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)
13 #include <boost/msm/back/state_machine.hpp>
15 #include <boost/msm/front/state_machine_def.hpp>
16 #include <boost/msm/front/functor_row.hpp>
18 #include <boost/test/unit_test.hpp>
20 namespace msm = boost::msm;
21 namespace mpl = boost::mpl;
22 using namespace boost::msm::front;
33 // front-end: define the FSM structure
34 struct player_ : public msm::front::state_machine_def<player_>
36 // in this test, we inverse the order deferred queue / event queue
37 typedef int event_queue_before_deferred_queue;
40 :expected_action_counter(0),expected_action2_counter(0)
42 // The list of FSM states
43 struct State11 : public msm::front::state<>
45 typedef mpl::vector<eventd> deferred_events;
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;}
54 struct State12 : public msm::front::state<>
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;}
63 struct State13 : public msm::front::state<>
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;}
74 template <class EVT,class FSM,class SourceState,class TargetState>
75 void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
77 fsm.template process_event(event2());
80 struct expected_action
82 template <class EVT,class FSM,class SourceState,class TargetState>
83 void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
85 ++fsm.expected_action_counter;
88 struct expected_action2
90 template <class EVT,class FSM,class SourceState,class TargetState>
91 void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
93 ++fsm.expected_action2_counter;
96 // the initial state of the player SM. Must be defined
97 typedef mpl::vector<State11> initial_state;
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 // +---------+-------------+---------+---------------------+----------------------+
112 // Replaces the default no-transition response.
113 template <class FSM,class Event>
114 void no_transition(Event const& , FSM&,int )
116 BOOST_FAIL("no_transition called!");
119 template <class Event,class FSM>
120 void on_entry(Event const&,FSM& fsm)
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;
129 int expected_action_counter;
130 int expected_action2_counter;
133 typedef msm::back::state_machine<player_> player;
135 BOOST_AUTO_TEST_CASE( TestDeferAndMessageQueue2 )
138 // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
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");
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");