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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>
#include <boost/msm/front/functor_row.hpp>
#include <boost/test/unit_test.hpp>
namespace msm = boost::msm;
namespace mpl = boost::mpl;
using namespace boost::msm::front;
namespace
{
// events
struct event1 {};
struct event2 {};
struct event3 {};
struct eventd {};
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def<player_>
{
// The list of FSM states
struct State11 : 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 State12 : public msm::front::state<>
{
typedef mpl::vector<eventd> deferred_events;
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 State13 : 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 State21 : 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 State22 : 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 mpl::vector<State11,State21> initial_state;
// Transition table for player
struct transition_table : mpl::vector<
// Start Event Next Action Guard
// +---------+-------------+---------+---------------------+----------------------+
Row < State11 , event1 , State12 >,
Row < State12 , event2 , State13 >,
Row < State21 , event3 , State22 >,
Row < State22 , eventd , State21 >
// +---------+-------------+---------+---------------------+----------------------+
> {};
// 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<player_::State11&>().entry_counter=0;
fsm.template get_state<player_::State11&>().exit_counter=0;
fsm.template get_state<player_::State12&>().entry_counter=0;
fsm.template get_state<player_::State12&>().exit_counter=0;
fsm.template get_state<player_::State13&>().entry_counter=0;
fsm.template get_state<player_::State13&>().exit_counter=0;
fsm.template get_state<player_::State21&>().entry_counter=0;
fsm.template get_state<player_::State22&>().exit_counter=0;
}
};
// Pick a back-end
typedef msm::back::state_machine<player_> player;
BOOST_AUTO_TEST_CASE( TestDeferIn2Regions )
{
player p;
// needed to start the highest-level SM. This will call on_entry and mark the start of the SM
p.start();
p.process_event(event1());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"State12 should be active");
BOOST_CHECK_MESSAGE(p.current_state()[1] == 2,"State21 should be active");
BOOST_CHECK_MESSAGE(p.get_state<player_::State11&>().exit_counter == 1,"State11 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State11&>().entry_counter == 1,"State11 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State12&>().entry_counter == 1,"State12 entry not called correctly");
// deferred
p.process_event(eventd());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"State12 should be active");
BOOST_CHECK_MESSAGE(p.current_state()[1] == 2,"State21 should be active");
BOOST_CHECK_MESSAGE(p.get_state<player_::State11&>().exit_counter == 1,"State11 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State11&>().entry_counter == 1,"State11 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State12&>().entry_counter == 1,"State12 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State12&>().exit_counter == 0,"State12 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State21&>().exit_counter == 0,"State21 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State21&>().entry_counter == 1,"State21 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State22&>().exit_counter == 0,"State22 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State22&>().entry_counter == 0,"State22 entry not called correctly");
p.process_event(event3());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"State12 should be active");
BOOST_CHECK_MESSAGE(p.current_state()[1] == 2,"State21 should be active");
BOOST_CHECK_MESSAGE(p.get_state<player_::State21&>().exit_counter == 1,"State21 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State21&>().entry_counter == 2,"State21 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State22&>().exit_counter == 1,"State22 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State22&>().entry_counter == 1,"State22 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_deferred_queue().size() == 1,"Deferred queue should have one element");
p.clear_deferred_queue();
p.process_event(event2());
BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"State13 should be active");
BOOST_CHECK_MESSAGE(p.current_state()[1] == 2,"State21 should be active");
BOOST_CHECK_MESSAGE(p.get_state<player_::State21&>().exit_counter == 1,"State21 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State21&>().entry_counter == 2,"State21 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State22&>().exit_counter == 1,"State22 exit not called correctly");
BOOST_CHECK_MESSAGE(p.get_state<player_::State22&>().entry_counter == 1,"State22 entry not called correctly");
BOOST_CHECK_MESSAGE(p.get_deferred_queue().size() == 0,"Deferred queue should have no element");
}
}
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