// Copyright (c) Microsoft Corporation. // Licensed under the MIT License. using System.Collections.Generic; using System.Threading; using Dbg = System.Management.Automation.Diagnostics; namespace System.Management.Automation.Remoting { /// /// This class implements a Finite State Machine (FSM) to control the remote connection on the client side. /// There is a similar but not identical FSM on the server side for this connection. /// /// The FSM's states and events are defined to be the same for both the client FSM and the server FSM. /// This design allows the client and server FSM's to /// be as similar as possible, so that the complexity of maintaining them is minimized. /// /// This FSM only controls the remote connection state. States related to runspace and pipeline are managed by runspace /// pipeline themselves. /// /// This FSM defines an event handling matrix, which is filled by the event handlers. /// The state transitions can only be performed by these event handlers, which are private /// to this class. The event handling is done by a single thread, which makes this /// implementation solid and thread safe. /// /// This implementation of the FSM does not allow the remote session to be reused for a connection /// after it is been closed. This design decision is made to simplify the implementation. /// However, the design can be easily modified to allow the reuse of the remote session /// to reconnect after the connection is closed. /// internal class ClientRemoteSessionDSHandlerStateMachine { [TraceSource("CRSessionFSM", "CRSessionFSM")] private static readonly PSTraceSource s_trace = PSTraceSource.GetTracer("CRSessionFSM", "CRSessionFSM"); /// /// Event handling matrix. It defines what action to take when an event occur. /// [State,Event]=>Action. /// private readonly EventHandler[,] _stateMachineHandle; private readonly Queue _clientRemoteSessionStateChangeQueue; /// /// Current state of session. /// private RemoteSessionState _state; private readonly Queue _processPendingEventsQueue = new Queue(); // all events raised through the state machine // will be queued in this private readonly object _syncObject = new object(); // object for synchronizing access to the above // queue private bool _eventsInProcess = false; // whether some thread is actively processing events // in a loop. If this is set then other threads // should simply add to the queue and not attempt // at processing the events in the queue. This will // guarantee that events will always be serialized // and processed /// /// Timer to be used for key exchange. /// private Timer _keyExchangeTimer; /// /// Indicates that the client has previously completed the session key exchange. /// private bool _keyExchanged = false; /// /// This is to queue up a disconnect request when a key exchange is in process /// the session will be disconnect once the exchange is complete /// intermediate disconnect requests are tracked by this flag. /// private bool _pendingDisconnect = false; /// /// Processes events in the queue. If there are no /// more events to process, then sets eventsInProcess /// variable to false. This will ensure that another /// thread which raises an event can then take control /// of processing the events. /// private void ProcessEvents() { RemoteSessionStateMachineEventArgs eventArgs = null; do { lock (_syncObject) { if (_processPendingEventsQueue.Count == 0) { _eventsInProcess = false; break; } eventArgs = _processPendingEventsQueue.Dequeue(); } try { RaiseEventPrivate(eventArgs); } catch (Exception ex) { HandleFatalError(ex); } try { RaiseStateMachineEvents(); } catch (Exception ex) { HandleFatalError(ex); } } while (_eventsInProcess); } private void HandleFatalError(Exception ex) { // Event handlers should not throw exceptions. But if they do we need to // handle them here to prevent the state machine from not responding when there are pending // events to process. // Enqueue a fatal error event if such an exception occurs; clear all existing events.. we are going to terminate the session PSRemotingDataStructureException fatalError = new PSRemotingDataStructureException(ex, RemotingErrorIdStrings.FatalErrorCausingClose); RemoteSessionStateMachineEventArgs closeEvent = new RemoteSessionStateMachineEventArgs(RemoteSessionEvent.Close, fatalError); RaiseEvent(closeEvent, true); } /// /// Raises