//****************************************************************************************************** // StateMachine.cs - Gbtc // // Copyright © 2016, Grid Protection Alliance. All Rights Reserved. // // Licensed to the Grid Protection Alliance (GPA) under one or more contributor license agreements. See // the NOTICE file distributed with this work for additional information regarding copyright ownership. // The GPA licenses this file to you under the Eclipse Public License -v 1.0 (the "License"); you may // not use this file except in compliance with the License. You may obtain a copy of the License at: // // http://www.opensource.org/licenses/eclipse-1.0.php // // Unless agreed to in writing, the subject software distributed under the License is distributed on an // "AS-IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. Refer to the // License for the specific language governing permissions and limitations. // // Code Modification History: // ---------------------------------------------------------------------------------------------------- // 10/24/2016 - Steven E. Chisholm // Generated original version of source code. // // //****************************************************************************************************** using System.Threading; #pragma warning disable 420 namespace GSF.Threading { /// /// Helps facilitate a multithreaded state machine. /// /// /// State machine variables must be integers since methods require premitive types. /// public class StateMachine { private volatile int m_state; /// /// Creates a new /// /// the state to initially set to public StateMachine(int initialState) { m_state = initialState; } /// /// Attempts to change the state of this machine from to . /// /// The state to change from /// The state to change to /// True if the state changed from the previous state to the next state. /// False if unsuccessful. public bool TryChangeState(int prevState, int nextState) { return (m_state == prevState && Interlocked.CompareExchange(ref m_state, nextState, prevState) == prevState); } /// /// Gets the current state of the State Machine. /// public int State { get { return m_state; } } /// /// Sets the value of the state. /// /// public void SetState(int state) { m_state = state; } /// /// Implicitly conversion of the state to the integer value of the state. /// /// /// public static implicit operator int(StateMachine machine) { return machine.State; } } }