// **************************************************************************
/** @class StateMachineImp
@brief Base class for a state machine implementation
\dot
digraph example {
node [shape=record, fontname=Helvetica, fontsize=10];
s [ label="Constructor" style="rounded" color="red" URL="\ref StateMachineImp::StateMachineImp"];
a [ label="State -3 (kSM_NotReady)" color="red" URL="\ref StateMachineImp::StateMachineImp"];
b [ label="State -2 (kSM_Initializing)" color="red" URL="\ref StateMachineImp::StateMachineImp"];
c [ label="State -1 (kSM_Configuring)" color="red" URL="\ref StateMachineImp::StateMachineImp"];
y [ label="State 0 (kSM_Ready)" URL="\ref StateMachineImp::Run"];
r [ label="User states (Running)" ];
e [ label="State 256 (kSM_Error)" ];
f [ label="State 65535 (kSM_FatalError)" color="red" URL="\ref StateMachineImp::Run"];
// ---- manual means: command or program introduced ----
// Startup from Run() to Ready
s -> a [ arrowhead="open" color="red" style="solid" ]; // automatic (mandatory)
a -> b [ arrowhead="open" color="red" style="solid" ]; // automatic (mandatory)
b -> c [ arrowhead="open" color="red" style="solid" ]; // automatic (mandatory)
c -> y [ arrowhead="open" color="red" style="solid" URL="\ref StateMachineImp::Run" ]; // prg: Run()
y -> c [ arrowhead="open" style="dashed" URL="\ref StateMachineDim::exitHandler" ]; // CMD: EXIT
r -> c [ arrowhead="open" style="dashed" URL="\ref StateMachineDim::exitHandler" ]; // CMD: EXIT
e -> c [ arrowhead="open" style="dashed" URL="\ref StateMachineDim::exitHandler" ]; // CMD: EXIT
e -> y [ arrowhead="open" color="red" style="dashed" ]; // CMD: RESET (e.g.)
y -> e [ arrowhead="open" color="blue" style="solid" ]; // prg
r -> e [ arrowhead="open" color="blue" style="solid" ]; // prg
y -> r [ arrowhead="open" color="blue" style="dashed" ]; // CMD/PRG
r -> y [ arrowhead="open" color="blue" style="dashed" ]; // CMD/PRG
y -> f [ arrowhead="open" color="blue" style="solid" ]; // prg
r -> f [ arrowhead="open" color="blue" style="solid" ]; // prg
e -> f [ arrowhead="open" color="blue" style="solid" ]; // prg
}
\enddot
- Red box: Internal states. Events which are received are
discarded.
- Black box: State machine running. Events are accepted and
processed according to the implemented functions Transition(),
Configuration() and Execute(). Events are accepted accoding to the
lookup table of allowed transitions.
- Red solid arrow: A transition initiated by the program itself.
- Dashed arrows in general: Transitions which can be initiated
by a dim-command or get inistiated by the program.
- Solid arrows in general: These transitions are always initiated by
the program.
- Red dashed: Suggested RESET event (should be implemented by
the derived class)
- Black dashed arrow: Exit from the main loop. This can either
happen by the Dim-provided EXIT-command or a call to StateMachineDim::Stop.
- Black arrows: Other events or transitions which can be
implemented by the derived class.
- Dotted black arrow: Exit from the main-loop which is initiated
by the program itself through StateMachineDim::Stop() and not by the
state machine itself (Execute(), Configure() and Transition())
- Blue dashed arrows: Transitions which happen either by receiving
a event or are initiated from the state machine itself
(by return values of (Execute(), Configure() and Transition())
- Blue solid: Transitions which cannot be initiated by dim
event but only by the state machine itself.
- From the program point of view the fatal error is identical with
the kSM_Configuring state, i.e. it is returned from the main-loop.
Usually this will result in program termination. However, depending
on the state the program might decide to use different cleaning
routines.
@todo
- A proper and correct cleanup after an EXIT or Stop() is missing.
maybe we have to force a state 0 first?
