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e61ad4b306
# Description Part 16 §B.3 places `HasSubStateMachine` on the parent **state** node, but the fluent builder attached it to the state-machine **root** because `FluentFiniteStateMachineState` never materialized state nodes at all. Investigating #3821 showed the gap was wider than the reference placement: 1. **No state nodes existed.** The NodeId written into `CurrentState/Id` — `new NodeId(stateId, ElementNamespaceIndex)` — was **dangling**: no node with that id was in the address space. 2. **`AvailableStates` was never populated**, so `GetAvailableStatesAsync` returned empty against a fluent-built server. 3. **The whole client discovery chain was therefore dead.** `ObserveEffectiveStateAsync` enumerates `AvailableStates` and browses `HasSubStateMachine` from each state node — it found nothing. The client side was already spec-correct; only the server deviated. 4. **`HasSubStateMachine` is non-hierarchical** (a subtype of `NonHierarchicalReferences`, `i=32`). Using it as the sub-SM's `BaseInstanceState.ReferenceTypeId` left the sub-SM unreachable from a hierarchical browse of the machine. ## What changed **Element nodes are materialized.** Definition-mode machines now create one `StateType` node per declared state and one `TransitionType` node per declared transition — each a `HasComponent` child carrying `StateNumber` / `TransitionNumber`, with the §B.4 `FromState` / `ToState` / `HasEffect` references and `HasCause` added by `WithCause`. `AvailableStates`, `AvailableTransitions` and `LastTransition` are populated, so `CurrentState/Id` and `LastTransition/Id` resolve to real, browsable nodes. NodeIds are per-instance, so several machines built from one definition coexist. **`HasSubStateMachine` moved to the state node**, with the inverse `SubStateMachineOf`, and the sub-SM is attached as a `HasComponent` child (fixing 4). **Core gains element-id mapping hooks.** `GetCurrentStateId` / `UpdateStateVariable` / `UpdateTransitionVariable` hard-coded the numeric form and were non-virtual, so a subclass could not redirect them. They now route through `public virtual` `GetStateNodeId` / `GetStateId` / `GetTransitionNodeId` / `GetTransitionId`, whose defaults reproduce the previous `(elementId, ElementNamespaceIndex)` convention **exactly** — every stack-shipped and generator-emitted machine is unaffected, and there is a regression test asserting that. **Generated machines report their model namespace.** The generator now emits an `ElementNamespaceUri` override on `FiniteStateMachineType` subtypes, taken from the nearest type that actually *declares* state children — a subtype that only adds behaviour inherits its elements, and their namespace, from its base. **Ordering and validation fixes.** `WithSubStateMachine` and `WithInitialState` are now order-independent (previously, attaching a sub-SM before setting the initial state left the child suspended until the parent left and re-entered the state — silently). `WithSubStateMachine` validates `parentStateId`, and the builder rejects duplicate element browse names, since element NodeIds are now derived from them. ## A defect this surfaced Code that assembles nodes with the generated `CreateInstanceOf<Type>` factories never calls `NodeState.CreateAsPredefinedNode`, so `OnBeforeCreate` / `OnAfterCreate` are skipped for the entire subtree — and `OnAfterCreate` is the only place a state machine resolves its element namespace. It is also where `ConditionState` binds its `Enable` / `Disable` / `AddComment` handlers and `AlarmConditionState` binds the shelving methods, so the impact is broader than state machines. This PR fixes only the two call sites it depends on — DI's `SoftwareUpdateFacetWiring` and Robotics' `RoboticsOperationBuilder`. **The repository-wide audit is deliberately left out of scope and tracked in #4320** (24 files call these factories; none completed the lifecycle). The Robotics regression had no test coverage at all, so an assertion on `CurrentState/Id` was added and verified to fail without the fix. ## Breaking changes - Sub-state machines are **no longer browsable from the state-machine root**. Callers passing a machine's `ObjectId` to `GetSubStateMachineAsync` must pass a state NodeId instead — from `GetAvailableStatesAsync` or a snapshot's `CurrentStateId`. - `CurrentState/Id` for fluent machines changes from the numeric form to the materialized node's id. Code reading a numeric id out of it should call `FiniteStateMachineState.GetStateId` rather than parsing the identifier. - Generated machines qualify `CurrentState/Id` / `LastTransition/Id` with their companion-spec namespace instead of the OPC UA one. Documented in `docs/WhatsNewIn2.0.md` and `docs/StateMachines.md`. ## Notes for reviewers - Adding `virtual` to the `FiniteStateMachineState` members is a binary (not source) breaking change — assumed acceptable on the 2.0 line, but worth confirming against the compatibility policy. - Address-space cost is one node plus one property per declared state and transition, per machine instance; called out in the docs for servers instantiating many machines. - `AvailableTransitions` is modelled as a `HasComponent` `BaseDataVariable` (matching the standard NodeSet and what the client's browse path expects), not a Property. ## Related Issues - Fixes #3821 - Surfaced #4320 (node create lifecycle audit — not addressed here) ## Checklist - [ ] I have signed the [CLA](https://opcfoundation.org/license/cla/ContributorLicenseAgreementv1.0.pdf) and read the [CONTRIBUTING](https://github.com/OPCFoundation/UA-.NETStandard/blob/master/CONTRIBUTING.md) doc. - [x] I have added tests that prove my fix is effective or that my feature works and increased code coverage. - [x] I have added all necessary documentation. - [x] I have verified that my changes do not introduce (new) build or analyzer warnings. - [ ] I ran **all** tests locally using the **UA.slnx** solution against at least .net **framework** and .net **10**, and all passed. - [ ] I fixed **all** failing and flaky tests in the CI pipelines and **all** CodeQL warnings. - [ ] I have addressed **all** PR feedback received. ### Test runs (net10.0) | Suite | Result | |---|---| | `Opc.Ua.Server.Tests` (full) | 4734 passed, 5 skipped | | `Opc.Ua.SourceGeneration.Core.Tests` | 3780 passed | | `Opc.Ua.SourceGeneration.Tests` | 132 passed | | `Opc.Ua.SourceGeneration.Stack.Tests` | 94 passed | | `Opc.Ua.Types.Tests` | 8763 passed | | `Opc.Ua.Robotics.Tests` | 540 passed | | `Opc.Ua.Robotics.Intent.Tests` | 22 passed | | `Opc.Ua.Di.Tests` | 424 passed | | `Opc.Ua.ISA95.Tests` | 136 passed | | `Opc.Ua.Aas.Tests` | 670 passed | | `Opc.Ua.Positioning.Tests` | 69 passed | | `Opc.Ua.Client.Tests` (StateMachines) | 36 passed | Only net10.0 was run locally; the .NET Framework leg is left to CI, hence the unchecked box above. --------- Co-authored-by: Claude Opus 5 <noreply@anthropic.com> Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: marcschier <11168470+marcschier@users.noreply.github.com>
210 lines
8.5 KiB
C#
210 lines
8.5 KiB
C#
/* ========================================================================
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* Copyright (c) 2005-2025 The OPC Foundation, Inc. All rights reserved.
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*
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* OPC Foundation MIT License 1.00
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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* The complete license agreement can be found here:
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* http://opcfoundation.org/License/MIT/1.00/
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* ======================================================================*/
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using System;
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using System.Collections.Generic;
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using Opc.Ua;
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using Opc.Ua.Generators;
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using Opc.Ua.Server;
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using Opc.Ua.Server.StateMachines;
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namespace Generators
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{
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/// <summary>
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/// Publishes the operating state machine and the generator-set methods.
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/// </summary>
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public partial class GeneratorNodeManager
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{
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/// <summary>
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/// Attaches the operating state machine and the methods to one set.
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/// </summary>
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/// <param name="set">The generator set.</param>
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/// <param name="simulation">The set's simulation.</param>
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private void AttachStateMachine(GeneratorSetState set, GeneratorSimulation simulation)
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{
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GeneratorStateMachineState? machine = set.OperatingState;
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if (machine == null)
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{
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return;
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}
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// The state machine already exists - it is mandatory on the type - so
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// this is lifecycle mode: attach behaviour rather than define states.
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StateMachineBuilder.For(machine, SystemContext)
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.WithInitialState(GeneratorStateMachineTypeIds.StateNumbers.Off);
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PublishState(machine, GeneratorRunState.Off);
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PublishOperatingMode(set, GeneratorOperatingModeEnum.Auto);
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// The simulation decides; the address space follows.
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simulation.StateChanged = (from, to) =>
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{
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if (GeneratorStateMap.TransitionNumbers.TryGetValue((from, to), out uint transition))
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{
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machine.DoTransition(SystemContext, transition, 0, default, []);
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}
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PublishState(machine, to);
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// Shutdown alarms latch, so something has to release them. Leaving a
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// shutdown state is that moment, whether the operator got there with
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// ResetFaults or the set recovered on its own - otherwise an
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// unattended plant accumulates alarms that are annunciated forever on
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// machines that are running again.
