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1 // Copyright 2010 Christophe Henry
2 // henry UNDERSCORE christophe AT hotmail DOT com
3 // This is an extended version of the state machine available in the boost::mpl library
4 // Distributed under the same license as the original.
5 // Copyright for the original version:
6 // Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed
7 // under the Boost Software License, Version 1.0. (See accompanying
8 // file LICENSE_1_0.txt or copy at
9 // http://www.boost.org/LICENSE_1_0.txt)
10 
11 #include <iostream>
12 // back-end
13 #include <boost/msm/back/state_machine.hpp>
14 //front-end
15 #include <boost/msm/front/state_machine_def.hpp>
16 
17 // include headers that implement a archive in simple text format
18 #include <boost/archive/text_oarchive.hpp>
19 #include <boost/archive/text_iarchive.hpp>
20 #include <boost/serialization/tracking.hpp>
21 
22 #include <fstream>
23 
24 namespace msm = boost::msm;
25 namespace mpl = boost::mpl;
26 
27 namespace
28 {
29     // events
30     struct play {};
31     struct end_pause {};
32     struct stop {};
33     struct pause {};
34     struct open_close {};
35     struct NextSong {};
36     struct PreviousSong {};
37 
38     // A "complicated" event type that carries some data.
39     struct cd_detected
40     {
cd_detected__anon1edbebb60111::cd_detected41         cd_detected(std::string name)
42             : name(name)
43         {}
44 
45         std::string name;
46     };
47 
48     // front-end: define the FSM structure
49     struct player_ : public msm::front::state_machine_def<player_>
50     {
51         // The list of FSM states
52         struct Empty : public msm::front::state<>
53         {
54             // every (optional) entry/exit methods get the event passed
55             template <class Event,class FSM>
on_entry__anon1edbebb60111::player_::Empty56             void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
57             template <class Event,class FSM>
on_exit__anon1edbebb60111::player_::Empty58             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
59         };
60         struct Open : public msm::front::state<>
61         {
62             template <class Event,class FSM>
on_entry__anon1edbebb60111::player_::Open63             void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;}
64             template <class Event,class FSM>
on_exit__anon1edbebb60111::player_::Open65             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
66         };
67 
68         struct Stopped : public msm::front::state<>
69         {
70             // when stopped, the CD is loaded
71             template <class Event,class FSM>
on_entry__anon1edbebb60111::player_::Stopped72             void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;}
73             template <class Event,class FSM>
on_exit__anon1edbebb60111::player_::Stopped74             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
75         };
76 
77         struct Playing_ : public msm::front::state_machine_def<Playing_>
78         {
79             // when playing, the CD is loaded and we are in either pause or playing (duh)
80             template <class Event,class FSM>
on_entry__anon1edbebb60111::player_::Playing_81             void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
82             template <class Event,class FSM>
on_exit__anon1edbebb60111::player_::Playing_83             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
84 
85             // The list of FSM states
86             struct Song1 : public msm::front::state<>
87             {
88                 template <class Event,class FSM>
on_entry__anon1edbebb60111::player_::Playing_::Song189                 void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
90                 template <class Event,class FSM>
on_exit__anon1edbebb60111::player_::Playing_::Song191                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
92             };
93             struct Song2 : public msm::front::state<>
94             {
95                 template <class Event,class FSM>
on_entry__anon1edbebb60111::player_::Playing_::Song296                 void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
97                 template <class Event,class FSM>
on_exit__anon1edbebb60111::player_::Playing_::Song298                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
99             };
100             struct Song3 : public msm::front::state<>
101             {
102                 template <class Event,class FSM>
on_entry__anon1edbebb60111::player_::Playing_::Song3103                 void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
104                 template <class Event,class FSM>
on_exit__anon1edbebb60111::player_::Playing_::Song3105                 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
106             };
107             // the initial state. Must be defined
108             typedef Song1 initial_state;
109             // transition actions
start_next_song__anon1edbebb60111::player_::Playing_110             void start_next_song(NextSong const&)       { std::cout << "Playing::start_next_song\n"; }
start_prev_song__anon1edbebb60111::player_::Playing_111             void start_prev_song(PreviousSong const&)       { std::cout << "Playing::start_prev_song\n"; }
112             // guard conditions
113 
114             typedef Playing_ pl; // makes transition table cleaner
115             // Transition table for Playing
116             struct transition_table : mpl::vector4<
117                 //      Start     Event         Next      Action               Guard
118                 //    +---------+-------------+---------+---------------------+----------------------+
119                 a_row < Song1   , NextSong    , Song2   , &pl::start_next_song                       >,
120                 a_row < Song2   , PreviousSong, Song1   , &pl::start_prev_song                       >,
121                 a_row < Song2   , NextSong    , Song3   , &pl::start_next_song                       >,
122                 a_row < Song3   , PreviousSong, Song2   , &pl::start_prev_song                       >
123                 //    +---------+-------------+---------+---------------------+----------------------+
124             > {};
125             // Replaces the default no-transition response.
