#ifndef FACT_StateMachineImp #define FACT_StateMachineImp #include #include #include #include #include "MessageImp.h" class Event; class EventImp; class StateMachineImp : public MessageImp { public: /// A list of default states available to any state machine. /// Derived classes must define different state-number for /// their purpose enum DefaultStates_t { kSM_NotReady = -1, ///< Mainloop not running, state machine stopped kSM_Ready = 0, ///< Mainloop running, state machine in operation kSM_UserMode = 1, ///< First user defined mode (to be used in derived classes' enums) kSM_Error = 0x100, ///< Error states should be between 0x100 and 0xffff kSM_FatalError = 0xffff, ///< Fatal error: stop program }; private: std::string fName; /// Name of the state-machine / server (e.g. DRIVE) int fCurrentState; /// Current state of the state machine typedef std::map> StateNames; /// Human readable names associated with the states StateNames fStateNames; std::vector fListOfEvents; /// List of available commands as setup by user std::queue fEventQueue; /// Event queue (fifo) for the received commands std::mutex fMutex; /// Mutex to ensure thread-safe access to the command fifo bool fRunning; /// Machine is in main-loop int fExitRequested; /// This is a flag which is set true if the main loop should stop /// Push a command into the fifo. The fifo takes over ownership void PushEvent(Event *cmd); /// Pop a command from the fifo. You take over owenership Event *PopEvent(); bool HandleNewState(int newstate, const EventImp *evt, const char *txt, const char *alt=0); bool HandleNewState(int newstate, const char *txt) { return HandleNewState(newstate, 0, txt); } virtual EventImp *CreateEvent(int targetstate, const char *name, const char *fmt); /// Is called continously to execute actions in the current state virtual int Execute() { return fCurrentState; } /// Is called when a configuration event is to be processed (no transition of state) virtual int Configure(const Event &) { return kSM_FatalError; } /// Is called when a transition change event is to be processed (from one state to another) is received virtual int Transition(const Event &) { return kSM_FatalError; } virtual void Lock() { } virtual void UnLock() { } protected: bool HandleEvent(const EventImp &evt); /// This is an internal function to do some action in case of /// a state change, like updating the corresponding service. virtual std::string SetCurrentState(int state, const char *txt="", const std::string &cmd=""); EventImp &AddEvent(int targetstate, const char *name, const char *states, const char *fmt); EventImp &AddEvent(int targetstate, const char *name, int s1=-1, int s2=-1, int s3=-1, int s4=-1, int s5=-1); EventImp &AddEvent(int targetstate, const char *name, const char *fmt, int s1=-1, int s2=-1, int s3=-1, int s4=-1, int s5=-1); EventImp &AddEvent(const char *name, const char *states, const char *fmt); EventImp &AddEvent(const char *name, int s1=-1, int s2=-1, int s3=-1, int s4=-1, int s5=-1); EventImp &AddEvent(const char *name, const char *fmt, int s1=-1, int s2=-1, int s3=-1, int s4=-1, int s5=-1); virtual void AddStateName(const int state, const std::string &name, const std::string &doc=""); void SetDefaultStateNames(); public: StateMachineImp(std::ostream &out=std::cout, const std::string &name=""); ~StateMachineImp(); const std::string &GetName() const { return fName; } /// return the current state of the machine int GetCurrentState() const { return fCurrentState; } void SetReady() { SetCurrentState(kSM_Ready, "set manually"); } void SetNotReady() { SetCurrentState(kSM_NotReady, "set manually"); } /// Start the mainloop int Run(bool dummy); int Run() { return Run(false); } /// Request to stop the mainloop void Stop(int code=1); /// Used to check if the main loop is already running or still running bool IsRunning() const { return fRunning; } /// Post an event to the event queue bool PostEvent(std::ostream &lout, const std::string &str); bool PostEvent(const std::string &evt) { return PostEvent(std::cout, evt); } bool PostEvent(const EventImp &evt); bool PostEvent(const EventImp &evt, const char *ptr, size_t siz); // Event handling bool HasEvent(const EventImp *cmd) const; EventImp *FindEvent(const std::string &evt) const; bool IsQueueEmpty() const { return fEventQueue.size()==0; } const std::vector &GetListOfEvents() const { return fListOfEvents; } const std::vector GetEventNames() const; void PrintListOfEvents(std::ostream &out, const std::string &evt="") const; void PrintListOfEvents(const std::string &str="") const; void PrintListOfAllowedEvents(std::ostream &out) const; void PrintListOfAllowedEvents() const; void PrintListOfStates(std::ostream &out) const; void PrintListOfStates() const; const std::string GetStateName(int state) const; const std::string GetStateName() const { return GetStateName(fCurrentState); } const std::string GetStateDesc(int state) const; const std::string GetStateDesc() const { return GetStateDesc(fCurrentState); } const std::string GetStateDescription(int state) const; const std::string GetStateDescription() const { return GetStateDescription(fCurrentState); } }; #endif // *************************************************************************** /** @fn StateMachineImp::Execute() This is what the state machine is doing in a certain state continously. In an idle state this might just be doing nothing. In the tracking state of the drive system this might be sending new command values to the drive based on its current position. The current state of the state machine can be accessed by GetCurrentState() @returns Usually it should just return the current state. However, sometimes execution might lead to a new state, e.g. when a hardware error is detected. In this case a new state can be returned to put the state machine into a different state. Note, that the function is responsible of doing all actions connected with the state change itself. If not overwritten it returns the current status. **/ // *************************************************************************** /** @fn StateMachineImp::Configure(const Event &evt) This function is called when a configuration event is to be processed. The current state of the state machine is accessible via GetCurrentState(). The issued event and its corresponding data is accessible through evn. (see Event and DimEvent for details) Usually such an event will not change the state. In this case fCurrentState will be returned. However, to allow the machine to go into an error state it is possible to change the state by giving a different return value. When the Configure function is called the validity of the state transition has already been checked. @param evt A reference to an Event object with the event which should be processed. Note that the cmd-object will get deleted after the function has returned. @returns Usually it should just return the current state. However, sometimes a configuration command which was not intended to change the state has to change the state, e.g. to go to an error state. Return any other state than GetCurrentState() can put the state machine into a different state. Note, that the function is responsible of doing all actions connected with the state change itself. If not overwritten it returns kSM_FatalError. **/ // *************************************************************************** /** @fn StateMachineImp::Transition(const Event &evt) This function is called if a state transision was requested. The current state of the state machine is accessible via GetCurrentState(). The new state is accessible via evt.GetTargetState(). The event and its corresponding data is accessible through evt. (see DimCommand and DimEvent for details) If the transition was successfull the new status should be returned. If it was unsuccessfull either the old or any other new status will be returned. When the Transition function is called the validity of the state transition has already been checked. @param evt A reference to an Event object with the event which should be processed. Note that the cmd-object will get deleted after the function has returned. @returns Usually it should return the new state. However, sometimes a transition command might has to change the state to a different state than the one requested (e.g. an error has occured) In this case it is also allowed to return a different state. Note, that the function is responsible of doing all actions connected with the state change itself. If not overwritten it returns kSM_FatalError. **/ // ***************************************************************************