| 1 | // Copyright 2010 Christophe Henry
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| 2 | // henry UNDERSCORE christophe AT hotmail DOT com
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| 3 | // This is an extended version of the state machine available in the boost::mpl library
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| 4 | // Distributed under the same license as the original.
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| 5 | // Copyright for the original version:
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| 6 | // Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed
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| 7 | // under the Boost Software License, Version 1.0. (See accompanying
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| 8 | // file LICENSE_1_0.txt or copy at
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| 9 | // http://www.boost.org/LICENSE_1_0.txt)
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| 10 |
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| 11 | #include <iostream>
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| 12 | // back-end
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| 13 | #include <boost/msm/back/state_machine.hpp>
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| 14 | //front-end
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| 15 | #include <boost/msm/front/state_machine_def.hpp>
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| 16 | #include <boost/msm/front/functor_row.hpp>
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| 17 |
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| 18 | namespace msm = boost::msm;
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| 19 | namespace mpl = boost::mpl;
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| 20 | using namespace boost::msm::front;
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| 21 | using namespace std;
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| 22 | namespace
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| 23 | {
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| 24 | // events
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| 25 | struct play {};
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| 26 | struct end_pause {};
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| 27 | struct stop {};
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| 28 | struct pause {};
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| 29 | struct open_close {};
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| 30 | struct NextSong {};
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| 31 | struct PreviousSong {};
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| 32 | struct error_found {};
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| 33 | struct end_error {};
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| 34 |
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| 35 | // Flags. Allow information about a property of the current state
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| 36 | struct PlayingPaused{};
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| 37 | struct CDLoaded {};
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| 38 | struct FirstSongPlaying {};
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| 39 |
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| 40 | // A "complicated" event type that carries some data.
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| 41 | struct cd_detected
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| 42 | {
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| 43 | cd_detected(std::string name)
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| 44 | : name(name)
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| 45 | {}
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| 46 |
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| 47 | std::string name;
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| 48 | };
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| 49 |
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| 50 | // front-end: define the FSM structure
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| 51 | struct player_ : public msm::front::state_machine_def<player_>
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| 52 | {
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| 53 | // we want deferred events and no state requires deferred events (only the fsm in the
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| 54 | // transition table), so the fsm does.
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| 55 | typedef int activate_deferred_events;
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| 56 | // The list of FSM states
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| 57 | struct Empty : public msm::front::state<>
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| 58 | {
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| 59 | // every (optional) entry/exit methods get the event passed.
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| 60 | template <class Event,class FSM>
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| 61 | void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
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| 62 | template <class Event,class FSM>
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| 63 | void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
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| 64 | };
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| 65 | struct Open : public msm::front::state<>
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| 66 | {
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| 67 | typedef mpl::vector1<CDLoaded> flag_list;
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| 68 | template <class Event,class FSM>
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| 69 | void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;}
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| 70 | template <class Event,class FSM>
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| 71 | void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
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| 72 | };
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| 73 |
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| 74 | struct Stopped : public msm::front::state<>
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| 75 | {
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| 76 | // when stopped, the CD is loaded
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| 77 | typedef mpl::vector1<CDLoaded> flag_list;
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| 78 | template <class Event,class FSM>
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| 79 | void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;}
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| 80 | template <class Event,class FSM>
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| 81 | void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
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| 82 | };
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| 83 |
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| 84 | // the player state machine contains a state which is himself a state machine
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| 85 | // as you see, no need to declare it anywhere so Playing can be developed separately
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| 86 | // by another team in another module. For simplicity I just declare it inside player
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| 87 | struct Playing_ : public msm::front::state_machine_def<Playing_>
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| 88 | {
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| 89 | // when playing, the CD is loaded and we are in either pause or playing (duh)
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| 90 | typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
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| 91 |
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| 92 | template <class Event,class FSM>
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| 93 | void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
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| 94 | template <class Event,class FSM>
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| 95 | void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
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| 96 | // The list of FSM states
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| 97 | struct Song1 : public msm::front::state<>
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| 98 | {
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| 99 | typedef mpl::vector1<FirstSongPlaying> flag_list;
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| 100 | template <class Event,class FSM>
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| 101 | void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
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| 102 | template <class Event,class FSM>
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| 103 | void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
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| 104 | };
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| 105 | struct Song2 : public msm::front::state<>
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| 106 | {
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| 107 | template <class Event,class FSM>
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| 108 | void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
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| 109 | template <class Event,class FSM>
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| 110 | void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
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| 111 | };
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| 112 | struct Song3 : public msm::front::state<>
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| 113 | {
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| 114 | template <class Event,class FSM>
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| 115 | void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
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| 116 | template <class Event,class FSM>
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| 117 | void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
