msm/test/TestDeferAndMessageQueue2.cpp
henry-ch 1c2acaba84 replaced no more working no_bugfix_wrong_event_order by
event_queue_before_deferred_queue and added tests to check combined
usage of message / deferred queues
2017-11-22 16:29:25 +01:00

156 lines
6.4 KiB
C++

// Copyright 2017 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>
#include <boost/msm/front/functor_row.hpp>
#include <boost/test/unit_test.hpp>
namespace msm = boost::msm;
namespace mpl = boost::mpl;
using namespace boost::msm::front;
namespace
{
// events
struct event1 {};
struct event2 {};
struct event3 {};
struct eventd {};
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def<player_>
{
player_()
:expected_action_counter(0),expected_action2_counter(0)
{}
// The list of FSM states
struct State11 : public msm::front::state<>
{
typedef mpl::vector<eventd> deferred_events;
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 State12 : 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 State13 : 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 enqueue_action
{
template <class EVT,class FSM,class SourceState,class TargetState>
void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
{
fsm.template process_event(event2());
}
};
struct expected_action
{
template <class EVT,class FSM,class SourceState,class TargetState>
void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
{
++fsm.expected_action_counter;
}
};
struct expected_action2
{
template <class EVT,class FSM,class SourceState,class TargetState>
void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
{
++fsm.expected_action2_counter;
}
};
// the initial state of the player SM. Must be defined
typedef mpl::vector<State11> initial_state;
// Transition table for player
struct transition_table : mpl::vector<
// Start Event Next Action Guard
// +---------+-------------+---------+---------------------+----------------------+
Row < State11 , event1 , State12 , enqueue_action >,
Row < State12 , event2 , State13 , expected_action2 >,
Row < State12 , eventd , State13 , expected_action >,
Row < State13 , event2 , State11 >,
Row < State13 , eventd , State11 >
// +---------+-------------+---------+---------------------+----------------------+
> {};
// 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<player_::State11&>().entry_counter=0;
fsm.template get_state<player_::State11&>().exit_counter=0;
fsm.template get_state<player_::State12&>().entry_counter=0;
fsm.template get_state<player_::State12&>().exit_counter=0;
fsm.template get_state<player_::State13&>().entry_counter=0;
fsm.template get_state<player_::State13&>().exit_counter=0;
}
int expected_action_counter;
int expected_action2_counter;
};
// Pick a back-end
typedef msm::back::state_machine<player_> player;
BOOST_AUTO_TEST_CASE( TestDeferAndMessageQueue2 )
{
player p;
// needed to start the highest-level SM. This will call on_entry and mark the start of the SM
p.start();
p.process_event(eventd());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"State11 should be active");
BOOST_CHECK_MESSAGE(p.get_state<player_::State11&>().entry_counter == 1,"State11 entry not called correctly");
p.process_event(event1());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"State11 should be active");
BOOST_CHECK_MESSAGE(p.get_state<player_::State11&>().exit_counter == 1,"State11 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State12&>().entry_counter == 1,"State12 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State12&>().exit_counter == 1,"State12 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State11&>().entry_counter == 2,"State11 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State13&>().exit_counter == 1,"State13 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State13&>().entry_counter == 1,"State13 entry not called correctly");
BOOST_CHECK_MESSAGE(p.expected_action_counter == 1,"expected_action should have been called");
BOOST_CHECK_MESSAGE(p.expected_action2_counter == 0,"expected_action2 should not have been called");
}
}