the StateChanged events which are queued /// All StateChanged events will be raised once the /// processing of the State Machine events are /// complete. /// private void RaiseStateMachineEvents() { RemoteSessionStateEventArgs queuedEventArg = null; while (_clientRemoteSessionStateChangeQueue.Count > 0) { queuedEventArg = _clientRemoteSessionStateChangeQueue.Dequeue(); StateChanged.SafeInvoke(this, queuedEventArg); } } /// /// Unique identifier for this state machine. Used /// in tracing. /// private readonly Guid _id; /// /// Handler to be used in cases, where setting the state is the /// only task being performed. This method also asserts /// if the specified event is valid for the current state of /// the state machine. /// /// Sender of this event. /// Event args. private void SetStateHandler(object sender, RemoteSessionStateMachineEventArgs eventArgs) { switch (eventArgs.StateEvent) { case RemoteSessionEvent.NegotiationCompleted: { Dbg.Assert(_state == RemoteSessionState.NegotiationReceived, "State can be set to Established only when current state is NegotiationReceived"); SetState(RemoteSessionState.Established, null); } break; case RemoteSessionEvent.NegotiationReceived: { Dbg.Assert(eventArgs.RemoteSessionCapability != null, "State can be set to NegotiationReceived only when RemoteSessionCapability is not null"); if (eventArgs.RemoteSessionCapability == null) { throw PSTraceSource.NewArgumentException(nameof(eventArgs)); } SetState(RemoteSessionState.NegotiationReceived, null); } break; case RemoteSessionEvent.NegotiationSendCompleted: { Dbg.Assert((_state == RemoteSessionState.NegotiationSending) || (_state == RemoteSessionState.NegotiationSendingOnConnect), "Negotiating send can be completed only when current state is NegotiationSending"); SetState(RemoteSessionState.NegotiationSent, null); } break; case RemoteSessionEvent.ConnectFailed: { Dbg.Assert(_state == RemoteSessionState.Connecting, "A ConnectFailed event can be raised only when the current state is Connecting"); SetState(RemoteSessionState.ClosingConnection, eventArgs.Reason); } break; case RemoteSessionEvent.CloseFailed: { SetState(RemoteSessionState.Closed, eventArgs.Reason); } break; case RemoteSessionEvent.CloseCompleted: { SetState(RemoteSessionState.Closed, eventArgs.Reason); } break; case RemoteSessionEvent.KeyRequested: { Dbg.Assert(_state == RemoteSessionState.Established, "Server can request a key only after the client reaches the Established state"); if (_state == RemoteSessionState.Established) { SetState(RemoteSessionState.EstablishedAndKeyRequested, eventArgs.Reason); } } break; case RemoteSessionEvent.KeyReceived: { Dbg.Assert(_state == RemoteSessionState.EstablishedAndKeySent, "Key Receiving can only be raised after reaching the Established state"); if (_state == RemoteSessionState.EstablishedAndKeySent) { Timer tmp = Interlocked.Exchange(ref _keyExchangeTimer, null); tmp?.Dispose(); _keyExchanged = true; SetState(RemoteSessionState.Established, eventArgs.Reason); if (_pendingDisconnect) { // session key exchange is complete, if there is a disconnect pending, process it now _pendingDisconnect = false; DoDisconnect(sender, eventArgs); } } } break; case RemoteSessionEvent.KeySent: { Dbg.Assert(_state >= RemoteSessionState.Established, "Client can send a public key only after reaching the Established state"); Dbg.Assert(!_keyExchanged, "Client should do key exchange only once"); if (_state == RemoteSessionState.Established || _state == RemoteSessionState.EstablishedAndKeyRequested) { SetState(RemoteSessionState.EstablishedAndKeySent, eventArgs.Reason); // start the timer and wait _keyExchangeTimer = new Timer(HandleKeyExchangeTimeout, null, BaseTransportManager.ClientDefaultOperationTimeoutMs, Timeout.Infinite); } } break; case RemoteSessionEvent.DisconnectCompleted: { Dbg.Assert(_state == RemoteSessionState.Disconnecting || _state == RemoteSessionState.RCDisconnecting, "DisconnectCompleted event received while state machine is in wrong state"); if (_state == RemoteSessionState.Disconnecting || _state == RemoteSessionState.RCDisconnecting) { SetState(RemoteSessionState.Disconnected, eventArgs.Reason); } } break; case RemoteSessionEvent.DisconnectFailed: { Dbg.Assert(_state == RemoteSessionState.Disconnecting, "DisconnectCompleted event received while state machine is in wrong state"); if (_state == RemoteSessionState.Disconnecting) { SetState(RemoteSessionState.Disconnected, eventArgs.Reason); // set state to disconnected even TODO. Put some ETW event describing the disconnect process failure } } break; case RemoteSessionEvent.ReconnectCompleted: { Dbg.Assert(_state == RemoteSessionState.Reconnecting, "ReconnectCompleted event received while state machine is in wrong state"); if (_state == RemoteSessionState.Reconnecting) { SetState(RemoteSessionState.Established, eventArgs.Reason); } } break; } } /// /// Handles the timeout for key exchange. /// /// Sender of this event. private void HandleKeyExchangeTimeout(object sender) { Dbg.Assert(_state == RemoteSessionState.EstablishedAndKeySent, "timeout should only happen when waiting for a key"); Timer tmp = Interlocked.Exchange(ref _keyExchangeTimer, null); tmp?.Dispose(); PSRemotingDataStructureException exception = new PSRemotingDataStructureException(RemotingErrorIdStrings.ClientKeyExchangeFailed); RaiseEvent(new RemoteSessionStateMachineEventArgs(RemoteSessionEvent.KeyReceiveFailed, exception)); } /// /// Handler to be used in cases, where raising an event to /// the state needs to be performed. This method also /// asserts if the specified event is valid for /// the current state of the state machine. /// /// Sender of this event. /// Event args. private void SetStateToClosedHandler(object sender, RemoteSessionStateMachineEventArgs eventArgs) { Dbg.Assert(_state == RemoteSessionState.NegotiationReceived && eventArgs.StateEvent == RemoteSessionEvent.NegotiationFailed || eventArgs.StateEvent == RemoteSessionEvent.SendFailed || eventArgs.StateEvent == RemoteSessionEvent.ReceiveFailed || eventArgs.StateEvent == RemoteSessionEvent.NegotiationTimeout || eventArgs.StateEvent == RemoteSessionEvent.KeySendFailed || eventArgs.StateEvent == RemoteSessionEvent.KeyReceiveFailed || eventArgs.StateEvent == RemoteSessionEvent.KeyRequestFailed || eventArgs.StateEvent == RemoteSessionEvent.ReconnectFailed, "An event to close the state machine can be raised only on the following conditions: " + "1. Negotiation failed 2. Send failed 3. Receive failed 4. Negotiation timedout 5. Key send failed 6. key receive failed 7. key exchange failed 8. Reconnection failed"); // if there is a NegotiationTimeout event raised, it // shouldn't matter if we are currently in the // Established state if (eventArgs.StateEvent == RemoteSessionEvent.NegotiationTimeout && State == RemoteSessionState.Established) { return; } // raise an event to close the state machine RaiseEvent(new RemoteSessionStateMachineEventArgs(RemoteSessionEvent.Close, eventArgs.Reason)); } #region constructor /// /// Creates an instance of ClientRemoteSessionDSHandlerStateMachine. /// internal ClientRemoteSessionDSHandlerStateMachine() { _clientRemoteSessionStateChangeQueue = new Queue(); // Initialize the state machine event handling matrix _stateMachineHandle = new EventHandler[(int)RemoteSessionState.MaxState, (int)RemoteSessionEvent.MaxEvent]; for (int i = 0; i < _stateMachineHandle.GetLength(0); i++) { _stateMachineHandle[i, (int)RemoteSessionEvent.FatalError] += DoFatal; _stateMachineHandle[i, (int)RemoteSessionEvent.Close] += DoClose; _stateMachineHandle[i, (int)RemoteSessionEvent.CloseFailed] += SetStateHandler; _stateMachineHandle[i, (int)RemoteSessionEvent.CloseCompleted] += SetStateHandler; _stateMachineHandle[i, (int)RemoteSessionEvent.NegotiationTimeout] += SetStateToClosedHandler; _stateMachineHandle[i, (int)RemoteSessionEvent.SendFailed] += SetStateToClosedHandler; _stateMachineHandle[i, (int)RemoteSessionEvent.ReceiveFailed] += SetStateToClosedHandler; _stateMachineHandle[i, (int)RemoteSessionEvent.CreateSession] += DoCreateSession; _stateMachineHandle[i, (int)RemoteSessionEvent.ConnectSession] += DoConnectSession; } _stateMachineHandle[(int)RemoteSessionState.Idle, (int)RemoteSessionEvent.NegotiationSending] += DoNegotiationSending; _stateMachineHandle[(int)RemoteSessionState.Idle, (int)RemoteSessionEvent.NegotiationSendingOnConnect] += DoNegotiationSending; _stateMachineHandle[(int)RemoteSessionState.NegotiationSending, (int)RemoteSessionEvent.NegotiationSendCompleted] += SetStateHandler; _stateMachineHandle[(int)RemoteSessionState.NegotiationSendingOnConnect, (int)RemoteSessionEvent.NegotiationSendCompleted] += SetStateHandler; _stateMachineHandle[(int)RemoteSessionState.NegotiationSent, (int)RemoteSessionEvent.NegotiationReceived] += SetStateHandler; _stateMachineHandle[(int)RemoteSessionState.NegotiationReceived, (int)RemoteSessionEvent.NegotiationCompleted] += SetStateHandler; _stateMachineHandle[(int)RemoteSessionState.NegotiationReceived, (int)RemoteSessionEvent.NegotiationFailed] += SetStateToClosedHandler; _stateMachineHandle[(int)RemoteSessionState.Connecting, (int)RemoteSessionEvent.ConnectFailed] += SetStateHandler; _stateMachineHandle[(int)RemoteSessionState.ClosingConnection, (int)RemoteSessionEvent.CloseCompleted] += SetStateHandler; _stateMachineHandle[(int)RemoteSessionState.Established, (int)RemoteSessionEvent.DisconnectStart] += DoDisconnect; _stateMachineHandle[(int)RemoteSessionState.Disconnecting, (int)RemoteSessionEvent.DisconnectCompleted] += SetStateHandler; _stateMachineHandle[(int)RemoteSessionState.Disconnecting, (int)RemoteSessionEvent.DisconnectFailed] += SetStateHandler; // dont close _stateMachineHandle[(int)RemoteSessionState.Disconnected, (int)RemoteSessionEvent.ReconnectStart] += DoReconnect; _stateMachineHandle[(int)RemoteSessionState.Reconnecting, (int)RemoteSessionEvent.ReconnectCompleted] += SetStateHandler; _stateMachineHandle[(int)RemoteSessionState.Reconnecting, (int)RemoteSessionEvent.ReconnectFailed] += SetStateToClosedHandler; _stateMachineHandle[(int)RemoteSessionState.Disconnecting, (int)RemoteSessionEvent.RCDisconnectStarted] += DoRCDisconnectStarted; _stateMachineHandle[(int)RemoteSessionState.Disconnected, (int)RemoteSessionEvent.RCDisconnectStarted] += DoRCDisconnectStarted; _stateMachineHandle[(int)RemoteSessionState.Established, (int)RemoteSessionEvent.RCDisconnectStarted] += DoRCDisconnectStarted; _stateMachineHandle[(int)RemoteSessionState.RCDisconnecting, (int)RemoteSessionEvent.DisconnectCompleted] += SetStateHandler; // Disconnect during key exchange process _stateMachineHandle[(int)RemoteSessionState.EstablishedAndKeySent, (int)RemoteSessionEvent.DisconnectStart] += DoDisconnectDuringKeyExchange; _stateMachineHandle[(int)RemoteSessionState.EstablishedAndKeyRequested, (int)RemoteSessionEvent.DisconnectStart] += DoDisconnectDuringKeyExchange; _stateMachineHandle[(int)RemoteSessionState.Established, (int)RemoteSessionEvent.KeyRequested] += SetStateHandler; // _stateMachineHandle[(int)RemoteSessionState.Established, (int)RemoteSessionEvent.KeySent] += SetStateHandler; // _stateMachineHandle[(int)RemoteSessionState.Established, (int)RemoteSessionEvent.KeySendFailed] += SetStateToClosedHandler; // _stateMachineHandle[(int)RemoteSessionState.EstablishedAndKeySent, (int)RemoteSessionEvent.KeyReceived] += SetStateHandler; // _stateMachineHandle[(int)RemoteSessionState.EstablishedAndKeyRequested, (int)RemoteSessionEvent.KeySent] += SetStateHandler; // _stateMachineHandle[(int)RemoteSessionState.EstablishedAndKeySent, (int)RemoteSessionEvent.KeyReceiveFailed] += SetStateToClosedHandler; // _stateMachineHandle[(int)RemoteSessionState.EstablishedAndKeyRequested, (int)RemoteSessionEvent.KeySendFailed] += SetStateToClosedHandler; // TODO: All these are potential unexpected state transitions.. should have a way to track these calls.. // should at least put a dbg assert in this handler for (int i = 0; i < _stateMachineHandle.GetLength(0); i++) { for (int j = 0; j < _stateMachineHandle.GetLength(1); j++) { if (_stateMachineHandle[i, j] == null) { _stateMachineHandle[i, j] += DoClose; } } } _id = Guid.NewGuid(); // initialize the state to be Idle: this means it is ready to start connecting. SetState(RemoteSessionState.Idle, null); } #endregion constructor /// /// Helper method used by dependents to figure out if the RaiseEvent /// method can be short-circuited. This will be useful in cases where /// the dependent code wants to take action immediately instead of /// going through state machine. /// /// internal bool CanByPassRaiseEvent(RemoteSessionStateMachineEventArgs arg) { if (arg.StateEvent == RemoteSessionEvent.MessageReceived) { if (_state == RemoteSessionState.Established || _state == RemoteSessionState.EstablishedAndKeyReceived || // TODO - Client session would never get into this state... to