| // Copyright 2014 The Cobalt Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #ifndef STARBOARD_COMMON_STATE_MACHINE_H_ |
| #define STARBOARD_COMMON_STATE_MACHINE_H_ |
| |
| #include <queue> |
| #include <string> |
| |
| #include "starboard/common/optional.h" |
| #include "starboard/configuration.h" |
| #include "starboard/export.h" |
| |
| namespace starboard { |
| |
| // An approximate implementation of a run-to-completion (RTC) Hierarchical State |
| // Machine (HSM), supporting most UML Statechart semantics. |
| // |
| // Some good background information on UML Statecharts, mostly written by Miro |
| // Samek: |
| // http://en.wikipedia.org/wiki/UML_state_machine |
| // |
| // And Miro Samek's 3-part article on practical UML Statecharts: |
| // http://www.embedded.com/design/prototyping-and-development/4008247/A-crash-course-in-UML-state-machines-Part-1 |
| // |
| // This class does not provide any intrinsic support for "orthogonal regions," |
| // "extended state," or "deferred events." "Guard conditions" are easily |
| // implemented by the client directly in the event handler. It also minorly |
| // deviates from the UML Statechart specification by calling transition handlers |
| // before exiting the current states. This is because this implementation uses a |
| // simplification which combines the transition handlers and the |
| // state-event-transition map into a single function (HandleUserStateEvent). |
| // |
| // This class is not thread-safe. It is the user's responsibility to synchronize |
| // calls into the state machine, either with locks or by simply using from a |
| // single thread. |
| // |
| // Terse suggestions for using this class: |
| // * Use the templated StateMachine wrapper class instead of this class |
| // directly. |
| // * Define two enums, one for your states, and one for your events. |
| // * Subclass to define your state machine and event handlers. |
| // * Avoid directly exposing or passing around state machines (wrap instead). |
| // Handle() is not a great public interface. |
| // * Include your state machine in another class as a private by-value member. |
| // * Synchronize access to the state machine. |
| // * Prefer writing state machine event handlers over checking if the machine |
| // IsIn() a particular state. |
| // * Convert public methods into events, get into the state machine as quickly |
| // as possible. |
| // * You only need to define a state when you are going to leave the state |
| // machine in a particular condition where events can occur. |
| // * Create a superstate when you have an event you want to handle the same |
| // way for a collection of states. |
| // * When managing resources, create a state or superstate that represents the |
| // acquisition of that resource, and release the resource in the Exit |
| // handler. |
| // |
| // Some Definitions: |
| // Simple State - A State with no substates. The state machine is always |
| // left in exactly one Simple State. |
| // Composite State - A State with at least one substate. |
| // Guard Condition - An external condition on which an event handler |
| // branches. |
| // Run-To-Completion - A property specifying that the state machine handles |
| // one event at a time, and no events are handled until |
| // the previous event is done being handled. |
| // |
| // See the unittests for this class for a contrived example state machine |
| // implementation. |
| class StateMachineBase { |
| public: |
| // --- Nested Types and Constants --- |
| |
| typedef uint32_t State; |
| typedef uint32_t Event; |
| |
| // --- Public Methods --- |
| |
| // Constructor with name. The name is helpful for debugging. |
| explicit StateMachineBase(const std::string& name); |
| virtual ~StateMachineBase() {} |
| |
| // Enters the initial state, as specified by |GetUserInitialState()| and |
| // follows the initial substates down to the first simple (childless) state |
| // found. Idempotent. Will happen automatically on the first |Handle()| call, |
| // if not done explicitly. |
| void Initialize(); |
| |
| // Gets the name of this state machine, for logging purposes. |
| const char* name() const { return name_.c_str(); } |
| |
| // Gets a version number that increases monotonically with each state |
| // transition (unless it overflows |uint64_t|). This can be useful for timers |
| // and asynchronous events that only want to do their action if the state has |
| // not changed since they were queued. |
| // |
| // The state version changes exactly once per transition. In other words, it |
| // doesn't change for every Enter and Exit for a transition. |
| uint64_t version() const { return version_; } |
| |
| // Gets the simplest current state that this state machine is in. To check if |
| // the state machine is in a particular composite state, use |IsIn()|. Returns |
| // null if uninitialized. |
| optional<State> state() const { return state_; } |
| |
| // Reports whether the state machine is currently in the given state. A state |
| // machine is considered to be "in" the current simple state, but also "in" |
