1c2acaba84
event_queue_before_deferred_queue and added tests to check combined usage of message / deferred queues
195 lines
8.1 KiB
C++
195 lines
8.1 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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#include <boost/msm/front/functor_row.hpp>
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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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using namespace boost::msm::front;
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namespace
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{
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// events
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struct eventResolve {};
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struct eventConnect {};
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struct eventResolved {};
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struct eventRead {};
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struct eventd {};
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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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player_()
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:expected_action_counter(0)
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{}
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struct enqueue_action1
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{
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template <class EVT,class FSM,class SourceState,class TargetState>
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void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
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{
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fsm.template process_event(eventResolve());
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}
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};
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struct enqueue_action2
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{
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template <class EVT,class FSM,class SourceState,class TargetState>
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void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
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{
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fsm.template process_event(eventConnect());
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}
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};
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struct expected_action
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{
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template <class EVT,class FSM,class SourceState,class TargetState>
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void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
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{
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++fsm.expected_action_counter;
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//std::cout << "expected action called" << std::endl;
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}
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};
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struct unexpected_action
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{
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template <class EVT,class FSM,class SourceState,class TargetState>
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void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
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{
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std::cout << "unexpected action called" << std::endl;
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}
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};
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// The list of FSM states
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struct Unresolved : public msm::front::state<>
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{
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typedef mpl::vector<eventRead > deferred_events;
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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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// Transition table for Empty
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struct internal_transition_table : mpl::vector<
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// Start Event Next Action Guard
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Internal < eventConnect , msm::front::ActionSequence_<mpl::vector<enqueue_action1,enqueue_action2>> >
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// +---------+-------------+---------+---------------------+----------------------+
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> {};
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};
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struct Resolving : public msm::front::state<>
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{
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typedef mpl::vector<eventConnect > deferred_events;
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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 Resolved : 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 Connecting : 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 State22 : 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 mpl::vector<Unresolved,State22> initial_state;
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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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Row < Unresolved , eventResolve , Resolving >,
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Row < Resolving , eventResolved , Resolved >,
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Row < Resolved , eventConnect , Connecting , expected_action >,
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Row < State22 , eventd , State22 >
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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_::Unresolved&>().entry_counter=0;
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fsm.template get_state<player_::Unresolved&>().exit_counter=0;
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fsm.template get_state<player_::Resolving&>().entry_counter=0;
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fsm.template get_state<player_::Resolving&>().exit_counter=0;
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fsm.template get_state<player_::Resolved&>().entry_counter=0;
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fsm.template get_state<player_::Resolved&>().exit_counter=0;
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fsm.template get_state<player_::Connecting&>().entry_counter=0;
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fsm.template get_state<player_::Connecting&>().exit_counter=0;
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}
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int expected_action_counter;
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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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BOOST_AUTO_TEST_CASE( TestDeferAndMessageQueue )
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{
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player p;
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// needed to start the highest-level SM. This will call on_entry and mark the start of the SM
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p.start();
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p.process_event(eventConnect());
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Resolving should be active");
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BOOST_CHECK_MESSAGE(p.current_state()[1] == 3,"State22 should be active");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Unresolved&>().exit_counter == 1,"Unresolved exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Unresolved&>().entry_counter == 1,"Unresolved entry not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Resolving&>().entry_counter == 1,"Resolving entry not called correctly");
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p.process_event(eventResolved());
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BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Connecting should be active");
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BOOST_CHECK_MESSAGE(p.current_state()[1] == 3,"State22 should be active");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Resolved&>().exit_counter == 1,"Resolved exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Resolved&>().entry_counter == 1,"Resolved entry not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Resolving&>().exit_counter == 1,"Resolving exit not called correctly");
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BOOST_CHECK_MESSAGE(p.get_state<player_::Connecting&>().entry_counter == 1,"Connecting entry not called correctly");
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BOOST_CHECK_MESSAGE(p.expected_action_counter == 1,"expected_action should have been called");
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}
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}
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