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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>
+
+#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 play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct error_found {};
+ struct end_error {};
+ struct do_terminate {};
+
+ // Flags. Allow information about a property of the current state
+ struct PlayingPaused{};
+ struct CDLoaded {};
+ struct FirstSongPlaying {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // we want deferred events and no state requires deferred events (only the fsm in the
+ // transition table), so the fsm does.
+ typedef int activate_deferred_events;
+
+ unsigned int start_playback_counter;
+ unsigned int can_close_drawer_counter;
+ unsigned int report_error_counter;
+ unsigned int report_end_error_counter;
+
+ player_():
+ start_playback_counter(0),
+ can_close_drawer_counter(0),
+ report_error_counter(0),
+ report_end_error_counter(0)
+ {}
+ // The list of FSM states
+ struct Empty : 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 Open : public msm::front::state<>
+ {
+ typedef mpl::vector1<CDLoaded> flag_list;
+
+ 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 Stopped : public msm::front::state<>
+ {
+ typedef mpl::vector1<CDLoaded> flag_list;
+
+ 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 player state machine contains a state which is himself a state machine
+ // as you see, no need to declare it anywhere so Playing can be developed separately
+ // by another team in another module. For simplicity I just declare it inside player
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+
+ 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;
+ unsigned int start_next_song_counter;
+ unsigned int start_prev_song_guard_counter;
+
+ Playing_():
+ start_next_song_counter(0),
+ start_prev_song_guard_counter(0)
+ {}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ typedef mpl::vector1<FirstSongPlaying> flag_list;
+
+ 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 Song2 : 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 Song3 : 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. Must be defined
+ typedef Song1 initial_state;
+ // transition actions
+ void start_next_song(NextSong const&) {++start_next_song_counter; }
+ void start_prev_song(PreviousSong const&) { }
+ // guard conditions
+ bool start_prev_song_guard(PreviousSong const&) {++start_prev_song_guard_counter;return true; }
+
+ typedef Playing_ pl; // makes transition table cleaner
+ // Transition table for Playing
+ struct transition_table : mpl::vector4<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Song1 , NextSong , Song2 >,
+ row < Song2 , PreviousSong, Song1 , &pl::start_prev_song,&pl::start_prev_song_guard>,
+ a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
+ g_row < Song3 , PreviousSong, Song2 ,&pl::start_prev_song_guard>
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const&, FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+
+ 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 AllOk : 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;
+ };
+ // this state is also made terminal so that all the events are blocked
+ struct ErrorMode : //public msm::front::terminate_state<> // ErrorMode terminates the state machine
+ public msm::front::interrupt_state<end_error> // ErroMode just interrupts. Will resume if
+ // the event end_error is generated
+ {
+ 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 ErrorTerminate : public msm::front::terminate_state<> // terminates the state machine
+ {
+ 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<Empty,AllOk> initial_state;
+
+ // transition actions
+ void start_playback(play const&) {++start_playback_counter; }
+ void open_drawer(open_close const&) { }
+ void store_cd_info(cd_detected const&) { }
+ void stop_playback(stop const&) { }
+ void pause_playback(pause const&) { }
+ void resume_playback(end_pause const&) { }
+ void stop_and_open(open_close const&) { }
+ void stopped_again(stop const&){}
+ void report_error(error_found const&) {++report_error_counter;}
+ void report_end_error(end_error const&) {++report_end_error_counter;}
+
+ //guards
+ bool can_close_drawer(open_close const&)
+ {
+ ++can_close_drawer_counter;
+ return true;
+ }
+ typedef player_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Stopped , play , Playing , &p::start_playback >,
+ a_row < Stopped , open_close , Open , &p::open_drawer >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ g_row < Open , open_close , Empty , &p::can_close_drawer >,
+ Row < Open , play , none , Defer , none >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
+ Row < Empty , play , none , Defer , none >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Playing , stop , Stopped , &p::stop_playback >,
+ a_row < Playing , pause , Paused , &p::pause_playback >,
+ a_row < Playing , open_close , Open , &p::stop_and_open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Paused , end_pause , Playing , &p::resume_playback >,
+ a_row < Paused , stop , Stopped , &p::stop_playback >,
+ a_row < Paused , open_close , Open , &p::stop_and_open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row <ErrorMode, end_error ,AllOk , &p::report_end_error >,
+ _row < AllOk , do_terminate,ErrorTerminate >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // 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_::Stopped&>().entry_counter=0;
+ fsm.template get_state<player_::Stopped&>().exit_counter=0;
+ fsm.template get_state<player_::Open&>().entry_counter=0;
+ fsm.template get_state<player_::Open&>().exit_counter=0;
+ fsm.template get_state<player_::Empty&>().entry_counter=0;
+ fsm.template get_state<player_::Empty&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().exit_counter=0;
+ fsm.template get_state<player_::Paused&>().entry_counter=0;