| // all superstates of the current simple state. |
| bool IsIn(State state) const; |
| |
| // Gets a printable string for the given state. |
| const char* GetStateString(optional<State> state) const; |
| |
| // Gets a printable string for the given event. |
| const char* GetEventString(optional<Event> event) const; |
| |
| // Handles the given event in the context of the state machine's current |
| // state, executing the appropriate event handlers and performing any |
| // precipitate state transitions. If called reentrantly, the event will be |
| // queued until the current event has run to completion. |
| // |
| // |data| is a way to pass auxiliary data to the event handler. No retention |
| // or ref-counting is done on that data, it is simply passed through to the |
| // event handler. Since |Handle()| will queue the event if (and only if) |
| // called from an event handler, it is up to the caller to ensure the lifetime |
| // of whatever is passed in here. |
| void Handle(Event event, void* data = NULL); |
| |
| protected: |
| // --- Protected Nested Types --- |
| |
| // A type that can be returned from a state-event handler, which will be |
| // coerced into the appropriate Result structure. |
| enum HandledState { |
| // The event handler returns this to say that the handler consume the event, |
| // but caused no state transition. |
| kHandled, |
| |
| // The event handler returns this to say that the handler did not consume |
| // the event, and it should bubble up to the parent state, if any. |
| kNotHandled, |
| }; |
| |
| // Structure that handlers return, allowing them to cause state transitions or |
| // prevent the event from bubbling. State-event handlers may just return a |
| // HandledState or a state to transition to, and it will be coerced into this |
| // structure. |
| struct Result { |
| // Default constructor is unhandled. |
| Result() : is_transition(false), is_external(false), is_handled(false) {} |
| |
| // The no-transition constructor. Non-explicit so that the implementor of |
| // |HandleUserStateEvent()| just needs to return a |HandledState| and it |
| // does the right thing. |
| Result(HandledState handled) // NOLINT(runtime/explicit) |
| : is_transition(false), |
| is_external(false), |
| is_handled(handled == kHandled) {} |
| |
| // The state transition constructor. This implies that the event was |
| // handled. Non-explicit so that the implementor of |HandleUserStateEvent()| |
| // just needs to return a State and it does a non-external transition. |
| Result(State transition_target, |
| bool external = false) // NOLINT(runtime/explicit) |
| : target(transition_target), |
| is_transition(true), |
| is_external(external), |
| is_handled(true) {} |
| |
| Result& operator=(HandledState rhs) { |
| target = nullopt; |
| is_transition = false; |
| is_external = false; |
| is_handled = (rhs == kHandled); |
| return *this; |
| } |
| |
| Result& operator=(State transition_target) { |
| target = transition_target; |
| is_transition = true; |
| is_external = false; |
| is_handled = true; |
| return *this; |
| } |
| |
| // State to transition to. Only valid if is_transition is true. |
| optional<State> target; |
| |
| // Whether this result indicates a state transition. |
| bool is_transition; |
| |
| // Whether the specified transition is external. Only meaningful if |
| // is_transition is true. |
| // |
| // For more on state transitions, see: |
| // http://en.wikipedia.org/wiki/UML_state_machine#Transition_execution_sequence |
| bool is_external; |
| |
| // Whether the event was handled by the handler. If true, consumes the |
| // event, and prevents bubbling up to superstates. False propagates the |
| // event to superstates. |
| bool is_handled; |
| }; |
| |
| struct EventWithData { |
| EventWithData(Event event, void* data) : event(event), data(data) {} |
| Event event; |
| void* data; |
| }; |
| |
| // --- Implementation Interface for Subclasses --- |
| |
| // Abstract method for subclasses to define the state hierarchy. It is |
| // recommended that all user-defined states be descendents of a single "top" |
| // state. |
| virtual optional<State> GetUserParentState(State state) const = 0; |
| |
| // Abstract method for subclasses to define the initial substate of their |
| // states, which is required for all complex states. If a state is a simple |
| // state (no substates), returns null. |
| virtual optional<State> GetUserInitialSubstate(State state) const = 0; |
| |
| // Abstract method for subclasses to define the initial (top) state of their |
| // state machine. This must be a state that has no parent. This state will be |
| // entered upon calling |Initialize()|. |
| virtual State GetUserInitialState() const = 0; |
| |
| // Optional method for subclasses to define strings for their states, solely |
| // used for debugging purposes. |
| virtual const char* GetUserStateString(State state) const { return NULL; } |
| |
| // Optional method for subclasses to define strings for their events, solely |
| // used for debugging purposes. |
| virtual const char* GetUserEventString(Event event) const { return NULL; } |