*/
// **************************************************************************
#include "StateMachineImp.h"
#include "Time.h"
#include "Event.h"
#include "WindowLog.h"
#include "Converter.h"
#include "tools.h"
using namespace std;
// --------------------------------------------------------------------------
//
//! The state of the state machine (fCurrentState) is initialized with
//! kSM_NotReady
//!
//! Default state names for kSM_NotReady, kSM_Ready, kSM_Error and
//! kSM_FatalError are set via AddStateName.
//!
//! fExitRequested is set to 0, fRunning to false.
//!
//! Furthermore, the ostream is propagated to MessageImp, as well as
//! stored in fOut.
//!
//! MessageImp is used for messages which are distributed (e.g. via DIM),
//! fOut is used for messages which are only displayed on the local console.
//!
//! Subsequent, i.e. derived classes should setup all allowed state
//! transitions as well as all allowed configuration event by
//! AddEvent and AddStateName.
//!
//! @param out
//! A refrence to an ostream which allows to redirect the log-output
//! to something else than cout. The default is cout. The reference
//! is propagated to fLog
//!
//! @param name
//! The server name stored in fName
//!
//
StateMachineImp::StateMachineImp(ostream &out, const std::string &name)
: MessageImp(out), fName(name), fCurrentState(kSM_NotReady),
fRunning(false), fBufferEvents(true), fExitRequested(0)
{
SetDefaultStateNames();
}
// --------------------------------------------------------------------------
//
//! delete all object stored in fListOfEvent and in fEventQueue
//
StateMachineImp::~StateMachineImp()
{
// For this to work EventImp must be the first class from which
// the object inherits
for (vector::iterator cmd=fListOfEvents.begin(); cmd!=fListOfEvents.end(); cmd++)
delete *cmd;
// Unfortunately, front() doesn't necessarily return 0 if
// queue is empty
while (fEventQueue.size())
{
Event *q=fEventQueue.front();
if (!q)
break;
fEventQueue.pop();
delete q;
}
}
// --------------------------------------------------------------------------
//
//! Sets the default state names. This function should be called in
//! derived classes again if they overwrite SetStateName().
//
void StateMachineImp::SetDefaultStateNames()
{
AddStateName(kSM_NotReady, "NotReady", "State machine not ready, events are ignored.");
AddStateName(kSM_Ready, "Ready", "State machine ready to receive events.");
AddStateName(kSM_Error, "ERROR", "Common error state.");
AddStateName(kSM_FatalError, "FATAL", "A fatal error occured, the eventloop is stopped.");
}
// --------------------------------------------------------------------------
//
//! Puts the given event into the fifo. The fifo will take over ownership.
//! Access to fEventQueue is encapsulated by fMutex.
//!
//! @param cmd
//! Pointer to an object of type Event to be stored in the fifo
//!
//! @todo
//! Can we also allow EventImp?
//
void StateMachineImp::PushEvent(Event *cmd)
{
fMutex.lock();
fEventQueue.push(cmd);
fMutex.unlock();
}
// --------------------------------------------------------------------------
//
//! Get an event from the fifo. We will take over the owenership of the
//! object. The pointer is deleted from the fifo. Access of fEventQueue
//! is encapsulated by fMutex.
//!
//! @returns
//! A pointer to an Event object
//
Event *StateMachineImp::PopEvent()
{
fMutex.lock();
// Get the next event from the stack
// and remove event from the stack
Event *cmd = fEventQueue.front();
fEventQueue.pop();
fMutex.unlock();
return cmd;
}
// --------------------------------------------------------------------------
//
//! With this function commands are posted to the event queue. The data
//! is not given as binary data but as a string instead. It is converted
//! according to the format of the corresponding event and an event
//! is posted to the queue if successfull.
//!
//! @param lout
//! Stream to which output should be redirected
//! event should be for.
//!
//! @param str
//! Command with data, e.g. "COMMAND 1 2 3 4 5 test"
//!
