357 lines
18 KiB
C++
357 lines
18 KiB
C++
// Copyright 2010 Christophe Henry
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// henry UNDERSCORE christophe AT hotmail DOT com
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// This is an extended version of the state machine available in the boost::mpl library
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// Distributed under the same license as the original.
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// Copyright for the original version:
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// Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed
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// under the Boost Software License, Version 1.0. (See accompanying
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// file LICENSE_1_0.txt or copy at
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// http://www.boost.org/LICENSE_1_0.txt)
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#include <iostream>
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// back-end
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#include <boost/msm/back/state_machine.hpp>
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//front-end
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#include <boost/msm/front/state_machine_def.hpp>
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#ifndef BOOST_MSM_NONSTANDALONE_TEST
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#define BOOST_TEST_MODULE MyTest
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#endif
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#include <boost/test/unit_test.hpp>
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namespace msm = boost::msm;
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namespace mpl = boost::mpl;
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namespace
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{
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// events
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struct play {};
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struct end_pause {};
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struct stop {};
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struct pause {};
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struct open_close {};
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struct NextSong {};
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struct PreviousSong {};
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struct cd_detected
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{
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cd_detected(std::string name)
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: name(name)
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{}
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std::string name;
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};
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// front-end: define the FSM structure
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struct player_ : public msm::front::state_machine_def<player_>
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{
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unsigned int start_playback_counter;
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unsigned int can_close_drawer_counter;
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player_():
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start_playback_counter(0),
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can_close_drawer_counter(0)
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{}
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// The list of FSM states
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struct Empty : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {++entry_counter;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {++exit_counter;}
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int entry_counter;
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int exit_counter;
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};
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struct Open : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {++entry_counter;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {++exit_counter;}
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int entry_counter;
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int exit_counter;
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};
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// sm_ptr still supported but deprecated as functors are a much better way to do the same thing
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struct Stopped : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {++entry_counter;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {++exit_counter;}
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int entry_counter;
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int exit_counter;
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};
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struct Playing_ : public msm::front::state_machine_def<Playing_>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {++entry_counter;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {++exit_counter;}
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int entry_counter;
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int exit_counter;
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unsigned int start_next_song_counter;
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unsigned int start_prev_song_guard_counter;
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Playing_():
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start_next_song_counter(0),
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start_prev_song_guard_counter(0)
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{}
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// The list of FSM states
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struct Song1 : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {++entry_counter;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {++exit_counter;}
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int entry_counter;
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int exit_counter;
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};
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struct Song2 : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {++entry_counter;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {++exit_counter;}
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int entry_counter;
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int exit_counter;
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};
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struct Song3 : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {++entry_counter;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {++exit_counter;}
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int entry_counter;
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int exit_counter;
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};
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// the initial state. Must be defined
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typedef Song1 initial_state;
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// transition actions
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void start_next_song(NextSong const&) {++start_next_song_counter; }
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void start_prev_song(PreviousSong const&) { }
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// guard conditions
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bool start_prev_song_guard(PreviousSong const&) {++start_prev_song_guard_counter;return true; }
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typedef Playing_ pl; // makes transition table cleaner
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// Transition table for Playing
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struct transition_table : mpl::vector4<
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// Start Event Next Action Guard
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// +---------+-------------+---------+---------------------+----------------------+
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_row < Song1 , NextSong , Song2 >,
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row < Song2 , PreviousSong, Song1 , &pl::start_prev_song,&pl::start_prev_song_guard>,
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a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
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g_row < Song3 , PreviousSong, Song2 ,&pl::start_prev_song_guard>
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// +---------+-------------+---------+---------------------+----------------------+
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> {};
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// Replaces the default no-transition response.
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template <class FSM,class Event>
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void no_transition(Event const&, FSM&,int)
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{
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BOOST_FAIL("no_transition called!");
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}
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};
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// back-end
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typedef msm::back::state_machine<Playing_,msm::back::ShallowHistory<mpl::vector<end_pause> > > Playing;
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// state not defining any entry or exit
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struct Paused : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {++entry_counter;}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {++exit_counter;}
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int entry_counter;
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int exit_counter;
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};
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// the initial state of the player SM. Must be defined
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typedef Empty initial_state;
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// transition actions
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void start_playback(play const&) {++start_playback_counter; }
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void open_drawer(open_close const&) { }
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void store_cd_info(cd_detected const&) { }
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void stop_playback(stop const&) { }
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void pause_playback(pause const&) { }
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void resume_playback(end_pause const&) { }
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void stop_and_open(open_close const&) { }
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void stopped_again(stop const&){}
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//guards
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bool can_close_drawer(open_close const&)
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{
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++can_close_drawer_counter;
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return true;
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}
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typedef player_ p; // makes transition table cleaner
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// Transition table for player
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struct transition_table : mpl::vector<
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// Start Event Next Action Guard
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// +---------+-------------+---------+---------------------+----------------------+
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a_row < Stopped , play , Playing , &p::start_playback >,
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a_row < Stopped , open_close , Open , &p::open_drawer >,
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_row < Stopped , stop , Stopped >,
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// +---------+-------------+---------+---------------------+----------------------+
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g_row < Open , open_close , Empty , &p::can_close_drawer >,
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// +---------+-------------+---------+---------------------+----------------------+
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a_row < Empty , open_close , Open , &p::open_drawer >,
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a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
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// +---------+-------------+---------+---------------------+----------------------+
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a_row < Playing , stop , Stopped , &p::stop_playback >,
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a_row < Playing , pause , Paused , &p::pause_playback >,
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a_row < Playing , open_close , Open , &p::stop_and_open >,
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// +---------+-------------+---------+---------------------+----------------------+
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a_row < Paused , end_pause , Playing , &p::resume_playback >,
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a_row < Paused , stop , Stopped , &p::stop_playback >,
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a_row < Paused , open_close , Open , &p::stop_and_open >
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// +---------+-------------+---------+---------------------+----------------------+
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> {};
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// Replaces the default no-transition response.