| |
| // Abstract method for subclasses to define handlers for events in given |
| // states. This method must return either: |
| // a) a state to transition to, meaning the event was handled and caused |
| // a transition |
| // b) |kHandled| meaning the event was handled but no transition occurred |
| // c) |kNotHandled|, meaning the event should bubble up to the parent state |
| // d) an explicit Result structure, mainly for external transitions. |
| // |
| // Implementations wishing to catch all unhandled events may do so in their |
| // top state. |
| // |
| // This method is generally implemented as a nested switch statement, with the |
| // outer switch on |state| and the inner switch on |event|. You may want to |
| // break this apart into per-state or per-state-event functions for |
| // readability and maintainability. |
| virtual Result HandleUserStateEvent(State state, Event event, void* data) = 0; |
| |
| // Abstract method for subclasses to define state entry behaviors. |
| virtual void HandleUserStateEnter(State state) = 0; |
| |
| // Abstract method for subclasses to define state exit behaviors. |
| virtual void HandleUserStateExit(State state) = 0; |
| |
| // --- Helper Methods for Subclasses --- |
| |
| // Subclasses can call this method to turn on logging. Logging is opt-in, |
| // because it can be very verbose, and is likely only useful during |
| // development of a particular state machine. |
| void EnableLogging() { should_log_ = true; } |
| |
| private: |
| // --- Private Helper Methods --- |
| |
| // Gets the parent state of the given state. |
| optional<State> GetParentState(optional<State> state) const; |
| |
| // Gets the initial substate of given state. |
| optional<State> GetInitialSubstate(optional<State> state) const; |
| |
| // Handles all queued events until there are no more to run. Event handlers |
| // may queue more events by calling |Handle()|, and this method will also |
| // process all precipitate events. |
| void HandleQueuedEvents(); |
| |
| // Workhorse method for handling a single event. |
| void HandleOneEvent(Event event, void* data); |
| |
| // Gets the path from the Top state to the given |state|, storing it in the |
| // given |out_path| array, up to |max_depth| entries. If specified, |
| // |out_depth| will be set to the number of valid states that fit in the given |
| // array. |
| void GetPath(State state, |
| size_t max_depth, |
| State* out_path, |
| size_t* out_depth) const; |
| |
| // Transitions between the given source and target states, assuming that the |
| // source state is in the current state path to the Top state. The source |
| // state is the state whose handler generated the transition. |
| // |
| // See: |
| // http://en.wikipedia.org/wiki/UML_state_machine#Transition_execution_sequence |
| void Transition(Event event, State source, State target, bool is_external); |
| |
| // Follows the initial substates from the current state until it reaches a |
| // simple state. |
| void FollowInitialSubstates(); |
| |
| // Enters the given state. |
| void EnterState(State state); |
| |
| // Exits the current state to its parent. |
| void ExitCurrentState(); |
| |
| // --- Members --- |
| |
| // The name of this state machine, for debugging purposes. |
| const std::string name_; |
| |
| // The current state of this state machine. Null until initialized. |
| optional<State> state_; |
| |
| // The unique version of this state machine's state, updated on every |
| // transition. |
| uint64_t version_; |
| |
| // Queue of events to handle once the current event is done being |
| // handled. Should always be empty unless |is_handling_| is true. |
| std::queue<EventWithData> event_queue_; |
| |
| // Whether this state machine is actively handling an event. Used to detect |
| // reentrant calls to |Handle()|. |
| bool is_handling_; |
| |
| // Whether the state machine has been initialized into its initial state |
| // yet. Used to make |Initialize()| idempotent. |
| bool is_initialized_; |
| |
| // Whether the state machine should log information about state transitions. |
| bool should_log_; |
| }; |
| |
| // A convenience template wrapper for StateMachineBase. See the above class |
| // for complete documentation. Basically, you define your states and events as |
| // two enums, and then pass them as template args to this template class. Your |
| // state machine should then subclass this template class. It then does the work |
| // of casting and converting back and forth from your enums to |
| // StateMachineBase's numeric State and Event definitions. |
| // |
| // All the methods in this class, protected and public, match the description |
| // and behavioral contracts of the equivalently named method in |
| // StateMachineBase. |
| template <typename StateEnum, typename EventEnum> |
| class StateMachine { |
| public: |
| // --- Nested Types and Constants --- |
| |
| explicit StateMachine(const std::string& name) : machine_(this, name) {} |
| virtual ~StateMachine() {} |
| |
| void Initialize() { machine_.Initialize(); } |
| |