//! @returns
//! false if no event was posted to the queue. If
//! PostEvent(EventImp&,const char*, size_t) was called return its
//! return value
//
bool StateMachineImp::PostEvent(ostream &lout, const string &str)
{
// Find the delimiter between the command name and the data
size_t p0 = str.find_first_of(' ');
if (p0==string::npos)
p0 = str.length();
// Compile the command which will be sent to the state-machine
const string name = fName + "/" + str.substr(0, p0);
// Check if this command is existing at all
EventImp *evt = FindEvent(name);
if (!evt)
{
lout << kRed << "Unknown command '" << name << "'" << endl;
return false;
}
// Get the format of the event data
const string fmt = evt->GetFormat();
// Convert the user entered data according to the format string
// into a data block which will be attached to the event
#ifndef DEBUG
ostringstream sout;
const Converter conv(sout, fmt, false);
#else
const Converter conv(lout, fmt, false);
#endif
if (!conv)
{
lout << kRed << "Couldn't properly parse the format... ignored." << endl;
return false;
}
try
{
#ifdef DEBUG
lout << kBlue << name;
#endif
const vector v = conv.GetVector(str.substr(p0));
#ifdef DEBUG
lout << endl;
#endif
return PostEvent(*evt, v.data(), v.size());
}
catch (const std::runtime_error &e)
{
lout << endl << kRed << e.what() << endl;
}
return false;
}
// --------------------------------------------------------------------------
//
//! With this function commands are posted to the event queue. If the
//! event loop has not yet been started with Run() the command is directly
//! handled by HandleEvent.
//!
//! Events posted when the state machine is in a negative state or
//! kSM_FatalError are ignored.
//!
//! A new event is created and its data contents initialized with the
//! specified memory.
//!
//! @param evt
//! The event to be posted. The precise contents depend on what the
//! event should be for.
//!
//! @param ptr
//! pointer to the memory which should be attached to the event
//!
//! @param siz
//! size of the memory which should be attached to the event
//!
//! @returns
//! false if the event is ignored, true otherwise.
//!
//! @todo
//! - Shell we check for the validity of a command at the current state, too?
//! - should we also get the output stream as an argument here?
//
bool StateMachineImp::PostEvent(const EventImp &evt, const char *ptr, size_t siz)
{
if (/*GetCurrentState()<0 ||*/ GetCurrentState()==kSM_FatalError)
{
Out() << kYellow << "State<0 or FatalError: Event ignored." << endl;
return false;
}
if (IsRunning() || fBufferEvents)
{
Event *event = new Event(evt, ptr, siz);
//Debug("Posted: "+event->GetName());
PushEvent(event);
}
else
{
// FIXME: Is this thread safe? (Yes, because the data is copied)
// But two handlers could be called at the same time. Do we
// need to lock the handlers? (Dim + console)
// FIXME: Is copying of the data necessary?
const Event event(evt, ptr, siz);
Lock();
HandleEvent(event);
UnLock();
}
return true;
}
// --------------------------------------------------------------------------
//
//! With this function commands are posted to the event queue. If the
//! event loop has not yet been started with Run() the command is directly
//! handled by HandleEvent.
//!
//! Events posted when the state machine is in a negative state or
//! kSM_FatalError are ignored.
//!
//! @param evt
//! The event to be posted. The precise contents depend on what the
//! event should be for.
//!
//! @returns
//! false if the event is ignored, true otherwise.
//!
//! @todo
//! - Shell we check for the validity of a command at the current state, too?
//! - should we also get the output stream as an argument here?
//
bool StateMachineImp::PostEvent(const EventImp &evt)
{
if (/*GetCurrentState()<0 ||*/ GetCurrentState()==kSM_FatalError)
{
Out() << kYellow << "State<0 or FatalError: Event ignored." << endl;
return false;
}
if (IsRunning() || fBufferEvents)
PushEvent(new Event(evt));
else
{
// FIXME: Is this thread safe? (Yes, because it is only used
// by Dim and this is thread safe) But two handlers could
// be called at the same time. Do we need to lock the handlers?