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| 118 | };
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| 119 | // the initial state. Must be defined
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| 120 | typedef Song1 initial_state;
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| 121 | // transition actions
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| 122 | void start_next_song(NextSong const&) { std::cout << "Playing::start_next_song\n"; }
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| 123 | void start_prev_song(PreviousSong const&) { std::cout << "Playing::start_prev_song\n"; }
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| 124 | // guard conditions
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| 125 |
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| 126 | typedef Playing_ pl; // makes transition table cleaner
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| 127 | // Transition table for Playing
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| 128 | struct transition_table : mpl::vector4<
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| 129 | // Start Event Next Action Guard
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| 130 | // +---------+-------------+---------+---------------------+----------------------+
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| 131 | a_row < Song1 , NextSong , Song2 , &pl::start_next_song >,
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| 132 | a_row < Song2 , PreviousSong, Song1 , &pl::start_prev_song >,
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| 133 | a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
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| 134 | a_row < Song3 , PreviousSong, Song2 , &pl::start_prev_song >
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| 135 | // +---------+-------------+---------+---------------------+----------------------+
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| 136 | > {};
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| 137 | // Replaces the default no-transition response.
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| 138 | template <class FSM,class Event>
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| 139 | void no_transition(Event const& e, FSM&,int state)
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| 140 | {
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| 141 | std::cout << "no transition from state " << state
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| 142 | << " on event " << typeid(e).name() << std::endl;
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| 143 | }
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| 144 | };
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| 145 | // back-end
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| 146 | typedef msm::back::state_machine<Playing_> Playing;
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| 147 |
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| 148 | // state not defining any entry or exit
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| 149 | struct Paused : public msm::front::state<>
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| 150 | {
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| 151 | typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
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| 152 | };
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| 153 | struct AllOk : public msm::front::state<>
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| 154 | {
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| 155 | template <class Event,class FSM>
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| 156 | void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
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| 157 | template <class Event,class FSM>
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| 158 | void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
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| 159 | };
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| 160 | // this state is also made terminal so that all the events are blocked
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| 161 | struct ErrorMode : //public msm::front::terminate_state<> // ErrorMode terminates the state machine
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| 162 | public msm::front::interrupt_state<end_error> // ErroMode just interrupts. Will resume if
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| 163 | // the event end_error is generated
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| 164 | {
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| 165 | template <class Event,class FSM>
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| 166 | void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
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| 167 | template <class Event,class FSM>
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| 168 | void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
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| 169 | };
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| 170 | // the initial state of the player SM. Must be defined
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| 171 | typedef mpl::vector<Empty,AllOk> initial_state;
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| 172 |
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| 173 | // transition actions
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| 174 | void start_playback(play const&) { std::cout << "player::start_playback\n"; }
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| 175 | void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
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| 176 | void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
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| 177 | void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
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| 178 | void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
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| 179 | void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
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| 180 | void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
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| 181 | void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
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| 182 | void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
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| 183 | void report_error(error_found const&) {std::cout << "player::report_error\n";}
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| 184 | void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
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| 185 |
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| 186 | // guard conditions
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| 187 |
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| 188 | typedef player_ p; // makes transition table cleaner
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| 189 |
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| 190 | // Transition table for player
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| 191 | struct transition_table : mpl::vector<
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| 192 | // Start Event Next Action Guard
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| 193 | // +---------+-------------+---------+---------------------+----------------------+
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| 194 | a_row < Stopped , play , Playing , &p::start_playback >,
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| 195 | a_row < Stopped , open_close , Open , &p::open_drawer >,
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| 196 | a_row < Stopped , stop , Stopped , &p::stopped_again >,
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| 197 | // +---------+-------------+---------+---------------------+----------------------+
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| 198 | a_row < Open , open_close , Empty , &p::close_drawer >,
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| 199 | Row < Open , play , none , Defer , none >,
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| 200 | // +---------+-------------+---------+---------------------+----------------------+
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| 201 | a_row < Empty , open_close , Open , &p::open_drawer >,
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| 202 | a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
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| 203 | Row < Empty , play , none , Defer , none >,
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| 204 | // +---------+-------------+---------+---------------------+----------------------+
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| 205 | a_row < Playing , stop , Stopped , &p::stop_playback >,
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| 206 | a_row < Playing , pause , Paused , &p::pause_playback >,
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| 207 | a_row < Playing , open_close , Open , &p::stop_and_open >,
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| 208 | // +---------+-------------+---------+---------------------+----------------------+
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| 209 | a_row < Paused , end_pause , Playing , &p::resume_playback >,
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| 210 | a_row < Paused , stop , Stopped , &p::stop_playback >,
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| 211 | a_row < Paused , open_close , Open , &p::stop_and_open >,
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| 212 | // +---------+-------------+---------+---------------------+----------------------+
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| 213 | a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
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| 214 | a_row <ErrorMode,end_error ,AllOk , &p::report_end_error >
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| 215 | // +---------+-------------+---------+---------------------+----------------------+
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| 216 | > {};
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| 217 |
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| 218 | // Replaces the default no-transition response.
