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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>
+
+#ifndef BOOST_MSM_NONSTANDALONE_TEST
+#define BOOST_TEST_MODULE MyTest
+#endif
+#include <boost/test/unit_test.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace boost::msm::front;
+
+namespace
+{
+ // events
+ struct event1 {};
+
+
+ // front-end: define the FSM structure
+ struct my_machine_ : public msm::front::state_machine_def<my_machine_>
+ {
+ unsigned int state2_to_state3_counter;
+ unsigned int state3_to_state4_counter;
+ unsigned int always_true_counter;
+ unsigned int always_false_counter;
+
+ my_machine_():
+ state2_to_state3_counter(0),
+ state3_to_state4_counter(0),
+ always_true_counter(0),
+ always_false_counter(0)
+ {}
+
+ // The list of FSM states
+ struct State1 : 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 State2 : 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 State3 : 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 State4 : 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 State1 initial_state;
+
+ // transition actions
+ void State2ToState3(none const&) { ++state2_to_state3_counter; }
+ void State3ToState4(none const&) { ++state3_to_state4_counter; }
+ // guard conditions
+ bool always_true(none const& )
+ {
+ ++always_true_counter;
+ return true;
+ }
+ bool always_false(none const& )
+ {
+ ++always_false_counter;
+ return false;
+ }
+
+ typedef my_machine_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < State1 , none , State2 >,
+ a_row < State2 , none , State3 , &p::State2ToState3 >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ row < State3 , none , State4 , &p::State3ToState4 , &p::always_true >,
+ g_row < State3 , none , State4 , &p::always_false >,
+ _row < State4 , event1 , State1 >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // 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<my_machine_::State1&>().entry_counter=0;
+ fsm.template get_state<my_machine_::State1&>().exit_counter=0;
+ fsm.template get_state<my_machine_::State2&>().entry_counter=0;
+ fsm.template get_state<my_machine_::State2&>().exit_counter=0;
+ fsm.template get_state<my_machine_::State3&>().entry_counter=0;
+ fsm.template get_state<my_machine_::State3&>().exit_counter=0;
+ fsm.template get_state<my_machine_::State4&>().entry_counter=0;
+ fsm.template get_state<my_machine_::State4&>().exit_counter=0;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<my_machine_> my_machine;
+
+ //static char const* const state_names[] = { "State1", "State2", "State3", "State4" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ my_machine p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ // in this case it will also immediately trigger all anonymous transitions
+ p.start();
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State4 should be active"); //State4
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().exit_counter == 1,"State1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().entry_counter == 1,"State1 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().exit_counter == 1,"State2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().entry_counter == 1,"State2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().exit_counter == 1,"State3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().entry_counter == 1,"State3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().entry_counter == 1,"State4 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.always_true_counter == 1,"guard not called correctly");
+ BOOST_CHECK_MESSAGE(p.always_false_counter == 1,"guard not called correctly");
+ BOOST_CHECK_MESSAGE(p.state2_to_state3_counter == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.state3_to_state4_counter == 1,"action not called correctly");
+
+
+ // this event will bring us back to the initial state and thus, a new "loop" will be started
+ p.process_event(event1());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State4 should be active"); //State4
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().exit_counter == 2,"State1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().entry_counter == 2,"State1 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().exit_counter == 2,"State2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().entry_counter == 2,"State2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().exit_counter == 2,"State3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().entry_counter == 2,"State3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().entry_counter == 2,"State4 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().exit_counter == 1,"State4 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.always_true_counter == 2,"guard not called correctly");
+ BOOST_CHECK_MESSAGE(p.always_false_counter == 2,"guard not called correctly");
+ BOOST_CHECK_MESSAGE(p.state2_to_state3_counter == 2,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.state3_to_state4_counter == 2,"action not called correctly");
+
+ }
+}
+