HandleEvent(evt);
}
return true;
}
// --------------------------------------------------------------------------
//
//! Return all event names of the StateMachine
//!
//! @returns
//! A vector of strings with all event names of the state machine.
//! The event names all have the SERVER/ pre-fix removed.
//
const vector StateMachineImp::GetEventNames()
{
vector v;
const string &name = fName + "/";
const int len = name.length();
const lock_guard guard(fMutexEvt);
for (vector::const_iterator i=fListOfEvents.begin();
i!=fListOfEvents.end(); i++)
{
const string evt = (*i)->GetName();
v.push_back(evt.substr(0, len)==name ? evt.substr(len) : evt);
}
return v;
}
// --------------------------------------------------------------------------
//
//! Call for each event in fListEvents its Print function with the given
//! stream.
//!
//! @param out
//! ostream to which the output should be redirected
//!
//! @param evt
//! if given only the given event is selected
//
void StateMachineImp::PrintListOfEvents(ostream &out, const string &evt)
{
const lock_guard guard(fMutexEvt);
for (vector::const_iterator c=fListOfEvents.begin(); c!=fListOfEvents.end(); c++)
if (evt.empty() || GetName()+'/'+evt==(*c)->GetName())
(*c)->Print(out, true);
}
// --------------------------------------------------------------------------
//
//! Call for each event in fListEvents its Print function with the given
//! stream if it is an allowed event in the current state.
//!
//! @param out
//! ostream to which the output should be redirected
//!
//
void StateMachineImp::PrintListOfAllowedEvents(ostream &out)
{
const lock_guard guard(fMutexEvt);
for (vector::const_iterator c=fListOfEvents.begin(); c!=fListOfEvents.end(); c++)
if ((*c)->IsStateAllowed(fCurrentState))
(*c)->Print(out, true);
}
// --------------------------------------------------------------------------
//
//! Call PrintListOfEvents with fOut as the output stream
//!
//! @param str
//! if given only the given event is selected
//
//
void StateMachineImp::PrintListOfEvents(const string &str)
{
PrintListOfEvents(Out(), str);
}
// --------------------------------------------------------------------------
//
//! Print a list of all states with descriptions.
//!
//! @param out
//! ostream to which the output should be redirected
//
void StateMachineImp::PrintListOfStates(std::ostream &out) const
{
out << endl;
out << kBold << "List of available states:" << endl;
for (StateNames::const_iterator i=fStateNames.begin(); i!=fStateNames.end(); i++)
{
ostringstream state;
state << i->first;
out << " -[" << kBold << state.str() << kReset << "]:" << setfill(' ') << setw(6-state.str().length()) << ' ' << kYellow << i->second.first << kBlue << " (" << i->second.second << ")" << endl;
}
out << endl;
}
// --------------------------------------------------------------------------
//
//! Print a list of all states with descriptions.
//
void StateMachineImp::PrintListOfStates() const
{
PrintListOfStates(Out());
}
// --------------------------------------------------------------------------
//
//! Check whether an event (same pointer!) is in fListOfEvents
//!
//! @returns
//! true if the event was found, false otherwise
//
bool StateMachineImp::HasEvent(const EventImp *cmd)
{
// Find the event from the list of commands and queue it
const lock_guard guard(fMutexEvt);
return find(fListOfEvents.begin(), fListOfEvents.end(), cmd)!=fListOfEvents.end();
}
// --------------------------------------------------------------------------
//
//! Check whether an event with the given name is found in fListOfEvents.
//! Note that currently there is no mechanism which ensures that not two
//! events have the same name.
//!
//! @returns
//! true if the event was found, false otherwise
//
EventImp *StateMachineImp::FindEvent(const string &evt)
{
// Find the command from the list of commands and queue it
const lock_guard guard(fMutexEvt);
for (vector::const_iterator c=fListOfEvents.begin(); c!=fListOfEvents.end(); c++)
if (evt == (*c)->GetName())
return *c;
return 0;
}
// --------------------------------------------------------------------------
//
//! Calling this function, a new (named) event is added to the state
//! machine. Via a call to CreateEvent a new event is created with the
//! given targetstate, name and format.