| const char* name() const { return machine_.name(); } |
| |
| uint64_t version() const { return machine_.version(); } |
| |
| optional<StateEnum> state() const { |
| optional<BaseState> wrappedState = machine_.state(); |
| return (wrappedState ? static_cast<StateEnum>(*wrappedState) |
| : optional<StateEnum>()); |
| } |
| |
| bool IsIn(StateEnum state) const { |
| return machine_.IsIn(static_cast<BaseState>(state)); |
| } |
| |
| const char* GetStateString(optional<StateEnum> state) const { |
| return machine_.GetStateString(state ? static_cast<BaseState>(*state) |
| : optional<BaseState>()); |
| } |
| |
| const char* GetEventString(optional<EventEnum> event) const { |
| return machine_.GetEventString(event ? static_cast<BaseEvent>(*event) |
| : optional<BaseEvent>()); |
| } |
| |
| void Handle(EventEnum event, void* data = NULL) { |
| machine_.Handle(static_cast<BaseEvent>(event), data); |
| } |
| |
| protected: |
| // See the other HandledState in StateMachineBase. |
| enum HandledState { |
| kHandled, |
| kNotHandled, |
| }; |
| |
| // See the other Result in StateMachineBase. |
| struct Result { |
| Result(HandledState handled) // NOLINT(runtime/explicit) |
| : target(), |
| is_transition(false), |
| is_external(false), |
| is_handled(handled == kHandled) {} |
| |
| Result(StateEnum transition_target, |
| bool external = false) // NOLINT(runtime/explicit) |
| : target(transition_target), |
| is_transition(true), |
| is_external(external), |
| is_handled(true) {} |
| |
| Result& operator=(HandledState rhs) { |
| target = nullopt; |
| is_transition = false; |
| is_external = false; |
| is_handled = (rhs == kHandled); |
| return *this; |
| } |
| |
| Result& operator=(StateEnum transition_target) { |
| target = transition_target; |
| is_transition = true; |
| is_external = false; |
| is_handled = true; |
| return *this; |
| } |
| |
| optional<StateEnum> target; |
| bool is_transition; |
| bool is_external; |
| bool is_handled; |
| }; |
| |
| virtual optional<StateEnum> GetUserParentState(StateEnum state) const = 0; |
| virtual optional<StateEnum> GetUserInitialSubstate(StateEnum state) const = 0; |
| virtual StateEnum GetUserInitialState() const = 0; |
| virtual const char* GetUserStateString(StateEnum state) const { return NULL; } |
| virtual const char* GetUserEventString(EventEnum event) const { return NULL; } |
| virtual Result HandleUserStateEvent(StateEnum state, |
| EventEnum event, |
| void* data) = 0; |
| virtual void HandleUserStateEnter(StateEnum state) = 0; |
| virtual void HandleUserStateExit(StateEnum state) = 0; |
| |
| void EnableLogging() { machine_.EnableLoggingPublic(); } |
| |
| private: |
| typedef StateMachineBase::State BaseState; |
| typedef StateMachineBase::Event BaseEvent; |
| |
| // Private contained subclass that forwards and adapts all virtual methods |
| // into this class's equivalent virtual methods. |
| class WrappedMachine : public StateMachineBase { |
| public: |
| WrappedMachine(StateMachine<StateEnum, EventEnum>* wrapper, |
| const std::string& name) |
| : StateMachineBase(name), wrapper_(wrapper) {} |
| |
| optional<State> GetUserParentState(State state) const override { |
| optional<StateEnum> result = |
| wrapper_->GetUserParentState(static_cast<StateEnum>(state)); |
| return (result ? static_cast<State>(*result) : optional<State>()); |
| } |
| |
| optional<State> GetUserInitialSubstate(State state) const override { |
| optional<StateEnum> result = |
| wrapper_->GetUserInitialSubstate(static_cast<StateEnum>(state)); |
| return (result ? static_cast<State>(*result) : optional<State>()); |
| } |
| |
| State GetUserInitialState() const override { |
| return static_cast<State>(wrapper_->GetUserInitialState()); |
| } |
| |
| const char* GetUserStateString(State state) const override { |
| return wrapper_->GetUserStateString(static_cast<StateEnum>(state)); |
| } |
| |
| const char* GetUserEventString(Event event) const override { |
| return wrapper_->GetUserEventString(static_cast<EventEnum>(event)); |
| } |
| |
| Result HandleUserStateEvent(State state, |
| Event event, |
| void* data) override { |
| typename StateMachine<StateEnum, EventEnum>::Result result = |
| wrapper_->HandleUserStateEvent(static_cast<StateEnum>(state), |
| static_cast<EventEnum>(event), data); |
| if (result.is_transition) { |
| return Result(static_cast<State>(*result.target), result.is_external); |
| } |
| |
| return result.is_handled ? kHandled : kNotHandled; |
| } |
| |
| void HandleUserStateEnter(State state) override { |
| wrapper_->HandleUserStateEnter(static_cast<StateEnum>(state)); |
| } |
| |
| void HandleUserStateExit(State state) override { |
| wrapper_->HandleUserStateExit(static_cast<StateEnum>(state)); |
| } |
| |
| // A public exposure of EnableLogging so the wrapper can access it. Since |
| // this class is private to the wrapper, it is the only one who can see it. |
| void EnableLoggingPublic() { EnableLogging(); } |
| |
| private: |
| StateMachine<StateEnum, EventEnum>* wrapper_; |
| }; |
| |
| WrappedMachine machine_; |
| }; |
| |
| } // namespace starboard |
| |
| #endif // STARBOARD_COMMON_STATE_MACHINE_H_ |