126             template <class FSM,class Event>
no_transition__anon1edbebb60111::player_::Playing_127             void no_transition(Event const& e, FSM&,int state)
128             {
129                 std::cout << "no transition from state " << state
130                     << " on event " << typeid(e).name() << std::endl;
131             }
132 
133         };
134         // back-end
135         // demonstrates Shallow History: if the state gets activated with end_pause
136         // then it will remember the last active state and reactivate it
137         // also possible: AlwaysHistory, the last active state will always be reactivated
138         // or NoHistory, always restart from the initial state
139         typedef msm::back::state_machine<Playing_,msm::back::ShallowHistory<mpl::vector<end_pause> > > Playing;
140 
141         // state not defining any entry or exit
142         struct Paused : public msm::front::state<>
143         {
144             template <class Event,class FSM>
on_entry__anon1edbebb60111::player_::Paused145             void on_entry(Event const&,FSM& ) {std::cout << "entering: Paused" << std::endl;}
146             template <class Event,class FSM>
on_exit__anon1edbebb60111::player_::Paused147             void on_exit(Event const&,FSM& ) {std::cout << "leaving: Paused" << std::endl;}
148         };
149 
150         // the initial state of the player SM. Must be defined
151         typedef Empty initial_state;
152 
153         // transition actions
start_playback__anon1edbebb60111::player_154         void start_playback(play const&)       { std::cout << "player::start_playback\n"; }
open_drawer__anon1edbebb60111::player_155         void open_drawer(open_close const&)    { std::cout << "player::open_drawer\n"; }
close_drawer__anon1edbebb60111::player_156         void close_drawer(open_close const&)   { std::cout << "player::close_drawer\n"; }
store_cd_info__anon1edbebb60111::player_157         void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
stop_playback__anon1edbebb60111::player_158         void stop_playback(stop const&)        { std::cout << "player::stop_playback\n"; }
pause_playback__anon1edbebb60111::player_159         void pause_playback(pause const&)      { std::cout << "player::pause_playback\n"; }
resume_playback__anon1edbebb60111::player_160         void resume_playback(end_pause const&)      { std::cout << "player::resume_playback\n"; }
stop_and_open__anon1edbebb60111::player_161         void stop_and_open(open_close const&)  { std::cout << "player::stop_and_open\n"; }
stopped_again__anon1edbebb60111::player_162         void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
163         // guard conditions
164 
165         typedef player_ p; // makes transition table cleaner
166 
167         // Transition table for player
168         struct transition_table : mpl::vector<
169             //      Start     Event         Next      Action               Guard
170             //    +---------+-------------+---------+---------------------+----------------------+
171             a_row < Stopped , play        , Playing , &p::start_playback                         >,
172             a_row < Stopped , open_close  , Open    , &p::open_drawer                            >,
173             a_row < Stopped , stop        , Stopped , &p::stopped_again                          >,
174             //    +---------+-------------+---------+---------------------+----------------------+
175             a_row < Open    , open_close  , Empty   , &p::close_drawer                           >,
176             //    +---------+-------------+---------+---------------------+----------------------+
177             a_row < Empty   , open_close  , Open    , &p::open_drawer                            >,
178             a_row < Empty   , cd_detected , Stopped , &p::store_cd_info                          >,
179             //    +---------+-------------+---------+---------------------+----------------------+
180             a_row < Playing , stop        , Stopped , &p::stop_playback                          >,
181             a_row < Playing , pause       , Paused  , &p::pause_playback                         >,
182             a_row < Playing , open_close  , Open    , &p::stop_and_open                          >,
183             //    +---------+-------------+---------+---------------------+----------------------+
184             a_row < Paused  , end_pause   , Playing , &p::resume_playback                        >,
185             a_row < Paused  , stop        , Stopped , &p::stop_playback                          >,
186             a_row < Paused  , open_close  , Open    , &p::stop_and_open                          >
187             //    +---------+-------------+---------+---------------------+----------------------+
188         > {};
189 
190         // Replaces the default no-transition response.
191         template <class FSM,class Event>
no_transition__anon1edbebb60111::player_192         void no_transition(Event const& e, FSM&,int state)
193         {
194             std::cout << "no transition from state " << state
195                 << " on event " << typeid(e).name() << std::endl;
196         }
197 
198     };
199     // Pick a back-end
200     typedef msm::back::state_machine<player_> player;
201 
202     //
203     // Testing utilities.
204     //
205     static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
206 
pstate(player const & p)207     void pstate(player const& p)
208     {
209         std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
210     }
211 
test()212     void test()
213     {
214         player p;
215 
216         // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
217         p.start();
218         // go to Open, call on_exit on Empty, then action, then on_entry on Open
219         p.process_event(open_close()); pstate(p);
220         p.process_event(open_close()); pstate(p);
221         p.process_event(cd_detected("louie, louie"));
222         p.process_event(play());
223 
224         // at this point, Play is active
225         // make transition happen inside it. Player has no idea about this event but it's ok.
226         p.process_event(NextSong());pstate(p); //2nd song active
227         p.process_event(NextSong());pstate(p);//3rd song active
228         p.process_event(PreviousSong());pstate(p);//2nd song active
229         p.process_event(pause()); pstate(p);
230         std::ofstream ofs("fsm.txt");
231         // save fsm to archive (current state is Pause, Playing is in Song2)
232         {
233             boost::archive::text_oarchive oa(ofs);
234             // write class instance to archive
235             oa << p;
236         }
237         // reload fsm in state Open
238         player p2;
239         {
240             // create and open an archive for input
241             std::ifstream ifs("fsm.txt");
242             boost::archive::text_iarchive ia(ifs);
243             // read class state from archive
244             ia >> p2;
245         }
246         // go back to Playing
247         // as you see, remembers the original state as end_pause is an history trigger
248         p2.process_event(end_pause());  pstate(p2);
249         p2.process_event(pause()); pstate(p2);
250         p2.process_event(stop());  pstate(p2);
251         // event leading to the same state
252         p2.process_event(stop());  pstate(p2);
253         // play does not trigger shallow history => start back from 1st song
254         p2.process_event(play());  pstate(p2);
255     }
256 }
257 // eliminate object tracking (even if serialized through a pointer)
258 // at the risk of a programming error creating duplicate objects.
259 // this is to get rid of warning because p is not const
BOOST_CLASS_TRACKING(player,boost::serialization::track_never)260 BOOST_CLASS_TRACKING(player, boost::serialization::track_never)
261 
262 int main()
263 {
264     test();
265     return 0;
266 }
267