msm/doc/HTML/examples/BoostCon09Full.cpp
Christophe Henry 47ede94322 added msm
[SVN r63060]
2010-06-17 19:47:50 +00:00

371 lines
18 KiB
C++

// Copyright 2010 Christophe Henry
// henry UNDERSCORE christophe AT hotmail DOT com
// This is an extended version of the state machine available in the boost::mpl library
// Distributed under the same license as the original.
// Copyright for the original version:
// Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed
// under the Boost Software License, Version 1.0. (See accompanying
// file LICENSE_1_0.txt or copy at
// http://www.boost.org/LICENSE_1_0.txt)
#include <vector>
#include <iostream>
#include <boost/mpl/vector/vector50.hpp>
#include <boost/msm/back/state_machine.hpp>
#include <boost/msm/front/state_machine_def.hpp>
#include <boost/msm/back/tools.hpp>
namespace msm = boost::msm;
namespace mpl = boost::mpl;
namespace // Concrete FSM implementation
{
// events
struct play {};
struct end_pause {};
struct stop {};
struct pause {};
struct open_close {};
struct NextSong {};
// event which every other event can convert to
struct AllSongsPlayed
{
template <class Event>
AllSongsPlayed(Event const&){}
};
struct PreviousSong {};
struct error_found {};
struct end_error {};
// Flags. Allow information about a property of the current state
struct CDLoaded {};
struct FirstSongPlaying {};
// A "complicated" event type that carries some data.
enum DiskTypeEnum
{
DISK_CD=0,
DISK_DVD=1
};
struct cd_detected
{
cd_detected(DiskTypeEnum diskType): disc_type(diskType) {}
DiskTypeEnum disc_type;
};
// Concrete FSM implementation
struct player_ : public msm::front::state_machine_def<player_>
{
// The list of FSM states
struct Empty : public msm::front::state<>
{
typedef mpl::vector<play> deferred_events;
// every (optional) entry/exit methods get the event packed as boost::any. Not useful very often.
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
};
struct Open : public msm::front::state<>
{
typedef mpl::vector1<CDLoaded> flag_list;
typedef mpl::vector<play> deferred_events;
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
};
// a state needing a pointer to the containing state machine
// and using for this the non-default policy
// if policy used, set_sm_ptr is needed
struct Stopped : public msm::front::state<default_base_state,msm::front::sm_ptr>
{
// when stopped, the CD is loaded
typedef mpl::vector1<CDLoaded> flag_list;
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
void set_sm_ptr(player_* pl){m_player=pl;}
player_* m_player;
};
// the player state machine contains a state which is himself a state machine
// it demonstrates Shallow History: if the state gets activated with end_pause
// then it will remember the last active state and reactivate it
// also possible: AlwaysHistory, the last active state will always be reactivated
// or NoHistory, always restart from the initial state
struct Playing_ : public msm::front::state_machine_def<Playing_>
{
// when playing, the CD is loaded and we are in either pause or playing (duh)
typedef mpl::vector<CDLoaded> flag_list;
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
// The list of FSM states
struct Song1 : public msm::front::state<>
{
typedef mpl::vector1<FirstSongPlaying> flag_list;
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
};
struct Song2 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
};
struct Song3 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
};
struct CDFinished : public msm::front::exit_pseudo_state<AllSongsPlayed>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing::CDFinished" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing::CDFinished" << std::endl;}
};
// the initial state. Must be defined
typedef Song1 initial_state;
// transition actions
void start_next_song(NextSong const&) { std::cout << "Playing::start_next_song\n"; }
void start_prev_song(PreviousSong const&) { std::cout << "Playing::start_prev_song\n"; }
void all_songs_played(NextSong const&) { std::cout << "Playing::all_songs_played\n"; }
// guard conditions
typedef Playing_ pl; // makes transition table cleaner
// Transition table for Playing
struct transition_table : mpl::vector<
// Start Event Next Action Guard
// +---------+---------------+------------+---------------------+----------------------+
a_row < Song1 , NextSong , Song2 , &pl::start_next_song >,
a_row < Song2 , PreviousSong, Song1 , &pl::start_prev_song >,
a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
a_row < Song3 , PreviousSong, Song2 , &pl::start_prev_song >,
a_row < Song3 , NextSong , CDFinished , &pl::all_songs_played >
// +---------+---------------+---------+---------------------+----------------------+
> {};
// Replaces the default no-transition response.