+ fsm.template get_state<player_::Paused&>().exit_counter=0;
+ fsm.template get_state<player_::AllOk&>().entry_counter=0;
+ fsm.template get_state<player_::AllOk&>().exit_counter=0;
+ fsm.template get_state<player_::ErrorMode&>().entry_counter=0;
+ fsm.template get_state<player_::ErrorMode&>().exit_counter=0;
+ fsm.template get_state<player_::ErrorTerminate&>().entry_counter=0;
+ fsm.template get_state<player_::ErrorTerminate&>().exit_counter=0;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode" };
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 0,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 0,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 1,"Empty entry not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<CDLoaded>() == false,"CDLoaded should not be active");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 1,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().entry_counter == 1,"Open entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.can_close_drawer_counter == 1,"guard not called correctly");
+
+ //deferred event should have been processed
+ p.process_event(cd_detected("louie, louie"));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 2,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 1,"Stopped entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 1,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 1,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.start_playback_counter == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 0,"Song1 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().entry_counter == 1,
+ "Song1 entry not called correctly");
+
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<PlayingPaused>() == true,"PlayingPaused should be active");
+ BOOST_CHECK_MESSAGE(p.is_flag_active<FirstSongPlaying>() == true,"FirstSongPlaying should be active");
+
+
+ p.process_event(NextSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 1,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().exit_counter == 1,
+ "Song1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_next_song_counter == 0,
+ "submachine action not called correctly");
+
+ p.process_event(NextSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 2,"Song3 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().entry_counter == 1,
+ "Song3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().exit_counter == 1,
+ "Song2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_next_song_counter == 1,
+ "submachine action not called correctly");
+
+ p.process_event(PreviousSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 2,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().exit_counter == 1,
+ "Song3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_prev_song_guard_counter == 1,
+ "submachine guard not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<PlayingPaused>() == true,"PlayingPaused should be active");
+ BOOST_CHECK_MESSAGE(p.is_flag_active<FirstSongPlaying>() == false,"FirstSongPlaying should not be active");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 1,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 1,"Paused entry not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<PlayingPaused>() == true,"PlayingPaused should be active");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 1,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 2,"Playing entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 2,"Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 2,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 2,"Stopped entry not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<PlayingPaused>() == false,"PlayingPaused should not be active");
+ BOOST_CHECK_MESSAGE(p.is_flag_active<CDLoaded>() == true,"CDLoaded should be active");
+ //BOOST_CHECK_MESSAGE(p.is_flag_active<CDLoaded,player::Flag_AND>() == false,"CDLoaded with AND should not be active");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ //test interrupt
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 5,"AllOk should be active"); //AllOk
+ p.process_event(error_found());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 6,"ErrorMode should be active"); //ErrorMode
+ BOOST_CHECK_MESSAGE(p.get_state<player_::AllOk&>().exit_counter == 1,"AllOk exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorMode&>().entry_counter == 1,"ErrorMode entry not called correctly");
+
+ // try generating more events
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 6,"ErrorMode should be active"); //ErrorMode
+ BOOST_CHECK_MESSAGE(p.get_state<player_::AllOk&>().exit_counter == 1,"AllOk exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorMode&>().entry_counter == 1,"ErrorMode entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ p.process_event(end_error());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 5,"AllOk should be active"); //AllOk
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorMode&>().exit_counter == 1,"ErrorMode exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::AllOk&>().entry_counter == 2,"AllOk entry not called correctly");
+
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 3,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 3,"Playing entry not called correctly");
+
+ //test terminate
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 5,"AllOk should be active"); //AllOk
+ p.process_event(do_terminate());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.get_state<player_::AllOk&>().exit_counter == 2,"AllOk exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorTerminate&>().entry_counter == 1,"ErrorTerminate entry not called correctly");
+
+ // try generating more events
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorTerminate&>().exit_counter == 0,"ErrorTerminate exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ p.process_event(end_error());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ }
+}
+