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- // 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 <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 eventResolve {};
- struct eventConnect {};
- struct eventResolved {};
- struct eventRead {};
- struct eventd {};
- // front-end: define the FSM structure
- struct player_ : public msm::front::state_machine_def<player_>
- {
- player_()
- :expected_action_counter(0)
- {}
- struct enqueue_action1
- {
- template <class EVT,class FSM,class SourceState,class TargetState>
- void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
- {
- fsm.template process_event(eventResolve());
- }
- };
- struct enqueue_action2
- {
- template <class EVT,class FSM,class SourceState,class TargetState>
- void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
- {
- fsm.template process_event(eventConnect());
- }
- };
- struct expected_action
- {
- template <class EVT,class FSM,class SourceState,class TargetState>
- void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
- {
- ++fsm.expected_action_counter;
- //std::cout << "expected action called" << std::endl;
- }
- };
- struct unexpected_action
- {
- template <class EVT,class FSM,class SourceState,class TargetState>
- 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<eventRead > 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;
- // Transition table for Empty
- struct internal_transition_table : mpl::vector<
- // Start Event Next Action Guard
- Internal < eventConnect , msm::front::ActionSequence_<mpl::vector<enqueue_action1,enqueue_action2>> >
- // +---------+-------------+---------+---------------------+----------------------+
- > {};
- };
- struct Resolving : public msm::front::state<>
- {
- typedef mpl::vector<eventConnect > 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 Resolved : 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 Connecting : 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 State22 : 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;
- };
- // the initial state of the player SM. Must be defined
- typedef mpl::vector<Unresolved,State22> 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 <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_::Unresolved&>().entry_counter=0;
- fsm.template get_state<player_::Unresolved&>().exit_counter=0;
- fsm.template get_state<player_::Resolving&>().entry_counter=0;
- fsm.template get_state<player_::Resolving&>().exit_counter=0;
- fsm.template get_state<player_::Resolved&>().entry_counter=0;
- fsm.template get_state<player_::Resolved&>().exit_counter=0;
- fsm.template get_state<player_::Connecting&>().entry_counter=0;
- fsm.template get_state<player_::Connecting&>().exit_counter=0;
- }
- int expected_action_counter;
- };
- // Pick a back-end
- typedef msm::back::state_machine<player_> 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<player_::Unresolved&>().exit_counter == 1,"Unresolved exit not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<player_::Unresolved&>().entry_counter == 1,"Unresolved entry not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<player_::Resolving&>().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<player_::Resolved&>().exit_counter == 1,"Resolved exit not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<player_::Resolved&>().entry_counter == 1,"Resolved entry not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<player_::Resolving&>().exit_counter == 1,"Resolving exit not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<player_::Connecting&>().entry_counter == 1,"Connecting entry not called correctly");
- BOOST_CHECK_MESSAGE(p.expected_action_counter == 1,"expected_action should have been called");
- }
- }
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