import 'package:flutter/cupertino.dart'; import '../pages_desktop_specific/cashfusion/sub_widgets/fusion_dialog.dart'; class FusionProgressUIState extends ChangeNotifier { /// Whether we are able to connect to the server. bool _ableToConnect = false; // _ableToConnect setter. set ableToConnect(bool ableToConnect) { _ableToConnect = ableToConnect; notifyListeners(); } bool get done { if (!_ableToConnect) { return false; } bool _done = (_connecting.status == CashFusionStatus.success) || (_connecting.status == CashFusionStatus.failed); _done &= (_outputs.status == CashFusionStatus.success) || (_outputs.status == CashFusionStatus.failed); _done &= (_peers.status == CashFusionStatus.success) || (_peers.status == CashFusionStatus.failed); _done &= (_fusing.status == CashFusionStatus.success) || (_fusing.status == CashFusionStatus.failed); _done &= (_complete.status == CashFusionStatus.success) || (_complete.status == CashFusionStatus.failed); _done &= (fusionState.status == CashFusionStatus.success) || (fusionState.status == CashFusionStatus.failed); return _done; } bool get succeeded { if (!_ableToConnect) { return false; } bool _succeeded = _connecting.status == CashFusionStatus.success; _succeeded &= _outputs.status == CashFusionStatus.success; _succeeded &= _peers.status == CashFusionStatus.success; _succeeded &= _fusing.status == CashFusionStatus.success; _succeeded &= _complete.status == CashFusionStatus.success; _succeeded &= fusionState.status == CashFusionStatus.success; return _succeeded; } CashFusionState _connecting = CashFusionState(status: CashFusionStatus.waiting, info: null); CashFusionState get connecting => _connecting; void setConnecting(CashFusionState state, {bool shouldNotify = true}) { _connecting = state; _running = true; if (shouldNotify) { notifyListeners(); } } CashFusionState _outputs = CashFusionState(status: CashFusionStatus.waiting, info: null); CashFusionState get outputs => _outputs; void setOutputs(CashFusionState state, {bool shouldNotify = true}) { _outputs = state; _running = true; if (shouldNotify) { notifyListeners(); } } CashFusionState _peers = CashFusionState(status: CashFusionStatus.waiting, info: null); CashFusionState get peers => _peers; void setPeers(CashFusionState state, {bool shouldNotify = true}) { _peers = state; _running = true; if (shouldNotify) { notifyListeners(); } } CashFusionState _fusing = CashFusionState(status: CashFusionStatus.waiting, info: null); CashFusionState get fusing => _fusing; void setFusing(CashFusionState state, {bool shouldNotify = true}) { _fusing = state; _running = true; if (shouldNotify) { notifyListeners(); } } CashFusionState _complete = CashFusionState(status: CashFusionStatus.waiting, info: null); CashFusionState get complete => _complete; void setComplete(CashFusionState state, {bool shouldNotify = true}) { _complete = state; _running = true; if (shouldNotify) { notifyListeners(); } } CashFusionState _fusionStatus = CashFusionState(status: CashFusionStatus.waiting, info: null); CashFusionState get fusionState => _fusionStatus; void setFusionState(CashFusionState state, {bool shouldNotify = true}) { _fusionStatus = state; _updateRunningState(state.status); if (shouldNotify) { notifyListeners(); } } /// An int storing the number of successfully completed fusion rounds. int _fusionRoundsCompleted = 0; int get fusionRoundsCompleted => _fusionRoundsCompleted; set fusionRoundsCompleted(int fusionRoundsCompleted) { _fusionRoundsCompleted = fusionRoundsCompleted; notifyListeners(); } /// A helper for incrementing the number of successfully completed fusion rounds. void incrementFusionRoundsCompleted() { _fusionRoundsCompleted++; _fusionRoundsFailed = 0; // Reset failed round count on success. _failed = false; // Reset failed flag on success. notifyListeners(); } /// An int storing the number of failed fusion rounds. int _fusionRoundsFailed = 0; int get fusionRoundsFailed => _fusionRoundsFailed; set fusionRoundsFailed(int fusionRoundsFailed) { _fusionRoundsFailed = fusionRoundsFailed; notifyListeners(); } /// A helper for incrementing the number of failed fusion rounds. void incrementFusionRoundsFailed() { _fusionRoundsFailed++; notifyListeners(); } /// A flag indicating that fusion has stopped because the maximum number of /// consecutive failed fusion rounds has been reached. /// /// Set from the interface. I didn't want to have to configure /// /// Used to be named maxConsecutiveFusionRoundsFailed. bool _failed = false; bool get failed => _failed; void setFailed(bool failed, {bool shouldNotify = true}) { _failed = failed; if (shouldNotify) { notifyListeners(); } } /// A flag indicating that fusion is running. bool _running = false; bool get running => _running; void setRunning(bool running, {bool shouldNotify = true}) { _running = running; if (shouldNotify) { notifyListeners(); } } /// A helper method for setting the running flag. /// /// Sets the running flag to true if the status is running. Sets the flag to /// false if succeeded or failed or the global failed flag is set. void _updateRunningState(CashFusionStatus status) { if (status == CashFusionStatus.running) { _running = true; } else if (((status == CashFusionStatus.success || status == CashFusionStatus.failed) && (done || succeeded)) || _failed) { _running = false; } } }