using System; using Microsoft.Extensions.Logging; namespace AyaNova.Api.ControllerHelpers { /// /// Contains the current status of the server /// is injected everywhere for routes and others to check /// public class ApiServerState { //private ILogger log = AyaNova.Util.ApplicationLogging.CreateLogger(); public enum ServerState { ///Unknown state, used for parsing UNKNOWN = 0, ///No access for anyone API completely locked down Closed = 1, ///Access only to API Operations routes OpsOnly = 2, ///Open for all users (default) Open = 3 } private ServerState _currentState = ServerState.Closed; private ServerState _priorState = ServerState.Closed; private string _reason = string.Empty; private string _priorReason = string.Empty; private bool SYSTEM_LOCK = false;//really this is a license lock but not called that public ApiServerState() { } internal void SetSystemLock(string reason) { //Lock down the server for license related issue //Still allows ops routes, treats as if server was set to closed even if they change it to open //only way to reset it is to fetch a valid license SetState(ServerState.OpsOnly, reason); SYSTEM_LOCK = true; } //WARNING: if in future this is used for anything other than a license then it will need to see if locked for another reason before unlocking //recommend putting a code number in the reason then looking to see if it has the matching code internal void ClearSystemLock() { SYSTEM_LOCK = false; SetState(ServerState.Open, ""); } /// /// Set the server state /// /// /// public void SetState(ServerState newState, string reason) { //No changes allowed during a system lock if (SYSTEM_LOCK) return; _reason = reason;//keep the reason even if the state doesn't change if (newState == _currentState) return; //Here we will likely need to trigger a notification to users if the state is going to be shutting down or is shut down _priorState = _currentState;//keep the prior state so it can be resumed easily _priorReason=_reason;//keep the original reason _currentState = newState; } /// /// Get the current state of the server /// /// public ServerState GetState() { return _currentState; } /// /// Get the current reason for the state of the server /// /// public string Reason { get { if (_currentState == ServerState.Open) { return ""; } else { return $"Server state is: {_currentState.ToString()}, Reason: {_reason}"; } } } public void SetOpsOnly(string reason) { //No changes allowed during a system lock if (SYSTEM_LOCK) return; SetState(ServerState.OpsOnly, reason); } public void SetClosed(string reason) { //No changes allowed during a system lock if (SYSTEM_LOCK) return; SetState(ServerState.Closed, reason); } public void SetOpen() { //No changes allowed during a system lock if (SYSTEM_LOCK) return; SetState(ServerState.Open, string.Empty); } public void ResumePriorState() { //No changes allowed during a system lock if (SYSTEM_LOCK) return; SetState(_priorState, _priorReason); } public bool IsOpsOnly { get { return _currentState == ServerState.OpsOnly; } } public bool IsOpen { get { return _currentState == ServerState.Open && !SYSTEM_LOCK; } } public bool IsClosed { get { return _currentState == ServerState.Closed || SYSTEM_LOCK; } } public bool IsOpenOrOpsOnly { get { return IsOpen || IsOpsOnly; } } public bool IsSystemLocked { get { return SYSTEM_LOCK; } } }//eoc }//eons