47ede94322
[SVN r63060]
470 lines
23 KiB
C++
470 lines
23 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 <iostream>
|
|
#include <string>
|
|
#include "boost/mpl/vector/vector30.hpp"
|
|
|
|
#include <boost/msm/back/state_machine.hpp>
|
|
#include <boost/msm/front/state_machine_def.hpp>
|
|
#include <boost/msm/back/tools.hpp>
|
|
|
|
using namespace std;
|
|
namespace msm = boost::msm;
|
|
|
|
namespace // Concrete FSM implementation
|
|
{
|
|
// events
|
|
struct play {};
|
|
struct end_pause {};
|
|
struct stop {};
|
|
struct pause {};
|
|
struct open_close {};
|
|
struct NextSong {};
|
|
struct PreviousSong {};
|
|
struct ThreeSec {};
|
|
struct TenSec {};
|
|
struct go_sleep {};
|
|
struct error_found {};
|
|
struct end_error {};
|
|
|
|
// Flags. Allow information about a property of the current state
|
|
struct PlayingPaused{};
|
|
struct CDLoaded {};
|
|
struct FirstSongPlaying {};
|
|
|
|
// A "complicated" event type that carries some data.
|
|
struct cd_detected
|
|
{
|
|
cd_detected(std::string name)
|
|
: name(name)
|
|
{}
|
|
|
|
std::string name;
|
|
};
|
|
// an easy visitor
|
|
struct SomeVisitor
|
|
{
|
|
template <class T>
|
|
void visit_state(T* astate,int i)
|
|
{
|
|
std::cout << "visiting state:" << typeid(*astate).name()
|
|
<< " with data:" << i << std::endl;
|
|
}
|
|
};
|
|
// overwrite of the base state (not default)
|
|
struct my_visitable_state
|
|
{
|
|
// signature of the accept function
|
|
typedef msm::back::args<void,SomeVisitor&,int> accept_sig;
|
|
|
|
// we also want polymorphic states
|
|
virtual ~my_visitable_state() {}
|
|
// default implementation for states who do not need to be visited
|
|
void accept(SomeVisitor&,int) const {}
|
|
};
|
|
|
|
// Concrete FSM implementation
|
|
struct player_ : public msm::front::state_machine_def<player_,my_visitable_state>
|
|
{
|
|
template <class Event,class FSM>
|
|
void on_entry(Event const&,FSM& ) {std::cout << "starting: player" << std::endl;}
|
|
// The list of FSM states
|
|
struct Empty : public msm::front::state<my_visitable_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;}
|
|
void accept(SomeVisitor& vis,int i) const
|
|
{
|
|
vis.visit_state(this,i);
|
|
}
|
|
};
|
|
struct Open : public msm::front::state<my_visitable_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;}
|
|
void accept(SomeVisitor& vis,int i) const
|
|
{
|
|
vis.visit_state(this,i);
|
|
}
|
|
};
|
|
// 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<my_visitable_state>
|
|
{
|
|
// 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;}
|
|
};
|
|
// 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_,my_visitable_state >
|
|
{
|
|
// when playing, the CD is loaded and we are in either pause or playing (duh)
|
|
typedef mpl::vector2<PlayingPaused,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;}
|
|
void accept(SomeVisitor& vis,int i) const
|
|
{
|
|
// note that visiting will recursively visit sub-states
|
|
vis.visit_state(this,i);
|
|
}
|
|
// The list of FSM states
|
|
// the Playing state machine contains a state which is himself a state machine
|
|
// so we have a SM containing a SM containing a SM
|
|
struct Song1_ : public msm::front::state_machine_def<Song1_,my_visitable_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;}
|
|
void accept(SomeVisitor& vis,int i) const
|
|
{
|
|
vis.visit_state(this,i);
|
|
}
|
|
struct LightOn : public msm::front::state<my_visitable_state>
|
|
{
|
|
template <class Event,class FSM>
|
|
void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOn" << std::endl;}
|
|
template <class Event,class FSM>
|
|
void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOn" << std::endl;}
|
|
};
|
|
struct LightOff : public msm::front::state<my_visitable_state>
|
|
{
|
|
template <class Event,class FSM>
|
|
void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOff" << std::endl;}
|
|
template <class Event,class FSM>
|
|
void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOff" << std::endl;}
|
|
};
|
|
// the initial state. Must be defined
|
|
typedef LightOn initial_state;
|
|
// transition actions
|
|
void turn_light_off(ThreeSec const&) { std::cout << "3s off::turn light off\n"; }
|
|
// guard conditions
|
|
|
|
typedef Song1_ s; // makes transition table cleaner
|
|
// Transition table for Song1
|
|
struct transition_table : mpl::vector1<
|
|
// Start Event Next Action Guard
|
|
// +---------+-------------+---------+---------------------+----------------------+
|
|
a_row < LightOn , ThreeSec , LightOff, &s::turn_light_off >
|
|
// +---------+-------------+---------+---------------------+----------------------+
|
|
> {};
|
|
// 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<Song1_> Song1;
|
|
|
|
struct Song2 : public msm::front::state<my_visitable_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<my_visitable_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;}
|
|
};
|
|
// 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"; }
|
|
// guard conditions
|
|
|
|
typedef Playing_ pl; // makes transition table cleaner
|
|
// Transition table for Playing
|
|
struct transition_table : mpl::vector4<
|
|
// 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 >
|
|
// +---------+-------------+---------+---------------------+----------------------+
|
|
> {};
|
|
// 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_machine_def<Paused_,my_visitable_state>
|
|
{
|
|
typedef mpl::vector2<PlayingPaused,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;}
|
|
|
|
// The list of FSM states
|
|
struct StartBlinking : public msm::front::state<my_visitable_state>
|
|
{
|
|