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if (to == GeneratorRunState.Off &&
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from is GeneratorRunState.Fault or GeneratorRunState.EmergencyStopped)
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{
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ClearLatchedAlarms(set);
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}
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m_logger.GeneratorStateChanged(set.NodeId, to);
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};
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AttachMethods(set, simulation);
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}
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/// <summary>
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/// Writes the current state onto the state machine's CurrentState variable.
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/// </summary>
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/// <param name="machine">The set's state machine.</param>
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/// <param name="state">The state now current.</param>
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private void PublishState(GeneratorStateMachineState machine, GeneratorRunState state)
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{
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if (machine.CurrentState == null ||
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!GeneratorStateMap.StateIds.TryGetValue(state, out uint stateNodeId))
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{
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return;
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}
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// CurrentState carries the human-readable name; its Id property carries
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// the state NODE the model declares (not the state number — that is the
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// StateNumber property's value), so a client can browse what it reads.
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machine.CurrentState.Value = new LocalizedText(state.ToString());
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PropertyState<NodeId>? id = machine.CurrentState.CreateOrReplaceId(SystemContext, null!);
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if (id != null)
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{
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id.Value = NodeId.Create(
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stateNodeId,
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Opc.Ua.Generators.Namespaces.Generators,
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Server.NamespaceUris);
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id.ClearChangeMasks(SystemContext, false);
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}
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machine.CurrentState.ClearChangeMasks(SystemContext, false);
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}
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/// <summary>
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/// Writes the control-panel selector position.
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/// </summary>
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/// <param name="set">The generator set.</param>
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/// <param name="mode">The mode to publish.</param>
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private void PublishOperatingMode(GeneratorSetState set, GeneratorOperatingModeEnum mode)
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{
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if (set.OperatingMode == null)
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{
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return;
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}
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set.OperatingMode.Value = mode;
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set.OperatingMode.ClearChangeMasks(SystemContext, false);
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}
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/// <summary>
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/// Wires the six generator-set methods to the simulation.
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/// </summary>
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/// <param name="set">The generator set.</param>
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/// <param name="simulation">The set's simulation.</param>
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/// <remarks>
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/// Legality lives in the simulation rather than in each handler, so a caller
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/// cannot drive a machine from Off straight to Loaded by picking the right
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/// method. A refused request answers <c>BadInvalidState</c> instead of
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/// silently doing nothing.
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/// </remarks>
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private void AttachMethods(GeneratorSetState set, GeneratorSimulation simulation)
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{
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Bind(set.Start, (args, outs) => GeneratorCommands.Start(simulation));
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Bind(set.Stop, (args, outs) => GeneratorCommands.Stop(simulation));
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Bind(set.EmergencyStop, (args, outs) => GeneratorCommands.EmergencyStop(simulation));
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Bind(set.ResetFaults, (args, outs) =>
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{
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ClearLatchedAlarms(set);
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return GeneratorCommands.ResetFaults(simulation);
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});
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Bind(set.StartTest, (args, outs) =>
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{
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PublishOperatingMode(set, GeneratorOperatingModeEnum.Test);
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return GeneratorCommands.StartTest(simulation);
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});
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Bind(set.SetOperatingMode, (args, outs) =>
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{
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if (!GeneratorCommands.TryReadOperatingMode(
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args, out GeneratorOperatingModeEnum mode))
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{
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return false;
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}
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PublishOperatingMode(set, mode);
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return true;
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});
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}
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/// <summary>
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/// Attaches a call handler that reports a refused request as
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/// <c>BadInvalidState</c>.
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/// </summary>
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/// <param name="method">The method to bind, when present.</param>
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/// <param name="handler">Returns whether the request was accepted.</param>
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/// <remarks>
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/// Every handler runs under <see cref="m_simulationGate"/>, so a command and
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/// the simulation tick cannot transition the same set at once. Taking the
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/// gate here rather than in each handler means a handler added later cannot
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/// forget it.
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/// </remarks>
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private void Bind(
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MethodState? method,
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Func<ArrayOf<Variant>, List<Variant>, bool> handler)
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{
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if (method == null)
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{
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return;
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}
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method.OnCallMethod2 = (ctx, m, objectId, inputs, outputs) =>
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{
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bool accepted;
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lock (m_simulationGate)
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{
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accepted = handler(inputs, outputs);
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}
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return accepted ? ServiceResult.Good : StatusCodes.BadInvalidState;
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};
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}
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}
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}
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