Imported Upstream version 1.72.0
[platform/upstream/boost.git] / libs / msm / test / TestDeferAndMessageQueue2.cpp
1 // Copyright 2017 Christophe Henry
2 // henry UNDERSCORE christophe AT hotmail DOT com
3 // This is an extended version of the state machine available in the boost::mpl library
4 // Distributed under the same license as the original.
5 // Copyright for the original version:
6 // Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed
7 // under the Boost Software License, Version 1.0. (See accompanying
8 // file LICENSE_1_0.txt or copy at
9 // http://www.boost.org/LICENSE_1_0.txt)
10
11 #include <iostream>
12 // back-end
13 #include <boost/msm/back/state_machine.hpp>
14 //front-end
15 #include <boost/msm/front/state_machine_def.hpp>
16 #include <boost/msm/front/functor_row.hpp>
17
18 #include <boost/test/unit_test.hpp>
19
20 namespace msm = boost::msm;
21 namespace mpl = boost::mpl;
22 using namespace boost::msm::front;
23
24 namespace
25 {
26     // events
27     struct event1 {};
28     struct event2 {};
29     struct event3 {};
30     struct eventd {};
31
32
33     // front-end: define the FSM structure
34     struct player_ : public msm::front::state_machine_def<player_>
35     {
36         player_()
37             :expected_action_counter(0),expected_action2_counter(0)
38         {}
39         // The list of FSM states
40         struct State11 : public msm::front::state<>
41         {
42             typedef mpl::vector<eventd> deferred_events;
43
44             template <class Event,class FSM>
45             void on_entry(Event const&,FSM& ) {++entry_counter;}
46             template <class Event,class FSM>
47             void on_exit(Event const&,FSM& ) {++exit_counter;}
48             int entry_counter;
49             int exit_counter;
50         };
51         struct State12 : public msm::front::state<>
52         {
53             template <class Event,class FSM>
54             void on_entry(Event const&,FSM& ) {++entry_counter;}
55             template <class Event,class FSM>
56             void on_exit(Event const&,FSM& ) {++exit_counter;}
57             int entry_counter;
58             int exit_counter;
59         };
60         struct State13 : public msm::front::state<>
61         {
62             template <class Event,class FSM>
63             void on_entry(Event const&,FSM& ) {++entry_counter;}
64             template <class Event,class FSM>
65             void on_exit(Event const&,FSM& ) {++exit_counter;}
66             int entry_counter;
67             int exit_counter;
68         };
69         struct enqueue_action
70         {
71             template <class EVT,class FSM,class SourceState,class TargetState>
72             void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
73             {
74                 fsm.template process_event(event2());
75             }
76         };
77         struct expected_action
78         {
79             template <class EVT,class FSM,class SourceState,class TargetState>
80             void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
81             {
82                 ++fsm.expected_action_counter;
83             }
84         };
85         struct expected_action2
86         {
87             template <class EVT,class FSM,class SourceState,class TargetState>
88             void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
89             {
90                 ++fsm.expected_action2_counter;
91             }
92         };
93         // the initial state of the player SM. Must be defined
94         typedef mpl::vector<State11> initial_state;
95
96
97         // Transition table for player
98         struct transition_table : mpl::vector<
99             //      Start     Event         Next      Action               Guard
100             //    +---------+-------------+---------+---------------------+----------------------+
101             Row < State11   , event1      , State12 , enqueue_action                              >,
102             Row < State12   , event2      , State13 , expected_action2                            >,
103             Row < State12   , eventd      , State13 , expected_action                             >,
104             Row < State13   , event2      , State11                                               >,
105             Row < State13   , eventd      , State11                                               >
106             //    +---------+-------------+---------+---------------------+----------------------+
107         > {};
108
109         // Replaces the default no-transition response.
110         template <class FSM,class Event>
111         void no_transition(Event const& , FSM&,int )
112         {
113             BOOST_FAIL("no_transition called!");
114         }
115         // init counters
116         template <class Event,class FSM>
117         void on_entry(Event const&,FSM& fsm)
118         {
119             fsm.template get_state<player_::State11&>().entry_counter=0;
120             fsm.template get_state<player_::State11&>().exit_counter=0;
121             fsm.template get_state<player_::State12&>().entry_counter=0;
122             fsm.template get_state<player_::State12&>().exit_counter=0;
123             fsm.template get_state<player_::State13&>().entry_counter=0;
124             fsm.template get_state<player_::State13&>().exit_counter=0;
125         }
126         int expected_action_counter;
127         int expected_action2_counter;
128     };
129     // Pick a back-end
130     typedef msm::back::state_machine<player_> player;
131
132     BOOST_AUTO_TEST_CASE( TestDeferAndMessageQueue2 )
133     {
134         player p;
135         // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
136         p.start();
137
138         p.process_event(eventd());
139         BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"State11 should be active");
140         BOOST_CHECK_MESSAGE(p.get_state<player_::State11&>().entry_counter == 1,"State11 entry not called correctly");
141
142         p.process_event(event1());
143         BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"State11 should be active");
144         BOOST_CHECK_MESSAGE(p.get_state<player_::State11&>().exit_counter == 1,"State11 exit not called correctly");
145         BOOST_CHECK_MESSAGE(p.get_state<player_::State12&>().entry_counter == 1,"State12 entry not called correctly");
146         BOOST_CHECK_MESSAGE(p.get_state<player_::State12&>().exit_counter == 1,"State12 exit not called correctly");
147         BOOST_CHECK_MESSAGE(p.get_state<player_::State11&>().entry_counter == 2,"State11 entry not called correctly");
148         BOOST_CHECK_MESSAGE(p.get_state<player_::State13&>().exit_counter == 1,"State13 exit not called correctly");
149         BOOST_CHECK_MESSAGE(p.get_state<player_::State13&>().entry_counter == 1,"State13 entry not called correctly");
150         BOOST_CHECK_MESSAGE(p.expected_action_counter == 1,"expected_action should have been called");
151         BOOST_CHECK_MESSAGE(p.expected_action2_counter == 0,"expected_action2 should not have been called");
152     }
153 }
154
155