msm/test/Anonymous.cpp
2014-10-10 15:43:26 +02:00

185 lines
8.4 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>
// back-end
#include <boost/msm/back/state_machine.hpp>
//front-end
#include <boost/msm/front/state_machine_def.hpp>
#ifndef BOOST_MSM_NONSTANDALONE_TEST
#define BOOST_TEST_MODULE MyTest
#endif
#include <boost/test/unit_test.hpp>
namespace msm = boost::msm;
namespace mpl = boost::mpl;
using namespace boost::msm::front;
namespace
{
// events
struct event1 {};
// front-end: define the FSM structure
struct my_machine_ : public msm::front::state_machine_def<my_machine_>
{
unsigned int state2_to_state3_counter;
unsigned int state3_to_state4_counter;
unsigned int always_true_counter;
unsigned int always_false_counter;
my_machine_():
state2_to_state3_counter(0),
state3_to_state4_counter(0),
always_true_counter(0),
always_false_counter(0)
{}
// The list of FSM states
struct State1 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
struct State2 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
struct State3 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
struct State4 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {++entry_counter;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {++exit_counter;}
int entry_counter;
int exit_counter;
};
// the initial state of the player SM. Must be defined
typedef State1 initial_state;
// transition actions
void State2ToState3(none const&) { ++state2_to_state3_counter; }
void State3ToState4(none const&) { ++state3_to_state4_counter; }
// guard conditions
bool always_true(none const& )
{
++always_true_counter;
return true;
}
bool always_false(none const& )
{
++always_false_counter;
return false;
}
typedef my_machine_ p; // makes transition table cleaner
// Transition table for player
struct transition_table : mpl::vector<
// Start Event Next Action Guard
// +---------+-------------+---------+---------------------+----------------------+
_row < State1 , none , State2 >,
a_row < State2 , none , State3 , &p::State2ToState3 >,
// +---------+-------------+---------+---------------------+----------------------+
row < State3 , none , State4 , &p::State3ToState4 , &p::always_true >,
g_row < State3 , none , State4 , &p::always_false >,
_row < State4 , event1 , State1 >
// +---------+-------------+---------+---------------------+----------------------+
> {};
// Replaces the default no-transition response.
template <class FSM,class Event>
void no_transition(Event const&, FSM&,int)
{
BOOST_FAIL("no_transition called!");
}
// init counters
template <class Event,class FSM>
void on_entry(Event const&,FSM& fsm)
{
fsm.template get_state<my_machine_::State1&>().entry_counter=0;
fsm.template get_state<my_machine_::State1&>().exit_counter=0;
fsm.template get_state<my_machine_::State2&>().entry_counter=0;
fsm.template get_state<my_machine_::State2&>().exit_counter=0;
fsm.template get_state<my_machine_::State3&>().entry_counter=0;
fsm.template get_state<my_machine_::State3&>().exit_counter=0;
fsm.template get_state<my_machine_::State4&>().entry_counter=0;
fsm.template get_state<my_machine_::State4&>().exit_counter=0;
}
};
// Pick a back-end
typedef msm::back::state_machine<my_machine_> my_machine;
//static char const* const state_names[] = { "State1", "State2", "State3", "State4" };
BOOST_AUTO_TEST_CASE( my_test )
{
my_machine p;
// needed to start the highest-level SM. This will call on_entry and mark the start of the SM
// in this case it will also immediately trigger all anonymous transitions
p.start();
BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State4 should be active"); //State4
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().exit_counter == 1,"State1 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().entry_counter == 1,"State1 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().exit_counter == 1,"State2 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().entry_counter == 1,"State2 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().exit_counter == 1,"State3 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().entry_counter == 1,"State3 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().entry_counter == 1,"State4 entry not called correctly");
BOOST_CHECK_MESSAGE(p.always_true_counter == 1,"guard not called correctly");
BOOST_CHECK_MESSAGE(p.always_false_counter == 1,"guard not called correctly");
BOOST_CHECK_MESSAGE(p.state2_to_state3_counter == 1,"action not called correctly");
BOOST_CHECK_MESSAGE(p.state3_to_state4_counter == 1,"action not called correctly");
// this event will bring us back to the initial state and thus, a new "loop" will be started
p.process_event(event1());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State4 should be active"); //State4
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().exit_counter == 2,"State1 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().entry_counter == 2,"State1 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().exit_counter == 2,"State2 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().entry_counter == 2,"State2 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().exit_counter == 2,"State3 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().entry_counter == 2,"State3 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().entry_counter == 2,"State4 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().exit_counter == 1,"State4 exit not called correctly");
BOOST_CHECK_MESSAGE(p.always_true_counter == 2,"guard not called correctly");
BOOST_CHECK_MESSAGE(p.always_false_counter == 2,"guard not called correctly");
BOOST_CHECK_MESSAGE(p.state2_to_state3_counter == 2,"action not called correctly");
BOOST_CHECK_MESSAGE(p.state3_to_state4_counter == 2,"action not called correctly");
}
}