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template <class FSM,class Event>
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void no_transition(Event const& , FSM&,int )
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{
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BOOST_FAIL("no_transition called!");
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}
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// init counters
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& fsm)
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{
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fsm.template get_state<player_::Stopped&>().entry_counter=0;
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fsm.template get_state<player_::Stopped&>().exit_counter=0;
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fsm.template get_state<player_::Open&>().entry_counter=0;
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fsm.template get_state<player_::Open&>().exit_counter=0;
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fsm.template get_state<player_::Empty&>().entry_counter=0;
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fsm.template get_state<player_::Empty&>().exit_counter=0;
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fsm.template get_state<player_::Playing&>().entry_counter=0;
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fsm.template get_state<player_::Playing&>().exit_counter=0;
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fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().entry_counter=0;
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fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().exit_counter=0;
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fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().entry_counter=0;
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fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().exit_counter=0;
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fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().entry_counter=0;
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fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().exit_counter=0;
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fsm.template get_state<player_::Paused&>().entry_counter=0;
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fsm.template get_state<player_::Paused&>().exit_counter=0;
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}
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};
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// Pick a back-end
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typedef msm::back::state_machine<player_> player;
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// static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
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BOOST_AUTO_TEST_CASE( my_test )
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{
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player p;
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p.start();
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BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 1,"Empty entry not called correctly");
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p.process_event(open_close());
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Open should be active"); //Open
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BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 1,"Empty exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().entry_counter == 1,"Open entry not called correctly");
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p.process_event(open_close());
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
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BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
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BOOST_CHECK_MESSAGE(p.can_close_drawer_counter == 1,"guard not called correctly");
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p.process_event(cd_detected("louie, louie"));
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
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BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 2,"Empty exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 1,"Stopped entry not called correctly");
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p.process_event(play());
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
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BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 1,"Stopped exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 1,"Playing entry not called correctly");
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BOOST_CHECK_MESSAGE(p.start_playback_counter == 1,"action not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 0,"Song1 should be active");
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BOOST_CHECK_MESSAGE(
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p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().entry_counter == 1,
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"Song1 entry not called correctly");
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p.process_event(NextSong());
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
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BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
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BOOST_CHECK_MESSAGE(
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p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 1,
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"Song2 entry not called correctly");
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BOOST_CHECK_MESSAGE(
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p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().exit_counter == 1,
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"Song1 exit not called correctly");
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BOOST_CHECK_MESSAGE(
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p.get_state<player_::Playing&>().start_next_song_counter == 0,
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"submachine action not called correctly");
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p.process_event(NextSong());
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
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BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 2,"Song3 should be active");
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BOOST_CHECK_MESSAGE(
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p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().entry_counter == 1,
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"Song3 entry not called correctly");
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BOOST_CHECK_MESSAGE(
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p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().exit_counter == 1,
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"Song2 exit not called correctly");
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BOOST_CHECK_MESSAGE(
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p.get_state<player_::Playing&>().start_next_song_counter == 1,
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"submachine action not called correctly");
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p.process_event(PreviousSong());
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
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BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
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BOOST_CHECK_MESSAGE(
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p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 2,
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"Song2 entry not called correctly");
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BOOST_CHECK_MESSAGE(
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p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().exit_counter == 1,
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"Song3 exit not called correctly");
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BOOST_CHECK_MESSAGE(
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p.get_state<player_::Playing&>().start_prev_song_guard_counter == 1,
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"submachine guard not called correctly");
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p.process_event(pause());
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
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BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 1,"Playing exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 1,"Paused entry not called correctly");
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// go back to Playing
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p.process_event(end_pause());
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
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BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 1,"Paused exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 2,"Playing entry not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
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BOOST_CHECK_MESSAGE(
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p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 3,
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"Song2 entry not called correctly");
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p.process_event(pause());
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
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BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 2,"Paused entry not called correctly");
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p.process_event(stop());
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
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BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 2,"Paused exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 2,"Stopped entry not called correctly");
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p.process_event(stop());
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
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BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
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p.process_event(play());
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BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 0,"Song1 should be active");
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BOOST_CHECK_MESSAGE(
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p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().entry_counter == 2,
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"Song1 entry not called correctly");
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}
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}
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