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| 219 | template <class FSM,class Event>
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| 220 | void no_transition(Event const& e, FSM&,int state)
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| 221 | {
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| 222 | std::cout << "no transition from state " << state
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| 223 | << " on event " << typeid(e).name() << std::endl;
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| 224 | }
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| 225 | };
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| 226 | // Pick a back-end
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| 227 | typedef msm::back::state_machine<player_> player;
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| 228 |
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| 229 | //
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| 230 | // Testing utilities.
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| 231 | //
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| 232 | static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode" };
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| 233 |
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| 234 | void pstate(player const& p)
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| 235 | {
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| 236 | // we have now several active states, which we show
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| 237 | for (unsigned int i=0;i<player::nr_regions::value;++i)
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| 238 | {
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| 239 | std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
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| 240 | }
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| 241 | }
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| 242 |
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| 243 | void test()
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| 244 | {
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| 245 | player p;
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| 246 | // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
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| 247 | p.start();
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| 248 | // test deferred event
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| 249 | // deferred in Empty and Open, will be handled only after event cd_detected
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| 250 | p.process_event(play());
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| 251 |
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| 252 | // tests some flags
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| 253 | std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
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| 254 | // go to Open, call on_exit on Empty, then action, then on_entry on Open
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| 255 | cout << "--------------------" << endl;
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| 256 | p.process_event(open_close()); pstate(p);
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| 257 | p.process_event( play() ); pstate(p);
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| 258 | cout << "--------------------" << endl;
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| 259 | p.process_event(open_close()); pstate(p);
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| 260 | p.process_event(cd_detected("louie, louie"));
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| 261 |
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| 262 | // at this point, Play is active (was deferred)
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| 263 | std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
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| 264 | std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> true
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| 265 |
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| 266 | // make transition happen inside it. Player has no idea about this event but it's ok.
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| 267 | p.process_event(NextSong());pstate(p); //2nd song active
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| 268 | p.process_event(NextSong());pstate(p);//3rd song active
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| 269 | p.process_event(PreviousSong());pstate(p);//2nd song active
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| 270 | std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
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| 271 |
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| 272 | std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
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| 273 | p.process_event(pause()); pstate(p);
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| 274 | std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
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| 275 | // go back to Playing
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| 276 | // as you see, it starts back from the original state
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| 277 | p.process_event(end_pause()); pstate(p);
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| 278 | p.process_event(pause()); pstate(p);
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| 279 | p.process_event(stop()); pstate(p);
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| 280 | std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
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| 281 | std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
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| 282 | // by default, the flags are OR'ed but you can also use AND. Then the flag must be present in
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| 283 | // all of the active states
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| 284 | std::cout << "CDLoaded active with AND:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_AND>() << std::endl;//=> false
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| 285 |
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| 286 | // event leading to the same state
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| 287 | p.process_event(stop()); pstate(p);
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| 288 |
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| 289 | // event leading to a terminal/interrupt state
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| 290 | p.process_event(error_found()); pstate(p);
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| 291 | // try generating more events
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| 292 | std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
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| 293 | p.process_event(play());pstate(p);
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| 294 | std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
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| 295 | p.process_event(end_error());pstate(p);
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| 296 | std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
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| 297 | p.process_event(play());pstate(p);
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| 298 |
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| 299 | }
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| 300 | }
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| 301 |
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| 302 | int main()
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| 303 | {
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| 304 | test();
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| 305 | return 0;
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| 306 | }
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