//!
//! The allowed states are passed to the new event and a message
//! is written to the output-stream.
//!
//! @param name
//! The command name which should initiate the transition. The DimCommand
//! will be constructed with the name given to the constructor and this
//! name, e.g. "DRIVE/CHANGE_STATE_TO_NEW_STATE"
//!
//! @param states
//! A comma sepeareted list of ints, e.g. "1, 4, 5, 9" with states
//! in which this new state transition is allowed and will be accepted.
//!
//! @param fmt
//! A format as defined by the dim system can be given for the command.
//! However, it has no real meaning except that it is stored within the
//! DimCommand object. However, the user must make sure that the data of
//! received commands is properly extracted. No check is done.
//
EventImp &StateMachineImp::AddEvent(const string &name, const string &states, const string &fmt)
{
EventImp *evt = CreateEvent(name, fmt);
evt->AddAllowedStates(states);
#ifdef DEBUG
Out() << ": " << Time().GetAsStr("%H:%M:%S.%f");
Out() << " - Adding command " << evt->GetName();
Out() << endl;
#endif
fMutexEvt.lock();
fListOfEvents.push_back(evt);
fMutexEvt.unlock();
return *evt;
}
// --------------------------------------------------------------------------
//
//! Calling this function, a new (named) event is added to the state
//! machine. Therefore an instance of type DimEvent is created and added
//! to the list of available commands fListOfEvents.
//!
//! @param name
//! The command name which should initiate the transition. The DimCommand
//! will be constructed with the name given to the constructor and this
//! name, e.g. "DRIVE/CHANGE_STATE_TO_NEW_STATE"
//!
//! @param s1, s2, s3, s4, s5
//! A list of states from which a transition to targetstate is allowed
//! by this command.
//
EventImp &StateMachineImp::AddEvent(const string &name, int s1, int s2, int s3, int s4, int s5)
{
ostringstream str;
str << s1 << ' ' << s2 << ' ' << s3 << ' ' << s4 << ' ' << s5;
return AddEvent(name, str.str(), "");
}
// --------------------------------------------------------------------------
//
//! Calling this function, a new (named) event is added to the state
//! machine. Therefore an instance of type DimEvent is created and added
//! to the list of available commands fListOfEvents.
//!
//! @param name
//! The command name which should initiate the transition. The DimCommand
//! will be constructed with the name given to the constructor and this
//! name, e.g. "DRIVE/CHANGE_STATE_TO_NEW_STATE"
//!
//! @param fmt
//! A format as defined by the dim system can be given for the command.
//! However, it has no real meaning except that it is stored within the
//! DimCommand object. However, the user must make sure that the data of
//! received commands is properly extracted. No check is done.
//!
//! @param s1, s2, s3, s4, s5
//! A list of states from which a transition to targetstate is allowed
//! by this command.
//
EventImp &StateMachineImp::AddEvent(const string &name, const string &fmt, int s1, int s2, int s3, int s4, int s5)
{
ostringstream str;
str << s1 << ' ' << s2 << ' ' << s3 << ' ' << s4 << ' ' << s5;
return AddEvent(name, str.str(), fmt);
}
EventImp *StateMachineImp::CreateService(const string &)
{
return new EventImp();
}
// --------------------------------------------------------------------------
//
EventImp &StateMachineImp::Subscribe(const string &name)
{
EventImp *evt = CreateService(name);
fMutexEvt.lock();
fListOfEvents.push_back(evt);
fMutexEvt.unlock();
return *evt;
}
void StateMachineImp::Unsubscribe(EventImp *evt)
{
const lock_guard guard(fMutexEvt);
auto it = find(fListOfEvents.begin(), fListOfEvents.end(), evt);
if (it==fListOfEvents.end())
return;
fListOfEvents.erase(it);
delete evt;
}
// --------------------------------------------------------------------------
//
//! To be able to name states, i.e. present the current state in human
//! readable for to the user, a string can be assigned to each state.