be removed _state == RemoteSessionState.EstablishedAndKeySent || _state == RemoteSessionState.Disconnecting || // There can be input data until disconnect has been completed _state == RemoteSessionState.Disconnected) // Data can arrive while state machine is transitioning to disconnected { return true; } } return false; } /// /// This method is used by all classes to raise a FSM event. /// The method will queue the event. The event queue will be handled in /// a thread safe manner by a single dedicated thread. /// /// /// This parameter contains the event to be raised. /// /// /// optional bool indicating whether to clear currently queued events /// /// /// If the parameter is null. /// internal void RaiseEvent(RemoteSessionStateMachineEventArgs arg, bool clearQueuedEvents = false) { lock (_syncObject) { s_trace.WriteLine("Event received : {0} for {1}", arg.StateEvent, _id); if (clearQueuedEvents) { _processPendingEventsQueue.Clear(); } _processPendingEventsQueue.Enqueue(arg); if (!_eventsInProcess) { _eventsInProcess = true; } else { return; } } ProcessEvents(); } /// /// This is the private version of raising a FSM event. /// It can only be called by the dedicated thread that processes the event queue. /// It calls the event handler /// in the right position of the event handling matrix. /// /// /// The parameter contains the actual FSM event. /// /// /// If the parameter is null. /// private void RaiseEventPrivate(RemoteSessionStateMachineEventArgs arg) { if (arg == null) { throw PSTraceSource.NewArgumentNullException(nameof(arg)); } EventHandler handler = _stateMachineHandle[(int)State, (int)arg.StateEvent]; if (handler != null) { s_trace.WriteLine("Before calling state machine event handler: state = {0}, event = {1}, id = {2}", State, arg.StateEvent, _id); handler(this, arg); s_trace.WriteLine("After calling state machine event handler: state = {0}, event = {1}, id = {2}", State, arg.StateEvent, _id); } } /// /// This is a readonly property available to all other classes. It gives the FSM state. /// Other classes can query for this state. Only the FSM itself can change the state. /// internal RemoteSessionState State { get { return _state; } } /// /// This event indicates that the FSM state changed. /// internal event EventHandler StateChanged; #region Event Handlers /// /// This is the handler for CreateSession event of the FSM. This is the beginning of everything /// else. From this moment on, the FSM will proceeds step by step to eventually reach /// Established state or Closed state. /// /// /// /// This parameter contains the FSM event. /// /// /// If the parameter is null. /// private void DoCreateSession(object sender, RemoteSessionStateMachineEventArgs arg) { using (s_trace.TraceEventHandlers()) { Dbg.Assert(_state == RemoteSessionState.Idle, "State needs to be idle to start connection"); Dbg.Assert(_state != RemoteSessionState.ClosingConnection || _state != RemoteSessionState.Closed, "Reconnect after connection is closing or closed is not allowed"); if (State == RemoteSessionState.Idle) { // we are short-circuiting the state by going directly to NegotiationSending.. // This will save 1 network trip just to establish a connection. // Raise the event for sending the negotiation RemoteSessionStateMachineEventArgs sendingArg = new RemoteSessionStateMachineEventArgs(RemoteSessionEvent.NegotiationSending); RaiseEvent(sendingArg); } } } /// /// This is the handler for ConnectSession event of the FSM. This is the beginning of everything /// else. From this moment on, the FSM will proceeds step by step to eventually reach /// Established state or Closed state. /// /// /// /// This parameter contains the FSM event. /// /// /// If the parameter is null. /// private void DoConnectSession(object sender, RemoteSessionStateMachineEventArgs arg) { using (s_trace.TraceEventHandlers()) { Dbg.Assert(_state == RemoteSessionState.Idle, "State needs to be idle to start connection"); if (State == RemoteSessionState.Idle) { // We need to send negotiation and connect algorithm related info // Change state to let other DSHandlers add appropriate messages to be piggybacked on transport's Create payload RemoteSessionStateMachineEventArgs sendingArg = new RemoteSessionStateMachineEventArgs(RemoteSessionEvent.NegotiationSendingOnConnect); RaiseEvent(sendingArg); } } } /// /// This