// 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 #ifndef BOOST_MSM_NONSTANDALONE_TEST #define BOOST_TEST_MODULE MyTest #endif #include namespace msm = boost::msm; namespace mpl = boost::mpl; using namespace boost::msm::front; namespace { // events struct event1 {}; // front-end: define the FSM structure struct my_machine_ : public msm::front::state_machine_def { unsigned int state2_to_state3_counter; unsigned int state3_to_state4_counter; unsigned int always_true_counter; unsigned int always_false_counter; my_machine_(): state2_to_state3_counter(0), state3_to_state4_counter(0), always_true_counter(0), always_false_counter(0) {} // The list of FSM states struct State1 : 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 State2 : 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 State3 : 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 State4 : 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 State1 initial_state; // transition actions void State2ToState3(none const&) { ++state2_to_state3_counter; } void State3ToState4(none const&) { ++state3_to_state4_counter; } // guard conditions bool always_true(none const& ) { ++always_true_counter; return true; } bool always_false(none const& ) { ++always_false_counter; return false; } typedef my_machine_ p; // makes transition table cleaner // Transition table for player struct transition_table : mpl::vector< // Start Event Next Action Guard // +---------+-------------+---------+---------------------+----------------------+ _row < State1 , none , State2 >, a_row < State2 , none , State3 , &p::State2ToState3 >, // +---------+-------------+---------+---------------------+----------------------+ row < State3 , none , State4 , &p::State3ToState4 , &p::always_true >, g_row < State3 , none , State4 , &p::always_false >, _row < State4 , event1 , State1 > // +---------+-------------+---------+---------------------+----------------------+ > {}; // 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; } }; // Pick a back-end typedef msm::back::state_machine my_machine; //static char const* const state_names[] = { "State1", "State2", "State3", "State4" }; BOOST_AUTO_TEST_CASE( my_test ) { my_machine p; // needed to start the highest-level SM. This will call on_entry and mark the start of the SM // in this case it will also immediately trigger all anonymous transitions p.start(); BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State4 should be active"); //State4 BOOST_CHECK_MESSAGE(p.get_state().exit_counter == 1,"State1 exit not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().entry_counter == 1,"State1 entry not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().exit_counter == 1,"State2 exit not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().entry_counter == 1,"State2 entry not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().exit_counter == 1,"State3 exit not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().entry_counter == 1,"State3 entry not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().entry_counter == 1,"State4 entry not called correctly"); BOOST_CHECK_MESSAGE(p.always_true_counter == 1,"guard not called correctly"); BOOST_CHECK_MESSAGE(p.always_false_counter == 1,"guard not called correctly"); BOOST_CHECK_MESSAGE(p.state2_to_state3_counter == 1,"action not called correctly"); BOOST_CHECK_MESSAGE(p.state3_to_state4_counter == 1,"action not called correctly"); // this event will bring us back to the initial state and thus, a new "loop" will be started p.process_event(event1()); BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State4 should be active"); //State4 BOOST_CHECK_MESSAGE(p.get_state().exit_counter == 2,"State1 exit not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().entry_counter == 2,"State1 entry not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().exit_counter == 2,"State2 exit not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().entry_counter == 2,"State2 entry not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().exit_counter == 2,"State3 exit not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().entry_counter == 2,"State3 entry not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().entry_counter == 2,"State4 entry not called correctly"); BOOST_CHECK_MESSAGE(p.get_state().exit_counter == 1,"State4 exit not called correctly"); BOOST_CHECK_MESSAGE(p.always_true_counter == 2,"guard not called correctly"); BOOST_CHECK_MESSAGE(p.always_false_counter == 2,"guard not called correctly"); BOOST_CHECK_MESSAGE(p.state2_to_state3_counter == 2,"action not called correctly"); BOOST_CHECK_MESSAGE(p.state3_to_state4_counter == 2,"action not called correctly"); } }