//! For each state this function can be called only once, i.e. state name
//! cannot be overwritten.
//!
//! Be aware that two states should not have the same name!
//!
//! @param state
//! Number of the state to which a name should be assigned
//!
//! @param name
//! A name which should be assigned to the state, e.g. "Tracking"
//!
//! @param doc
//! A explanatory text describing the state
//!
void StateMachineImp::AddStateName(const int state, const std::string &name, const std::string &doc)
{
if (fStateNames[state].first.empty())
fStateNames[state] = make_pair(name, doc);
}
// --------------------------------------------------------------------------
//
//! @param state
//! The state for which the name should be returned.
//!
//! @returns
//! The state name as stored in fStateNames is returned, corresponding
//! to the state given. If no name exists the number is returned
//! as string.
//!
const string StateMachineImp::GetStateName(int state) const
{
const StateNames::const_iterator i = fStateNames.find(state);
ostringstream s;
s << state;
return i==fStateNames.end() || i->second.first.empty() ? s.str() : i->second.first;
}
// --------------------------------------------------------------------------
//
//! @param state
//! The state for which the name should be returned.
//!
//! @returns
//! The description of a state name as stored in fStateNames is returned,
//! corresponding to the state given. If no name exists an empty string is
//! returned.
//!
const string StateMachineImp::GetStateDesc(int state) const
{
const StateNames::const_iterator i = fStateNames.find(state);
return i==fStateNames.end() ? "" : i->second.second;
}
// --------------------------------------------------------------------------
//
//! This functions works in analogy to GetStateName, but the state number
//! is added in []-parenthesis after the state name if it is available.
//!
//! @param state
//! The state for which the name should be returned.
//!
//! @returns
//! The state name as stored in fStateName is returned corresponding
//! to the state given plus the state number added in []-parenthesis.
//! If no name exists the number is returned as string.
//!
//
const string StateMachineImp::GetStateDescription(int state) const
{
const string &str = GetStateName(state);
ostringstream s;
s << state;
if (str==s.str())
return str;
return str.empty() ? s.str() : (str+'['+s.str()+']');
}
// --------------------------------------------------------------------------
//
//! This function is a helpter function to do all the corresponding action
//! if the state machine decides to change its state.
//!
//! If state is equal to the current state (fCurrentState) nothing is done.
//! Then the service STATE (fSrcState) is updated with the new state
//! and the text message and updateService() is called to distribute
//! the update to all clients.
//!
//! In addition a log message is created and set via UpdateMsg.
//!
//! @param state
//! The new state which should be applied
//!
//! @param txt
//! A text corresponding to the state change which is distributed
//! together with the state itself for convinience.
//!
//! @param cmd
//! This argument can be used to give an additional name of the function
//! which is reponsible for the state change. It will be included in the
//! message
//!
//! @return
//! return the new state which was set or -1 in case of no change
//
string StateMachineImp::SetCurrentState(int state, const char *txt, const std::string &cmd)
{
if (state==fCurrentState)
{
Out() << " -- " << Time().GetAsStr() << ": State " << GetStateDescription(state) << " already set... ";
if (!cmd.empty())
Out() << "'" << cmd << "' ignored.";
Out() << endl;
return "";
}
const int old = fCurrentState;
const string nold = GetStateDescription(old);
const string nnew = GetStateDescription(state);
string msg = nnew + " " + txt;
if (!cmd.empty())
msg += " (" + cmd + ")";
fCurrentState = state;
// State might have changed already again...
// Not very likely, but possible. That's why state is used
// instead of fCurrentState.
ostringstream str;
str << "State Transition from " << nold << " to " << nnew << " (" << txt;
if (!cmd.empty())
str << ": " << cmd;
str << ")";
Message(str);
return msg;
}
// --------------------------------------------------------------------------
//
//! This function handles a new state issued by one of the event handlers.
//!
//! @param newstate
//! A possible new state
//!
