// ************************************************************************** /** @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 //! bool StateMachineImp::AddStateName(const int state, const std::string &name, const std::string &doc) { //auto it = fStateNames.find(state); //if (/*it!=fStateNames.end() &&*/ !it->second.first.empty()) // return false; fStateNames[state] = make_pair(name, doc); return true; } // -------------------------------------------------------------------------- // //! Get a state's index by its name. //! //! @param name //! Name of the state to search for //! //! @returns //! Index of the state if found, kSM_NotAvailable otherwise //! int StateMachineImp::GetStateIndex(const string &name) const { for (auto it=fStateNames.begin(); it!=fStateNames.end(); it++) if (it->second.first==name) return it->first; return kSM_NotAvailable; } // -------------------------------------------------------------------------- // //! @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 should be checked //! //! @returns //! true if a nam for this state already exists, false otherwise //! bool StateMachineImp::HasState(int state) const { return fStateNames.find(state) != fStateNames.end(); } // -------------------------------------------------------------------------- // //! @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; }