                    }
                    finally
                    {
                        context.State = endState;
                    }

                    return;
                }
                protected internal override void SendTransition(Transport_SendFSMContext context)
                {
                    #if TRACE
                    Trace.WriteLine(
                        "TRANSITION   : Transport_SendFSM_SM.Internally_Generated_State_DO_NOT_USE.SendTransition()");
                    #endif

                    return;
                }
 protected internal virtual void SendTransition(Transport_SendFSMContext context, Send msg)
 {
     Default(context);
 }
 protected internal virtual void ReceiveTransition(Transport_SendFSMContext context)
 {
     Default(context);
 }
 protected internal virtual void Exit(Transport_SendFSMContext context)
 {
 }
 protected internal virtual void Default(Transport_SendFSMContext context)
 {
     #if TRACE
     Trace.WriteLine(
         "TRANSITION : Default");
     #endif
     throw (
         new statemap.TransitionUndefinedException(
             "State: " +
             context.State.Name +
             ", Transition: " +
             context.GetTransition()));
 }