//! @param evt
//! A pointer to the event which was responsible for the state change,
//! NULL if no event was responsible.
//!
//! @param txt
//! Text which is issued if the current state has changed and the new
//! state is identical to the target state as stored in the event
//! reference, or when no alternative text was given, or the pointer to
//! evt is NULL.
//!
//! @param alt
//! An alternative text which is issues when the newstate of a state change
//! doesn't match the expected target state.
//!
//! @returns
//! false if newstate is kSM_FatalError, true otherwise
//
bool StateMachineImp::HandleNewState(int newstate, const EventImp *evt,
const char *txt)
{
if (newstate==kSM_FatalError)
return false;
if (newstate==fCurrentState)
return true;
SetCurrentState(newstate, txt, evt ? evt->GetName() : "");
return true;
}
// --------------------------------------------------------------------------
//
//! This is the event handler. Depending on the type of event it calles
//! the function associated with the event, the Transition() or
//! Configure() function.
//!
//! It first checks if the given even is valid in the current state. If
//! it is not valid the function returns with true.
//!
//! If it is valid, it is checked whether a function is associated with
//! the event. If this is the case, evt.Exec() is called and HandleNewState
//! called with its return value.
//!
//! If the event's target state is negative (unnamed Event) the Configure()
//! function is called with the event as argument and HandleNewState with
//! its returned new state.
//!
//! If the event's target state is 0 or positive (named Event) the
//! Transition() function is called with the event as argument and
//! HandleNewState with its returned new state.
//!
//! In all three cases the return value of HandleNewState is returned.
//!
//! Any of the three commands should usually return the current state
//! or (in case of the Transition() command) return the new state. However,
//! all three command can issue a state change by returning a new state.
//! However, this will just change the internal state. Any action which
//! is connected with the state change must have been executed already.
//!
//! @param evt
//! a reference to the event which should be handled
//!
//! @returns
//! false in case one of the commands changed the state to kSM_FataError,
//! true otherwise
//
bool StateMachineImp::HandleEvent(const EventImp &evt)
{
if (!evt.HasFunc())
{
Warn(evt.GetName()+": No function assigned... ignored.");
return true;
}
#ifdef DEBUG
ostringstream out;
out << "Handle: " << evt.GetName() << "[" << evt.GetSize() << "]";
Debug(out);
#endif
// Check if the received command is allow in the current state
if (!evt.IsStateAllowed(fCurrentState))
{
Warn(evt.GetName()+": Not allowed in state "+GetStateDescription()+"... ignored.");
return true;
}
return HandleNewState(evt.ExecFunc(), &evt,
"by ExecFunc function-call");
}
// --------------------------------------------------------------------------
//
//! This is the main loop, or what could be called the running state
//! machine. The flow diagram below shows what the loop is actually doing.
//! It's main purpose is to serialize command excecution and the main
//! loop in the state machine (e.g. the tracking loop)
//!
//! Leaving the loop can be forced by setting fExitRequested to another
//! value than zero. This is done automatically if dim's EXIT command
//! is received or can be forced by calling Stop().
//!
//! As long as no new command arrives the Execute() command is called
//! continously. This should implement the current action which
//! should be performed in the current state, e.g. calculating a
//! new command value and sending it to the hardware.
//!
//! If a command is received it is put into the fifo by the commandHandler().
//! The main loop now checks the fifo. If commands are in the fifo, it is
//! checked whether the command is valid ithin this state or not. If it is
//! not valid it is ignored. If it is valid the corresponding action
//! is performed. This can either be a call to Configure() (when no state
//! change is connected to the command) or Transition() (if the command
//! involves a state change).
//! In both cases areference to the received command (Command) is
//! passed to the function. Note that after the functions have finished
//! the command will go out of scope and be deleted.
//!
//! None of the commands should take to long for execution. Otherwise the
//! response time of the main loop will become too slow.
//!
//! Any of the three commands should usually return the current state
//! or (in case of the Transition() command) return the new state. However,
//! all three command can issue a state change by returning a new state.
