// 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 // back-end #include //front-end #include #include #include namespace msm = boost::msm; namespace mpl = boost::mpl; using namespace boost::msm::front; namespace { // events struct eventResolve {}; struct eventConnect {}; struct eventResolved {}; struct eventRead {}; struct eventd {}; // front-end: define the FSM structure struct player_ : public msm::front::state_machine_def { player_() :expected_action_counter(0) {} struct enqueue_action1 { template void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& ) { fsm.template process_event(eventResolve()); } }; struct enqueue_action2 { template void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& ) { fsm.template process_event(eventConnect()); } }; struct expected_action { template void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& ) { ++fsm.expected_action_counter; //std::cout << "expected action called" << std::endl; } }; struct unexpected_action { template void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& ) { std::cout << "unexpected action called" << std::endl; } }; // The list of FSM states struct Unresolved : public msm::front::state<> { typedef mpl::vector deferred_events; template void on_entry(Event const&,FSM& ) {++entry_counter;} template void on_exit(Event const&,FSM& ) {++exit_counter;} int entry_counter; int exit_counter; // Transition table for Empty struct internal_transition_table : mpl::vector< // Start Event Next Action Guard Internal < eventConnect , msm::front::ActionSequence_> > // +---------+-------------+---------+---------------------+----------------------+ > {}; }; struct Resolving : public msm::front::state<> { typedef mpl::vector deferred_events; template void on_entry(Event const&,FSM& ) {++entry_counter;} template void on_exit(Event const&,FSM& ) {++exit_counter;} int entry_counter; int exit_counter; }; struct Resolved : public msm::front::state<> { template void on_entry(Event const&,FSM& ) {++entry_counter;} template void on_exit(Event const&,FSM& ) {++exit_counter;} int entry_counter; int exit_counter; }; struct Connecting : public msm::front::state<> { template void on_entry(Event const&,FSM& ) {++entry_counter;} template void on_exit(Event const&,FSM& ) {++exit_counter;} int entry_counter; int exit_counter; }; struct State22 : public msm::front::state<> { template void on_entry(Event const&,FSM& ) {++entry_counter;} template 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 mpl::vector initial_state; // Transition table for player struct transition_table : mpl::vector< // Start Event Next Action Guard // +---------+-------------+---------+---------------------+----------------------+ Row < Unresolved , eventResolve , Resolving >, Row < Resolving , eventResolved , Resolved >, Row < Resolved , eventConnect , Connecting , expected_action >, Row < State22 , eventd , State22 > // +---------+-------------+---------+---------------------+----------------------+ > {}; // Replaces the default no-transition response. template void no_transition(Event const& , FSM&,int ) { BOOST_FAIL("no_transition called!"); } // init counters template void on_entry(Event const&,FSM& fsm) { fsm.template get_state().entry_counter=0; fsm.template get_state().exit_counter=0; fsm.template get_state().entry_counter=0; fsm.template get_state().exit_counter=0; fsm.template get_state().entry_counter=0; fsm.template get_state().exit_counter=0; fsm.template get_state().entry_counter=0; fsm.template get_state().exit_counter=0; } int expected_action_counter; }; // Pick a back-end typedef msm::back::state_machine player; BOOST_AUTO_TEST_CASE( TestDeferAndMessageQueue ) { 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(eventConnect()); BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Resolving should be active"); BOOST_CHECK_MESSAGE(p.current_state()[1] == 3,"State22 should be active"); BOOST_CHECK_MESSAGE(p.get_state().exit_counter == 1,"Unresolved exit not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().entry_counter == 1,"Unresolved entry not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().entry_counter == 1,"Resolving entry not called correctly"); p.process_event(eventResolved()); BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Connecting should be active"); BOOST_CHECK_MESSAGE(p.current_state()[1] == 3,"State22 should be active"); BOOST_CHECK_MESSAGE(p.get_state().exit_counter == 1,"Resolved exit not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().entry_counter == 1,"Resolved entry not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().exit_counter == 1,"Resolving exit not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().entry_counter == 1,"Connecting entry not called correctly"); BOOST_CHECK_MESSAGE(p.expected_action_counter == 1,"expected_action should have been called"); } }