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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>
- #ifndef BOOST_MSM_NONSTANDALONE_TEST
- #define BOOST_TEST_MODULE MyTest
- #endif
- #include <boost/test/unit_test.hpp>
- 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<my_machine_>
- {
- 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 <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 State2 : 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 State3 : 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 State4 : 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 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 <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<my_machine_::State1&>().entry_counter=0;
- fsm.template get_state<my_machine_::State1&>().exit_counter=0;
- fsm.template get_state<my_machine_::State2&>().entry_counter=0;
- fsm.template get_state<my_machine_::State2&>().exit_counter=0;
- fsm.template get_state<my_machine_::State3&>().entry_counter=0;
- fsm.template get_state<my_machine_::State3&>().exit_counter=0;
- fsm.template get_state<my_machine_::State4&>().entry_counter=0;
- fsm.template get_state<my_machine_::State4&>().exit_counter=0;
- }
- };
- // Pick a back-end
- typedef msm::back::state_machine<my_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<my_machine_::State1&>().exit_counter == 1,"State1 exit not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().entry_counter == 1,"State1 entry not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().exit_counter == 1,"State2 exit not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().entry_counter == 1,"State2 entry not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().exit_counter == 1,"State3 exit not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().entry_counter == 1,"State3 entry not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().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<my_machine_::State1&>().exit_counter == 2,"State1 exit not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().entry_counter == 2,"State1 entry not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().exit_counter == 2,"State2 exit not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().entry_counter == 2,"State2 entry not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().exit_counter == 2,"State3 exit not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().entry_counter == 2,"State3 entry not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().entry_counter == 2,"State4 entry not called correctly");
- BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().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");
- }
- }
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