//! However, this will just change the internal state. Any action which
//! is connected with the state change must have been executed already.
//!
//!
//!
//! \dot
//! digraph Run {
//! node [ shape=record, fontname=Helvetica, fontsize=10 ];
//! edge [ labelfontname=Helvetica, labelfontsize=8 ];
//! start0 [ label="Run()" style="rounded"];
//! start1 [ label="fExitRequested=0\nfRunning=true\nSetCurrentState(kSM_Ready)"];
//! cond1 [ label="Is fExitRequested==0?"];
//! exec [ label="HandleNewState(Execute())"];
//! fifo [ label="Any event in FIFO?"];
//! get [ label="Get event from FIFO\n Is event allowed within the current state?" ];
//! handle [ label="HandleEvent()" ];
//! exit1 [ label="fRunning=false\nSetCurrentState(kSM_FatalError)\n return -1" style="rounded"];
//! exit2 [ label="fRunning=false\nSetCurrentState(kSM_NotReady)\n return fExitRequested-1" style="rounded"];
//!
//! start0 -> start1 [ weight=8 ];
//! start1 -> cond1 [ weight=8 ];
//!
//! cond1:e -> exit2:n [ taillabel="true" ];
//! cond1 -> exec [ taillabel="false" weight=8 ];
//!
//! exec -> fifo [ taillabel="true" weight=8 ];
//! exec:e -> exit1:e [ taillabel="false" ];
//!
//! fifo -> cond1 [ taillabel="false" ];
//! fifo -> get [ taillabel="true" weight=8 ];
//!
//! get -> handle [ taillabel="true" ];
//!
//! handle:s -> exit1:n [ taillabel="false" weight=8 ];
//! handle -> cond1 [ taillabel="true" ];
//! }
//! \enddot
//!
//! @param dummy
//! If this parameter is set to treu then no action is executed
//! and now events are dispatched from the event list. It is usefull
//! if functions are assigned directly to any event to simulate
//! a running loop (e.g. block until Stop() was called or fExitRequested
//! was set by an EXIT command. If dummy==true, fRunning is not set
//! to true to allow handling events directly from the event handler.
//!
//! @returns
//! In the case of a a fatal error -1 is returned, fExitRequested-1 in all
//! other cases (This corresponds to the exit code either received by the
//! EXIT event or given to the Stop() function)
//!
//! @todo Fix docu (kSM_SetReady, HandleEvent)
//
int StateMachineImp::Run(bool dummy)
{
if (fCurrentState>=kSM_Ready)
{
Error("Run() can only be called in the NotReady state.");
return -1;
}
if (!fExitRequested)
{
fRunning = !dummy;
SetCurrentState(kSM_Ready, "by Run()");
while (!fExitRequested)
{
usleep(1);
if (dummy)
continue;
// Execute a step in the current state of the state machine
if (!HandleNewState(Execute(), 0, "by Execute-command"))
break;
// If the command stack is empty go on with processing in the
// current state
if (IsQueueEmpty())
continue;
// Pop the next command which arrived from the stack
const auto_ptr cmd(PopEvent());
if (!HandleEvent(*cmd))
break;
}
fRunning = false;
if (!fExitRequested)
{
Fatal("Fatal Error occured... shutting down.");
return -1;
}
SetCurrentState(kSM_NotReady, "due to return from Run().");
}
const int exitcode = fExitRequested-1;
// Prepare for next call
fExitRequested = 0;
return exitcode;
}
// --------------------------------------------------------------------------
//
//! This function can be called to stop the loop of a running state machine.
//! Run() will then return with a return value corresponding to the value
//! given as argument.
//!
//! Note that this is a dangerous operation, because as soon as one of the
//! three state machine commands returns (Execute(), Configure() and
//! Transition()) the loop will be left and Run(9 will return. The program
//! is then responsible of correctly cleaning up the mess which might be left
//! behind.
//!
//! @param code
//! int with which Run() should return when returning.
//
void StateMachineImp::Stop(int code)
{
fExitRequested = code+1;
}