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StateTransitions.h
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#pragma once
#include"RxFSM/State.h"
#include"RxFSM/States.h"
namespace Reactor
{
// ----------------------------------------------------
// StateTransitionsPolicy
// ----------------------------------------------------
class StateTransitionsPolicy
{ };
// ----------------------------------------------------
// StateTransitionsData
// ----------------------------------------------------
template <typename StateType, typename Return, typename Input>
class StateTransitionsData
{
private:
typedef ISet<StateType> StateSetList;
typedef ISet<StateType> AdjacencyList;
typedef IMap<StateType, AdjacencyList> Table;
typedef States<StateType, Return, Input> StateMap;
public:
StateTransitionsData(const StateMap &stateTable, const Table &table, const StateSetList &initialStates, const StateSetList &finalStates)
: stateTable_(stateTable)
, transitionTable_(table)
, initialStates_(initialStates)
, finalStates_(finalStates)
{}
virtual ~StateTransitionsData()
{}
const AdjacencyList& TransitionsFor(StateType state) const
{
return getAdjacencyList(state);
}
Reactor::State<StateType, Return, Input> HandlerFor(StateType state) const
{
//if(!stateTable_.containsKey(state)) return Reactor::StateNoOp<StateType, Return, Input>();
ASSERT(stateTable_.containsKey(state));
return stateTable_.at(state);
}
const StateSetList& InitialStates() const
{
return initialStates_;
}
const StateSetList& FinalStates() const
{
return finalStates_;
}
const StateSetList& AllStates() const
{
return stateTable_.keyISet();
}
bool IsFinal(StateType state) const
{
return finalStates_.contains(state);
}
bool IsInitial(StateType state) const
{
return initialStates_.contains(state);
}
size_t Degree(StateType state) const
{
return getAdjacencyList(state).size();
}
private:
const AdjacencyList& getAdjacencyList(StateType state) const
{
return transitionTable_.at(state);
}
private:
StateMap stateTable_;
Table transitionTable_;
StateSetList initialStates_;
StateSetList finalStates_;
};
// ----------------------------------------------------
// StateTransitionTable
// ----------------------------------------------------
/**
Alternative 1:
- User defines nextState function
- State machine uses nextState function (no transition rules)
Alternative 2:
- User defines transition rules
- State machine uses predefined nextState function that applies the transition rules
Create a Builder for state transitions.
Non-deterministic finite machine: multiple next is possible, and, move to a different state when given no input
*/
template <typename StateType, typename Return, typename Input>
class StateTransitionTable
: public Templates::ContextObjectShared<StateTransitionsPolicy, StateTransitionsData<StateType, Return, Input>>
{
private:
typedef ISet<StateType> StateSetList;
typedef ISet<StateType> AdjacencyList;
typedef IMap<StateType, AdjacencyList> Table;
typedef States<StateType, Return, Input> StateMap;
public:
StateTransitionTable(const StateMap &stateTable, const Table &table, const StateSetList &initialStates, const StateSetList &finalStates)
: Templates::ContextObjectShared<StateTransitionsPolicy, StateTransitionsData<StateType, Return, Input>>
(
new StateTransitionsPolicy(),
new StateTransitionsData<StateType, Return, Input>(stateTable, table, initialStates, finalStates)
)
{}
virtual ~StateTransitionTable()
{}
const AdjacencyList& TransitionsFor(StateType state) const
{
return this->data()->TransitionsFor(state);
}
Reactor::State<StateType, Return, Input> HandlerFor(StateType state) const
{
return this->data()->HandlerFor(state);
}
const StateSetList& InitialStates() const
{
return this->data()->InitialStates();
}
const StateSetList& FinalStates() const
{
return this->data()->FinalStates();
}
const StateSetList& AllStates() const
{
return this->data()->AllStates();
}
bool IsFinal(StateType state) const
{
return this->data()->IsFinal(state);
