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 #ifndef BOOST_MSM_NONSTANDALONE_TEST
18 #define BOOST_TEST_MODULE MyTest
19 #endif
20 #include <boost/test/unit_test.hpp>
21 
22 namespace msm = boost::msm;
23 namespace mpl = boost::mpl;
24 using namespace boost::msm::front;
25 
26 namespace
27 {
28     // events
29     struct event1 {};
30 
31 
32     // front-end: define the FSM structure
33     struct my_machine_ : public msm::front::state_machine_def<my_machine_>
34     {
35         unsigned int state2_to_state3_counter;
36         unsigned int state3_to_state4_counter;
37         unsigned int always_true_counter;
38         unsigned int always_false_counter;
39 
my_machine___anond08ae7830111::my_machine_40         my_machine_():
41         state2_to_state3_counter(0),
42         state3_to_state4_counter(0),
43         always_true_counter(0),
44         always_false_counter(0)
45         {}
46 
47         // The list of FSM states
48         struct State1 : public msm::front::state<>
49         {
50             template <class Event,class FSM>
on_entry__anond08ae7830111::my_machine_::State151             void on_entry(Event const&,FSM& ) {++entry_counter;}
52             template <class Event,class FSM>
on_exit__anond08ae7830111::my_machine_::State153             void on_exit(Event const&,FSM& ) {++exit_counter;}
54             int entry_counter;
55             int exit_counter;
56         };
57         struct State2 : public msm::front::state<>
58         {
59             template <class Event,class FSM>
on_entry__anond08ae7830111::my_machine_::State260             void on_entry(Event const&,FSM& ) {++entry_counter;}
61             template <class Event,class FSM>
on_exit__anond08ae7830111::my_machine_::State262             void on_exit(Event const&,FSM& ) {++exit_counter;}
63             int entry_counter;
64             int exit_counter;
65         };
66 
67         struct State3 : public msm::front::state<>
68         {
69             template <class Event,class FSM>
on_entry__anond08ae7830111::my_machine_::State370             void on_entry(Event const&,FSM& ) {++entry_counter;}
71             template <class Event,class FSM>
on_exit__anond08ae7830111::my_machine_::State372             void on_exit(Event const&,FSM& ) {++exit_counter;}
73             int entry_counter;
74             int exit_counter;
75         };
76 
77         struct State4 : public msm::front::state<>
78         {
79             template <class Event,class FSM>
on_entry__anond08ae7830111::my_machine_::State480             void on_entry(Event const&,FSM& ) {++entry_counter;}
81             template <class Event,class FSM>
on_exit__anond08ae7830111::my_machine_::State482             void on_exit(Event const&,FSM& ) {++exit_counter;}
83             int entry_counter;
84             int exit_counter;
85         };
86 
87         // the initial state of the player SM. Must be defined
88         typedef State1 initial_state;
89 
90         // transition actions
State2ToState3__anond08ae7830111::my_machine_91         void State2ToState3(none const&)       { ++state2_to_state3_counter; }
State3ToState4__anond08ae7830111::my_machine_92         void State3ToState4(none const&)       { ++state3_to_state4_counter; }
93         // guard conditions
always_true__anond08ae7830111::my_machine_94         bool always_true(none const& )
95         {
96             ++always_true_counter;
97             return true;
98         }
always_false__anond08ae7830111::my_machine_99         bool always_false(none const& )
100         {
101             ++always_false_counter;
102             return false;
103         }
104 
105         typedef my_machine_ p; // makes transition table cleaner
106 
107         // Transition table for player
108         struct transition_table : mpl::vector<
109             //    Start     Event         Next      Action               Guard
110             //  +---------+-------------+---------+---------------------+----------------------+
111            _row < State1  , none        , State2                                               >,
112           a_row < State2  , none        , State3  , &p::State2ToState3                         >,
113             //  +---------+-------------+---------+---------------------+----------------------+
114             row < State3  , none        , State4  , &p::State3ToState4  , &p::always_true      >,
115           g_row < State3  , none        , State4                        , &p::always_false     >,
116            _row < State4  , event1      , State1                                               >
117             //  +---------+-------------+---------+---------------------+----------------------+
118         > {};
119         // Replaces the default no-transition response.
