#region Using directives using System; using System.Collections; using System.Collections.Generic; using System.Collections.Specialized; using System.Reflection; using System.Diagnostics; using System.Runtime.Remoting.Messaging; using System.Workflow.ComponentModel; using System.Workflow.ComponentModel.Design; using System.Workflow.Runtime; using System.Workflow.Runtime.Hosting; #endregion Using directives namespace System.Workflow.Activities { [Serializable] internal class StateMachineExecutionState { #region Member Variables internal const string StateMachineExecutionStateKey = "StateMachineExecutionState"; private StateMachineSubscriptionManager _subscriptionManager; private Queue _actions; private string _currentStateName; private string _previousStateName; private string _nextStateName; private bool _completed = false; private bool _queueLocked = false; private bool _schedulerBusy = false; #endregion Member Variables #region Properties internal StateMachineSubscriptionManager SubscriptionManager { get { return _subscriptionManager; } } private Queue Actions { get { if (_actions == null) _actions = new Queue(); return _actions; } } internal bool SchedulerBusy { get { return _schedulerBusy; } set { _schedulerBusy = value; } } internal string CurrentStateName { get { return _currentStateName; } set { _currentStateName = value; } } internal string PreviousStateName { get { return _previousStateName; } set { _previousStateName = value; } } internal string NextStateName { get { return _nextStateName; } set { _nextStateName = value; } } internal bool Completed { get { return _completed; } set { _completed = value; } } internal bool HasEnqueuedActions { get { return this.Actions.Count > 0; } } #endregion Properties #region Constructors internal StateMachineExecutionState(Guid instanceId) { _subscriptionManager = new StateMachineSubscriptionManager(this, instanceId); } #endregion internal void LockQueue() { _queueLocked = true; } internal void EnqueueAction(StateMachineAction action) { Debug.Assert(!this._queueLocked); this.Actions.Enqueue(action); } internal StateMachineAction DequeueAction() { StateMachineAction action = this.Actions.Dequeue(); if (this.Actions.Count == 0) _queueLocked = false; return action; } internal void ProcessActions(ActivityExecutionContext context) { if (context == null) throw new ArgumentNullException("context"); if (this.SchedulerBusy) return; StateActivity state = (StateActivity)context.Activity; if (this.Actions.Count == 0) { this.SubscriptionManager.ProcessQueue(context); return; } StateMachineAction action = this.Actions.Peek(); while (action.StateName.Equals(state.QualifiedName)) { action = DequeueAction(); action.Execute(context); // If the previous action just // requested something to the runtime // scheduler, then we quit, since // the scheduler takes precedence. // we'll pick up the processing of actions // after the scheduler return the control to us. if (this.SchedulerBusy) return; if (this.Actions.Count == 0) break; action = this.Actions.Peek(); } if (this.Actions.Count > 0) { StateActivity rootState = StateMachineHelpers.GetRootState(state); StateActivity nextActionState = StateMachineHelpers.FindDynamicStateByName(rootState, action.StateName); if (nextActionState == null) throw new InvalidOperationException(SR.GetInvalidStateMachineAction(action.StateName)); nextActionState.RaiseProcessActionEvent(context); } else { this.SubscriptionManager.ProcessQueue(context); } } internal void ProcessTransitionRequest(ActivityExecutionContext context) { if (String.IsNullOrEmpty(this.NextStateName)) return; StateActivity currentState = StateMachineHelpers.GetCurrentState(context); CalculateStateTransition(currentState, this.NextStateName); LockQueue(); this.NextStateName = null; } internal void CalculateStateTransition(StateActivity currentState, string targetStateName) { if (currentState == null) throw new ArgumentNullException("currentState"); if (String.IsNullOrEmpty(targetStateName)) throw new ArgumentNullException("targetStateName"); while (currentState != null && (currentState.QualifiedName.Equals(targetStateName) || !StateMachineHelpers.ContainsState(currentState, targetStateName))) { CloseStateAction action = new CloseStateAction(currentState.QualifiedName); this.Actions.Enqueue(action); currentState = currentState.Parent as StateActivity; } if (currentState == null) throw new InvalidOperationException(SR.GetUnableToTransitionToState(targetStateName)); while (!currentState.QualifiedName.Equals(targetStateName)) { foreach (Activity childActivity in currentState.EnabledActivities) { StateActivity childState = childActivity as StateActivity; if (childState != null) { // if (StateMachineHelpers.ContainsState(childState, targetStateName)) { ExecuteChildStateAction action = new ExecuteChildStateAction(currentState.QualifiedName, childState.QualifiedName); this.Actions.Enqueue(action); currentState = childState; break; } } } } if (!StateMachineHelpers.IsLeafState(currentState)) throw new InvalidOperationException(SR.GetInvalidStateTransitionPath()); } #region Static Methods internal static StateMachineExecutionState Get(StateActivity state) { Debug.Assert(StateMachineHelpers.IsRootState(state)); StateMachineExecutionState executionState = (StateMachineExecutionState)state.GetValue(StateActivity.StateMachineExecutionStateProperty); Debug.Assert(executionState != null); return executionState; } #endregion } }