Imported Upstream version 1.72.0
[platform/upstream/boost.git] / libs / msm / test / TestDeferAndMessageQueue3.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         // in this test, we inverse the order deferred queue / event queue
37         typedef int event_queue_before_deferred_queue;
38
39         player_()
40             :expected_action_counter(0),expected_action2_counter(0)
41         {}
42         // The list of FSM states
43         struct State11 : public msm::front::state<>
44         {
45             typedef mpl::vector<eventd> deferred_events;
46
47             template <class Event,class FSM>
48             void on_entry(Event const&,FSM& ) {++entry_counter;}
49             template <class Event,class FSM>
50             void on_exit(Event const&,FSM& ) {++exit_counter;}
51             int entry_counter;
52             int exit_counter;
53         };
54         struct State12 : public msm::front::state<>
55         {
56             template <class Event,class FSM>
57             void on_entry(Event const&,FSM& ) {++entry_counter;}
58             template <class Event,class FSM>
59             void on_exit(Event const&,FSM& ) {++exit_counter;}
60             int entry_counter;
61             int exit_counter;
62         };
63         struct State13 : public msm::front::state<>
64         {
65             template <class Event,class FSM>
66             void on_entry(Event const&,FSM& ) {++entry_counter;}
67             template <class Event,class FSM>
68             void on_exit(Event const&,FSM& ) {++exit_counter;}
69             int entry_counter;
70             int exit_counter;
71         };
72         struct enqueue_action
73         {
74             template <class EVT,class FSM,class SourceState,class TargetState>
75             void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
76             {
77                 fsm.template process_event(event2());
78             }
79         };
80         struct expected_action
81         {
82             template <class EVT,class FSM,class SourceState,class TargetState>
83             void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
84             {
85                 ++fsm.expected_action_counter;
86             }
87         };
88         struct expected_action2
89         {
90             template <class EVT,class FSM,class SourceState,class TargetState>
91             void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
92             {
93                 ++fsm.expected_action2_counter;
94             }
95         };
96         // the initial state of the player SM. Must be defined
97         typedef mpl::vector<State11> initial_state;
98
99
100         // Transition table for player
101         struct transition_table : mpl::vector<
102             //      Start     Event         Next      Action               Guard
103             //    +---------+-------------+---------+---------------------+----------------------+
104             Row < State11   , event1      , State12 , enqueue_action                              >,
105             Row < State12   , event2      , State13 , expected_action2                            >,
106             Row < State12   , eventd      , State13 , expected_action                             >,
107             Row < State13   , event2      , State11                                               >,
108             Row < State13   , eventd      , State11                                               >
109             //    +---------+-------------+---------+---------------------+----------------------+
110         > {};
111
112         // Replaces the default no-transition response.
113         template <class FSM,class Event>
114         void no_transition(Event const& , FSM&,int )
115         {
116             BOOST_FAIL("no_transition called!");
117         }
118         // init counters
119         template <class Event,class FSM>
120         void on_entry(Event const&,FSM& fsm)
121         {
122             fsm.template get_state<player_::State11&>().entry_counter=0;
123             fsm.template get_state<player_::State11&>().exit_counter=0;
124             fsm.template get_state<player_::State12&>().entry_counter=0;
125             fsm.template get_state<player_::State12&>().exit_counter=0;
126             fsm.template get_state<player_::State13&>().entry_counter=0;
127             fsm.template get_state<player_::State13&>().exit_counter=0;
128         }
129         int expected_action_counter;
130         int expected_action2_counter;
131     };
132     // Pick a back-end
133     typedef msm::back::state_machine<player_> player;
134
135     BOOST_AUTO_TEST_CASE( TestDeferAndMessageQueue2 )
136     {
137         player p;
138         // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
139         p.start();
140
141         p.process_event(eventd());
142         BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"State11 should be active");
143         BOOST_CHECK_MESSAGE(p.get_state<player_::State11&>().entry_counter == 1,"State11 entry not called correctly");
144
145         p.process_event(event1());
146         BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"State11 should be active");
147         BOOST_CHECK_MESSAGE(p.get_state<player_::State11&>().exit_counter == 1,"State11 exit not called correctly");
148         BOOST_CHECK_MESSAGE(p.get_state<player_::State12&>().entry_counter == 1,"State12 entry not called correctly");
149         BOOST_CHECK_MESSAGE(p.get_state<player_::State12&>().exit_counter == 1,"State12 exit not called correctly");
150         BOOST_CHECK_MESSAGE(p.get_state<player_::State11&>().entry_counter == 2,"State11 entry not called correctly");
151         BOOST_CHECK_MESSAGE(p.get_state<player_::State13&>().exit_counter == 1,"State13 exit not called correctly");
152         BOOST_CHECK_MESSAGE(p.get_state<player_::State13&>().entry_counter == 1,"State13 entry not called correctly");
153         BOOST_CHECK_MESSAGE(p.expected_action_counter == 0,"expected_action should have been called");
154         BOOST_CHECK_MESSAGE(p.expected_action2_counter == 1,"expected_action2 should not have been called");
155     }
156 }
157
158