}
bool IsInitial(StateType state) const
{
return this->data()->IsInitial(state);
}
size_t Degree(StateType state) const
{
return this->data()->Degree(state);
}
};
template <typename StateType, typename Return, typename Input>
class StateTransitionTableIterator
: public BaseLib::Templates::Iterator<Reactor::State<StateType, Return, Input>>
{
public:
StateTransitionTableIterator(StateTransitionTable<StateType, Return, Input> table)
: table_(table)
, current_()
{ }
virtual ~StateTransitionTableIterator()
{ }
virtual bool HasNext() const
{
return true;
}
virtual Reactor::State<StateType, Return, Input> Next()
{
}
virtual void Remove()
{
}
virtual void Rewind()
{
}
private:
StateTransitionTable<StateType, Return, Input> table_;
StateType current_;
};
// ----------------------------------------------------
// StateTransitionsBuilder
// ----------------------------------------------------
/**
_stateMachine.Configure(RfqState.Requesting)
.OnEntry(LogTransition)
.OnEntryFrom(_rfqEventUserRequests, OnEntryRequesting)
.Permit(RfqEvent.ServerNewQuote, RfqState.Quoted)
.Permit(RfqEvent.UserCancels, RfqState.Cancelling)
.Permit(RfqEvent.InternalError, RfqState.Error);
private void OnEntryRequesting(IQuoteRequest quoteRequest)
{
// here goes the code to send a quote request to the server
}
_stateMachine.OnUnhandledTrigger(OnUnhandledTrigger);
private void OnUnhandledTrigger(RfqState state, RfqEvent trigger)
{
var message = string.Format("State machine received an invalid trigger '{0}' in state '{1}'", trigger, state);
Console.WriteLine(message);
_rfqUpdateSubject.OnError(new ApplicationException(message));
}
*/
template <typename StateType, typename Return, typename Input>
class StateTransitionsBuilder
{
private:
typedef ISet<StateType> StateSetList;
typedef ISet<StateType> AdjacencyList;
typedef IMap<StateType, AdjacencyList> Table;
typedef States<StateType, Return, Input> StateMap;
public:
StateTransitionsBuilder() {}
virtual ~StateTransitionsBuilder() {}
StateTransitionTable<StateType, Return, Input> Build()
{
return StateTransitionTable<StateType, Return, Input>(stateTable_, transitionTable_, initialStates_, finalStates_);
}
AdjacencyList& TransitionsFor(StateType state)
{
return transitionsFor(state);
}
bool HandlerFor(StateType state, Reactor::State<StateType, Return, Input> handler)
{
return stateTable_.put(state, handler);
}
Reactor::State<StateType, Return, Input> Configure(StateType state)
{
return stateTable_.at(state);
}
/*
_stateMachine.Configure(RfqState.Input)
.Permit(RfqEvent.UserRequests, RfqState.Requesting);
_stateMachine.Configure(RfqState.Requesting)
.Permit(RfqEvent.ServerNewQuote, RfqState.Quoted)
.Permit(RfqEvent.UserCancels, RfqState.Cancelling)
.Permit(RfqEvent.InternalError, RfqState.Error);
*/
bool Permit(StateType from, StateType to, Input input)
{
typename StateMap::iterator it = stateTable_.find(from);
if(it != stateTable_.end())
{
Reactor::State<StateType, Return, Input> handler = it->second;
handler.InputActions()->SetCondition(new Templates::EqualityTrigger<Input>(input));
transitionsFor(from).insert(to);
}
return false;
}
bool Permit(StateType from, StateType to, Templates::TriggerCondition<Input> *trigger)
{
typename StateMap::iterator it = stateTable_.find(from);
if(it != stateTable_.end())
{
Reactor::State<StateType, Return, Input> handler = it->second;
handler.InputActions()->SetCondition(trigger);
transitionsFor(from).insert(to);
}
return false;
}
StateSetList& InitialStates()
{
return initialStates_;
}
StateSetList& FinalStates()
{
return finalStates_;
}
private:
const AdjacencyList& transitionsFor(StateType state) const
{
return transitionTable_.at(state);
}
AdjacencyList& transitionsFor(StateType state)
{
if(!transitionTable_.containsKey(state)) {
transitionTable_.put(state, AdjacencyList());
}
return transitionTable_.at(state);
}
private:
StateMap stateTable_;
Table transitionTable_;
StateSetList initialStates_;
StateSetList finalStates_;
};
}