120         template <class FSM,class Event>
no_transition__anond08ae7830111::my_machine_121         void no_transition(Event const&, FSM&,int)
122         {
123             BOOST_FAIL("no_transition called!");
124         }
125         // init counters
126         template <class Event,class FSM>
on_entry__anond08ae7830111::my_machine_127         void on_entry(Event const&,FSM& fsm)
128         {
129             fsm.template get_state<my_machine_::State1&>().entry_counter=0;
130             fsm.template get_state<my_machine_::State1&>().exit_counter=0;
131             fsm.template get_state<my_machine_::State2&>().entry_counter=0;
132             fsm.template get_state<my_machine_::State2&>().exit_counter=0;
133             fsm.template get_state<my_machine_::State3&>().entry_counter=0;
134             fsm.template get_state<my_machine_::State3&>().exit_counter=0;
135             fsm.template get_state<my_machine_::State4&>().entry_counter=0;
136             fsm.template get_state<my_machine_::State4&>().exit_counter=0;
137         }
138     };
139     // Pick a back-end
140     typedef msm::back::state_machine<my_machine_> my_machine;
141 
142     //static char const* const state_names[] = { "State1", "State2", "State3", "State4" };
143 
144 
BOOST_AUTO_TEST_CASE(my_test)145     BOOST_AUTO_TEST_CASE( my_test )
146     {
147         my_machine p;
148 
149         // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
150         // in this case it will also immediately trigger all anonymous transitions
151         p.start();
152         BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State4 should be active"); //State4
153         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().exit_counter == 1,"State1 exit not called correctly");
154         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().entry_counter == 1,"State1 entry not called correctly");
155         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().exit_counter == 1,"State2 exit not called correctly");
156         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().entry_counter == 1,"State2 entry not called correctly");
157         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().exit_counter == 1,"State3 exit not called correctly");
158         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().entry_counter == 1,"State3 entry not called correctly");
159         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().entry_counter == 1,"State4 entry not called correctly");
160         BOOST_CHECK_MESSAGE(p.always_true_counter == 1,"guard not called correctly");
161         BOOST_CHECK_MESSAGE(p.always_false_counter == 1,"guard not called correctly");
162         BOOST_CHECK_MESSAGE(p.state2_to_state3_counter == 1,"action not called correctly");
163         BOOST_CHECK_MESSAGE(p.state3_to_state4_counter == 1,"action not called correctly");
164 
165 
166         // this event will bring us back to the initial state and thus, a new "loop" will be started
167         p.process_event(event1());
168         BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State4 should be active"); //State4
169         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().exit_counter == 2,"State1 exit not called correctly");
170         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().entry_counter == 2,"State1 entry not called correctly");
171         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().exit_counter == 2,"State2 exit not called correctly");
172         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().entry_counter == 2,"State2 entry not called correctly");
173         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().exit_counter == 2,"State3 exit not called correctly");
174         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().entry_counter == 2,"State3 entry not called correctly");
175         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().entry_counter == 2,"State4 entry not called correctly");
176         BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().exit_counter == 1,"State4 exit not called correctly");
177         BOOST_CHECK_MESSAGE(p.always_true_counter == 2,"guard not called correctly");
178         BOOST_CHECK_MESSAGE(p.always_false_counter == 2,"guard not called correctly");
179         BOOST_CHECK_MESSAGE(p.state2_to_state3_counter == 2,"action not called correctly");
180         BOOST_CHECK_MESSAGE(p.state3_to_state4_counter == 2,"action not called correctly");
181 
182     }
183 }
184 
185