template <class FSM,class Event>
void no_transition(Event const& e, FSM&,int state)
{
std::cout << "no transition from state " << state
<< " on event " << typeid(e).name() << std::endl;
}
};
typedef msm::back::state_machine<Playing_,msm::back::ShallowHistory<mpl::vector<end_pause> > > Playing;
// the player state machine contains a state which is himself a state machine (2 of them, Playing and Paused)
struct Paused : public msm::front::state<>
{
typedef mpl::vector<CDLoaded> flag_list;
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Paused" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Paused" << std::endl;}
};
struct AllOk : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
};
struct ErrorMode : //public msm::front::terminate_state<>
public msm::front::interrupt_state<end_error>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
};
// the initial state of the player SM. Must be defined
typedef mpl::vector<Empty,AllOk> initial_state;
// transition actions
void start_playback(play const&) { std::cout << "player::start_playback\n"; }
void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
void store_cd_info(cd_detected const&)
{
std::cout << "player::store_cd_info\n";
// generate another event to test the queue
//cd.m_player.process_event(play());
}
void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
void end_playback (AllSongsPlayed const&) { std::cout << "player::end_playback\n"; }
void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
void report_error(error_found const&) {std::cout << "player::report_error\n";}
void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
// guard conditions
bool good_disk_format(cd_detected const& evt)
{
// to test a guard condition, let's say we understand only CDs, not DVD
if (evt.disc_type != DISK_CD)
{
std::cout << "wrong disk, sorry" << std::endl;
return false;
}
return true;
}
typedef player_ p; // makes transition table cleaner
// Transition table for player
struct transition_table : mpl::vector<
// Start Event Next Action Guard
// +-------------+---------------+---------+---------------------+----------------------+
a_row < Stopped , play , Playing , &p::start_playback >,
a_row < Stopped , open_close , Open , &p::open_drawer >,
a_row < Stopped , stop , Stopped , &p::stopped_again >,
// +-------------+---------------+---------+---------------------+----------------------+
a_row < Open , open_close , Empty , &p::close_drawer >,
// +-------------+---------------+---------+---------------------+----------------------+
a_row < Empty , open_close , Open , &p::open_drawer >,
row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
// +-------------+---------------+---------+---------------------+----------------------+
a_row < Playing , stop , Stopped , &p::stop_playback >,
a_row < Playing , pause , Paused , &p::pause_playback >,
a_row < Playing , open_close , Open , &p::stop_and_open >,
a_row < Playing::exit_pt<
Playing_::CDFinished> , AllSongsPlayed, Stopped , &p::end_playback >,
// +-------------+---------------+---------+---------------------+----------------------+
a_row < Paused , end_pause , Playing , &p::resume_playback >,
a_row < Paused , stop , Stopped , &p::stop_playback >,
a_row < Paused , open_close , Open , &p::stop_and_open >,
// +-------------+---------------+---------+---------------------+----------------------+
a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
a_row < ErrorMode ,end_error ,AllOk , &p::report_end_error >
// +-------------+---------------+---------+---------------------+----------------------+
> {};
// Replaces the default no-transition response.
template <class FSM,class Event>
void no_transition(Event const& e, FSM&,int state)
{
std::cout << "no transition from state " << state
<< " on event " << typeid(e).name() << std::endl;
}
};
typedef msm::back::state_machine<player_> player;
//
// Testing utilities.
//
void pstate(player const& p)
{
typedef player::stt Stt;
typedef msm::back::generate_state_set<Stt>::type all_states;
static char const* state_names[mpl::size<all_states>::value];
// fill the names of the states defined in the state machine
mpl::for_each<all_states,boost::msm::wrap<mpl::placeholders::_1> >
(msm::back::fill_state_names<Stt>(state_names));
for (unsigned int i=0;i<player::nr_regions::value;++i)
{
std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
}
}
void test()
{
player p;
// needed to start the highest-level SM. This will call on_entry and mark the start of the SM
p.start();
std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
// test deferred event
// deferred in Empty and Open, will be handled only after event cd_detected
std::cout << "play is not handled in the current state but is marked as delayed" << std::endl;
p.process_event(play()); pstate(p);
std::cout << "cd_detected will cause play to be handled also" << std::endl;
// will be rejected, wrong disk type
p.process_event(cd_detected(DISK_DVD)); pstate(p);
// will be accepted, wrong disk type
p.process_event(cd_detected(DISK_CD)); pstate(p);
std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl; //=> true
p.process_event(NextSong());pstate(p);
// We are now in second song, Flag inactive
std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
p.process_event(NextSong());pstate(p);
// 2nd song active
p.process_event(PreviousSong());pstate(p);
// Pause
p.process_event(pause()); pstate(p);
// go back to Playing
// but end_pause is an event activating the History
// => keep the last active State (SecondSong)
p.process_event(end_pause()); pstate(p);
// force an exit by listening all the songs
p.process_event(NextSong());
p.process_event(NextSong());pstate(p);
std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
// go back to Playing
// but play is not leading to Shallow History => do not remember the last active State (SecondSong)
// and activate again FirstSong and LightOn
p.process_event(play()); pstate(p);
p.process_event(error_found()); pstate(p);
// try generating more events
std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
p.process_event(NextSong());pstate(p);
std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
p.process_event(end_error());pstate(p);
std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
p.process_event(NextSong());pstate(p);
// the states and events of the higher level FSM (player)
typedef player::stt Stt;
typedef msm::back::generate_state_set<Stt>::type simple_states;
std::cout << "the state list:" << std::endl;
mpl::for_each<simple_states,boost::msm::wrap<mpl::placeholders::_1> >(msm::back::display_type ());
std::cout << "the event list:" << std::endl;
typedef msm::back::generate_event_set<Stt>::type event_list;
mpl::for_each<event_list,boost::msm::wrap<mpl::placeholders::_1> >(msm::back::display_type ());
std::cout << std::endl;
// the states and events recursively searched
typedef msm::back::recursive_get_transition_table<player>::type recursive_stt;
std::cout << "the state list (including sub-SMs):" << std::endl;
typedef msm::back::generate_state_set<recursive_stt>::type all_states;
mpl::for_each<all_states,boost::msm::wrap<mpl::placeholders::_1> >(msm::back::display_type ());
std::cout << "the event list (including sub-SMs):" << std::endl;
typedef msm::back::generate_event_set<recursive_stt>::type all_events;
mpl::for_each<all_events,boost::msm::wrap<mpl::placeholders::_1> >(msm::back::display_type ());
}
}
int main()
{
test();
return 0;
}