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diff --git a/src/boost/libs/msm/test/TestDeferAndMessageQueue.cpp b/src/boost/libs/msm/test/TestDeferAndMessageQueue.cpp
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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 eventResolve {};
+ struct eventConnect {};
+ struct eventResolved {};
+ struct eventRead {};
+ struct eventd {};
+
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ player_()
+ :expected_action_counter(0)
+ {}
+
+ struct enqueue_action1
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ fsm.template process_event(eventResolve());
+ }
+ };
+ struct enqueue_action2
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ fsm.template process_event(eventConnect());
+ }
+ };
+ struct expected_action
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ ++fsm.expected_action_counter;
+ //std::cout << "expected action called" << std::endl;
+ }
+ };
+ struct unexpected_action
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ std::cout << "unexpected action called" << std::endl;
+ }
+ };
+
+ // The list of FSM states
+ struct Unresolved : public msm::front::state<>
+ {
+ typedef mpl::vector<eventRead > 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;
+ // Transition table for Empty
+ struct internal_transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ Internal < eventConnect , msm::front::ActionSequence_<mpl::vector<enqueue_action1,enqueue_action2>> >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ };
+ struct Resolving : public msm::front::state<>
+ {
+ typedef mpl::vector<eventConnect > 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 Resolved : 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 Connecting : 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<Unresolved,State22> initial_state;
+
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < Unresolved , eventResolve , Resolving >,
+ Row < Resolving , eventResolved , Resolved >,
+ Row < Resolved , eventConnect , Connecting , expected_action >,
+ Row < State22 , eventd , State22 >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // 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_::Unresolved&>().entry_counter=0;
+ fsm.template get_state<player_::Unresolved&>().exit_counter=0;
+ fsm.template get_state<player_::Resolving&>().entry_counter=0;
+ fsm.template get_state<player_::Resolving&>().exit_counter=0;
+ fsm.template get_state<player_::Resolved&>().entry_counter=0;
+ fsm.template get_state<player_::Resolved&>().exit_counter=0;
+ fsm.template get_state<player_::Connecting&>().entry_counter=0;
+ fsm.template get_state<player_::Connecting&>().exit_counter=0;
+ }
+ int expected_action_counter;
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+ BOOST_AUTO_TEST_CASE( TestDeferAndMessageQueue )
+ {
+ 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(eventConnect());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Resolving should be active");
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 3,"State22 should be active");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Unresolved&>().exit_counter == 1,"Unresolved exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Unresolved&>().entry_counter == 1,"Unresolved entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Resolving&>().entry_counter == 1,"Resolving entry not called correctly");
+
+ p.process_event(eventResolved());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Connecting should be active");
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 3,"State22 should be active");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Resolved&>().exit_counter == 1,"Resolved exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Resolved&>().entry_counter == 1,"Resolved entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Resolving&>().exit_counter == 1,"Resolving exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Connecting&>().entry_counter == 1,"Connecting entry not called correctly");
+
+ BOOST_CHECK_MESSAGE(p.expected_action_counter == 1,"expected_action should have been called");
+
+ }
+}
+
+