Searched refs:idleState_ (Results 1 – 12 of 12) sorted by relevance
124 …idleState_ = new (std::nothrow) IdleState(std::weak_ptr<IncallDataStateMachine>(shared_from_this()… in Init()133 …if (idleState_ == nullptr || secondaryActiveState_ == nullptr || activatingSecondaryState_ == null… in Init()138 secondaryActiveState_->SetParentState(idleState_); in Init()141 deactivatingSecondaryState_->SetParentState(idleState_); in Init()143 StateMachine::SetOriginalState(idleState_); in Init()331 stateMachine->TransitionTo(stateMachine->idleState_); in ProcessCallEnded()352 stateMachine->TransitionTo(stateMachine->idleState_); in ProcessSettingsOff()440 stateMachine->TransitionTo(stateMachine->idleState_); in StateBegin()443 stateMachine->TransitionTo(stateMachine->idleState_); in StateBegin()469 stateMachine->TransitionTo(stateMachine->idleState_); in StateProcess()
49 return idleState_.load(std::memory_order_relaxed); in IsIdleState()54 idleState_.store(idleState, std::memory_order_relaxed); in SetIdleState()178 std::atomic<bool> idleState_ {false};
44 if (machine->idleState_ == nullptr) { in IdleStateMachineFuzz()47 auto idleState = static_cast<IdleState *>(machine->idleState_.GetRefPtr()); in IdleStateMachineFuzz()164 if (machine->deactivatingSecondaryState_ == nullptr || machine->idleState_ == nullptr) { in DeactivatingSecondaryStateMachineFuzz()169 auto idleState = static_cast<IdleState *>(machine->idleState_.GetRefPtr()); in DeactivatingSecondaryStateMachineFuzz()
139 worker_->idleState_ = false; in RunningScope()204 std::atomic<bool> idleState_ = true; // true means the worker is idle variable
58 worker_->idleState_ = true; in ~RunningScope()
259 if (worker->idleState_ && !workerEngine->IsExecutingPendingJob()) { in CheckForBlockedWorkers()
47 sptr<State> idleState_;
124 idleState_ = std::make_shared<IdleState>(*this); in Init()138 PlayerServerStateMachine::Init(idleState_); in Init()724 ChangeState(idleState_); in OnReset()1927 …CHECK_AND_RETURN_RET_LOG(currState != idleState_ || !isErrorInfo, false, "do not report error in i… in CheckState()1930 CHECK_AND_RETURN_RET_LOG(currState != idleState_ || !isPreparedInfo, false, in CheckState()
155 std::shared_ptr<IdleState> idleState_; variable
207 worker->idleState_ = true; in CheckForBlockedWorkers()212 worker->idleState_ = false; in CheckForBlockedWorkers()218 worker->idleState_ = false; in CheckForBlockedWorkers()
50 stateMap_[idleState_.get()] = std::static_pointer_cast<MemBaseState>(memIdleState_); in SetStateMap()
1400 auto idleState = static_cast<IdleState *>(incallStateMachine->idleState_.GetRefPtr());