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State.h
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#pragma once
#include"RxFSM/CommonDefines.h"
#include"RxFSM/StateCommand.h"
#include"RxFSM/Export.h"
namespace Reactor
{
// ----------------------------------------------------
// NextState
// ----------------------------------------------------
//class StateMachinePolicy;
//template <typename StateType>
//class NextState : public Templates::NextStateMethod<StateType, StateMachineStatus, StateMachinePolicy>
//{ };
// TODO: Should a command know if it is initial, final? Store this in transitions table instead?
//enum class DLL_STATE StateKind
//{
// INITIAL,
// REGULAR,
// FINAL
//};
// ----------------------------------------------------
// ActionType
// ----------------------------------------------------
//
//enum class DLL_STATE ActionType
//{
// ENTRY,
// EXIT,
// INPUT,
// TRANSITION
//};
// ----------------------------------------------------
// StatePolicy
// ----------------------------------------------------
class DLL_STATE StatePolicy
{
public:
StatePolicy(Policy::Timeout timeout = Policy::Timeout::FromMinutes(5))
: stateTimeout_(timeout)
, attempt_(Policy::Attempt::Default())
, interval_(Policy::Interval::FromMinutes(2))
, retryInterval_(Policy::Interval::FromMinutes(2))
, deadline_(Policy::Deadline::FromSeconds(60))
{ }
virtual ~StatePolicy()
{ }
const Policy::Timeout& Timeout() const
{
return stateTimeout_;
}
const Policy::Attempt& attempt() const
{
return attempt_;
}
const Policy::Interval& interval() const
{
return interval_;
}
const Policy::Interval& retryInterval() const
{
return retryInterval_;
}
const Policy::Deadline& deadline() const
{
return deadline_;
}
private:
// How long can we be in state?
const Policy::Timeout stateTimeout_;
const Policy::Attempt attempt_;
const Policy::Interval interval_;
const Policy::Interval retryInterval_;
const Policy::Deadline deadline_;
};
// ----------------------------------------------------
// StateData: Should I use DataAccessController?
// ----------------------------------------------------
template <typename StateType, typename Return, typename Input>
class StateData
{
public:
StateData(
StateType vertex,
StateDescription description,
CommandControllerPolicy policy,
RxThreadPool::Ptr threadPool
)
: vertex_(vertex)
, description_(description)
, entry_(new StateCommandController<Return>(policy, threadPool))
, exit_(new StateCommandController<Return>(policy, threadPool))
, input_(new StateCommandController<Input>(policy, threadPool))
, transition_(new StateCommandController<Return>(policy, threadPool))
{ }
virtual ~StateData()
{ }
typename StateCommandController<Return>::Ptr EntryActions() const
{
return entry_;
}
typename StateCommandController<Return>::Ptr ExitActions() const
{
return exit_;
}
typename StateCommandController<Input>::Ptr InputActions() const
{
return input_;
}
typename StateCommandController<Return>::Ptr TransitionActions() const
{
return transition_;
}
const StateType& Vertex() const
{
return vertex_;
}
const StateDescription& Description() const
{
return description_;
}
private:
StateType vertex_;
StateDescription description_;
typename StateCommandController<Return>::Ptr entry_;
typename StateCommandController<Return>::Ptr exit_;
typename StateCommandController<Input>::Ptr input_;
typename StateCommandController<Return>::Ptr transition_;
};
// ----------------------------------------------------
// State
// ----------------------------------------------------
template <typename StateType, typename Return, typename Input>
class State
: protected Templates::ContextObjectShared<StatePolicy, StateData<StateType, Return, Input>, StateStatus>
{
public:
State(StateType vertex, StateDescription description, CommandControllerPolicy policy, RxThreadPool::Ptr threadPool)
: Templates::ContextObjectShared<StatePolicy, StateData<StateType, Return, Input>, StateStatus>
(
new StatePolicy(),
new StateData<StateType, Return, Input>(vertex, description, policy, threadPool),
new StateStatus(Duration::FromMinutes(1))
)
{ }
virtual ~State()
{ }
typename StateCommandController<Return>::Ptr EntryActions() const
{
return this->data()->EntryActions();
}
typename StateCommandController<Return>::Ptr ExitActions() const
{
return this->data()->ExitActions();
}
typename StateCommandController<Input>::Ptr InputActions() const
{
return this->data()->InputActions();
}
typename StateCommandController<Return>::Ptr TransitionActions() const
{
return this->data()->TransitionActions();
}
const StateType& Vertex() const
{
return this->data()->Vertex();
}
const StateDescription& Description() const
{
return this->data()->Description();
}
const StateStatus& Status() const
{
return this->status().operator*();
}
StateStatus& Status()
{
return this->status().operator*();
}
// ----------------------------------------------------
// Operators
// ----------------------------------------------------
bool operator==(const State<StateType, Return, Input>& that)
{
return this->data()->Vertex() == that.data()->Vertex();
}
bool operator!=(const State<StateType, Return, Input>& that)
{
return this->data()->Vertex() != that.data()->Vertex();
}
};
}