template <class Event,class FSM>
|
|
void on_entry(Event const&,FSM& ) {std::cout << "starting: StartBlinking" << std::endl;}
|
|
template <class Event,class FSM>
|
|
void on_exit(Event const&,FSM& ) {std::cout << "finishing: StartBlinking" << std::endl;}
|
|
};
|
|
struct StopBlinking : public msm::front::state<my_visitable_state>
|
|
{
|
|
template <class Event,class FSM>
|
|
void on_entry(Event const&,FSM& ) {std::cout << "starting: StopBlinking" << std::endl;}
|
|
template <class Event,class FSM>
|
|
void on_exit(Event const&,FSM& ) {std::cout << "finishing: StopBlinking" << std::endl;}
|
|
};
|
|
// the initial state. Must be defined
|
|
typedef StartBlinking initial_state;
|
|
// transition actions
|
|
void start_blinking(TenSec const&) { std::cout << "Paused::start_blinking\n"; }
|
|
void stop_blinking(TenSec const&) { std::cout << "Paused::stop_blinking\n"; }
|
|
// guard conditions
|
|
|
|
typedef Paused_ pa; // makes transition table cleaner
|
|
// Transition table
|
|
struct transition_table : mpl::vector2<
|
|
// Start Event Next Action Guard
|
|
// +---------------+-------------+--------------+---------------------+----------------------+
|
|
a_row < StartBlinking , TenSec , StopBlinking , &pa::stop_blinking >,
|
|
a_row < StopBlinking , TenSec , StartBlinking , &pa::start_blinking >
|
|
// +---------------+-------------+---------------+--------------------+----------------------+
|
|
> {};
|
|
// 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<Paused_> Paused;
|
|
|
|
struct SleepMode : public msm::front::state<my_visitable_state>
|
|
{
|
|
}; // dummy state just to test the automatic id generation
|
|
|
|
struct AllOk : public msm::front::state<my_visitable_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 terminate_state<>
|
|
public msm::front::interrupt_state<end_error,my_visitable_state>
|
|
{
|
|
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;
|
|
//typedef Empty initial_state; // this is to have only one active 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
|
|
//process_event(play());
|
|
}
|
|
void stop_playback(stop const&) { std::cout << "player::stop_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 start_sleep(go_sleep const&) { }
|
|
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
|
|
|
|
|
|
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 >,
|
|
a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
|
|
// +---------+-------------+---------+---------------------+----------------------+
|
|
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 < 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 < Paused , go_sleep ,SleepMode, &p::start_sleep >,
|
|
// +---------+-------------+---------+---------------------+----------------------+
|
|
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;
|
|
}
|
|
};
|
|
|
|
// back-end
|
|
typedef msm::back::state_machine<player_> player;
|
|
|
|
//
|
|
// Testing utilities.
|
|
//
|
|
|
|
void pstate(player const& p)
|
|
{
|
|
static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode","SleepMode" };
|
|
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
|
|
p.process_event(play());
|
|
|
|
// go to Open, call on_exit on Empty, then action, then on_entry on Open
|
|
p.process_event(open_close()); pstate(p);
|
|
// visiting Paused and AllOk, but only Paused cares
|
|
SomeVisitor vis;
|
|
p.visit_current_states(boost::ref(vis),1);
|
|
p.process_event(open_close()); pstate(p);
|
|
// visiting Empty and AllOk, but only Empty cares
|
|
p.visit_current_states(boost::ref(vis),2);
|
|
|
|
|
|
p.process_event(cd_detected("louie, louie"));
|
|
// no need to call play() as the previous event does it in its action method
|
|
//p.process_event(play());
|
|
// at this point, Play is active, along FirstSong and LightOn
|
|
pstate(p);
|
|
// visiting Playing+Song1 and AllOk, but only Playing+Song1 care
|
|
p.visit_current_states(boost::ref(vis),3);
|
|
|
|
std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
|
|
// call on_exit on LightOn,FirstSong,Play like stated in the UML spec.
|
|
// and of course on_entry on Paused and StartBlinking
|
|
p.process_event(pause()); pstate(p);
|
|
std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
|
|
// forward events to Paused
|
|
p.process_event(TenSec());
|
|
p.process_event(TenSec());
|
|
// go back to Playing
|
|
p.process_event(end_pause()); pstate(p);
|
|
std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl; //=> true
|
|
p.process_event(ThreeSec()); pstate(p);
|
|
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
|
|
// visiting Playing+Song2 and AllOk, but only Playing cares
|
|
p.visit_current_states(boost::ref(vis),4);
|
|
|
|
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);
|
|
// test of an event from a state to itself. According to UML spec, call again exit/entry from Stopped
|
|
p.process_event(stop()); pstate(p);
|
|
p.process_event(stop()); pstate(p);
|
|
std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
|
|
std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
|
|
std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
|
|
std::cout << "CDLoaded active with AND:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_AND>() << std::endl;//=> false
|
|
std::cout << "CDLoaded active with OR:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_OR>() << std::endl;//=> true
|
|
|
|
// 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);
|
|
|
|
std::cout << "Simulate error. Event play is not valid" << std::endl;
|
|
p.process_event(play()); pstate(p);
|
|
}
|
|
}
|
|
|
|
int main()
|
|
{
|
|
test();
|
|
return 0;
|
|
}
|
|
|
|
|