is the handler for NegotiationSending event. /// It sets the new state to be NegotiationSending and /// calls data structure handler to send the negotiation packet. /// /// /// /// This parameter contains the FSM event. /// /// /// If the parameter is null. /// private void DoNegotiationSending(object sender, RemoteSessionStateMachineEventArgs arg) { if (arg.StateEvent == RemoteSessionEvent.NegotiationSending) { SetState(RemoteSessionState.NegotiationSending, null); } else if (arg.StateEvent == RemoteSessionEvent.NegotiationSendingOnConnect) { SetState(RemoteSessionState.NegotiationSendingOnConnect, null); } else { Dbg.Assert(false, "NegotiationSending called on wrong event"); } } private void DoDisconnectDuringKeyExchange(object sender, RemoteSessionStateMachineEventArgs arg) { // set flag to indicate Disconnect request queue up _pendingDisconnect = true; } private void DoDisconnect(object sender, RemoteSessionStateMachineEventArgs arg) { SetState(RemoteSessionState.Disconnecting, null); } private void DoReconnect(object sender, RemoteSessionStateMachineEventArgs arg) { SetState(RemoteSessionState.Reconnecting, null); } private void DoRCDisconnectStarted(object sender, RemoteSessionStateMachineEventArgs arg) { if (State != RemoteSessionState.Disconnecting && State != RemoteSessionState.Disconnected) { SetState(RemoteSessionState.RCDisconnecting, null); } } /// /// This is the handler for Close event. /// /// /// /// This parameter contains the FSM event. /// /// /// If the parameter is null. /// /// /// If the parameter does not contain remote data. /// private void DoClose(object sender, RemoteSessionStateMachineEventArgs arg) { using (s_trace.TraceEventHandlers()) { RemoteSessionState oldState = _state; switch (oldState) { case RemoteSessionState.ClosingConnection: case RemoteSessionState.Closed: // do nothing break; case RemoteSessionState.Connecting: case RemoteSessionState.Connected: case RemoteSessionState.Established: case RemoteSessionState.EstablishedAndKeyReceived: // TODO - Client session would never get into this state... to be removed case RemoteSessionState.EstablishedAndKeySent: case RemoteSessionState.NegotiationReceived: case RemoteSessionState.NegotiationSent: case RemoteSessionState.NegotiationSending: case RemoteSessionState.Disconnected: case RemoteSessionState.Disconnecting: case RemoteSessionState.Reconnecting: case RemoteSessionState.RCDisconnecting: SetState(RemoteSessionState.ClosingConnection, arg.Reason); break; case RemoteSessionState.Idle: case RemoteSessionState.UndefinedState: default: PSRemotingTransportException forceClosedException = new PSRemotingTransportException(arg.Reason, RemotingErrorIdStrings.ForceClosed); SetState(RemoteSessionState.Closed, forceClosedException); break; } CleanAll(); } } /// /// Handles a fatal error message. Throws a well defined error message, /// which contains the reason for the fatal error as an inner exception. /// This way the internal details are not surfaced to the user. /// /// Sender of this event, unused. /// Arguments describing this event. private void DoFatal(object sender, RemoteSessionStateMachineEventArgs eventArgs) { PSRemotingDataStructureException fatalError = new PSRemotingDataStructureException(eventArgs.Reason, RemotingErrorIdStrings.FatalErrorCausingClose); RemoteSessionStateMachineEventArgs closeEvent = new RemoteSessionStateMachineEventArgs(RemoteSessionEvent.Close, fatalError); RaiseEvent(closeEvent); } #endregion Event Handlers private static void CleanAll() { } /// /// Sets the state of the state machine. Since only /// one thread can be manipulating the state at a time /// the state is not synchronized. /// /// New state of the state machine. /// reason why the state machine is set /// to the new state private void SetState(RemoteSessionState newState, Exception reason) { RemoteSessionState oldState = _state; if (newState != oldState) { _state = newState; s_trace.WriteLine("state machine state transition: from state {0} to state {1}", oldState, _state); RemoteSessionStateInfo stateInfo = new RemoteSessionStateInfo(_state, reason); RemoteSessionStateEventArgs sessionStateEventArg = new RemoteSessionStateEventArgs(stateInfo); _clientRemoteSessionStateChangeQueue.Enqueue(sessionStateEventArg); } } } }