1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557
|
// Copyright 2011 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CC_SCHEDULER_SCHEDULER_STATE_MACHINE_H_
#define CC_SCHEDULER_SCHEDULER_STATE_MACHINE_H_
#include <stdint.h>
#include "base/time/time.h"
#include "base/tracing/protos/chrome_track_event.pbzero.h"
#include "cc/cc_export.h"
#include "cc/scheduler/commit_earlyout_reason.h"
#include "cc/scheduler/draw_result.h"
#include "cc/scheduler/scheduler_settings.h"
#include "cc/tiles/tile_priority.h"
#include "components/viz/common/frame_sinks/begin_frame_args.h"
namespace cc {
enum class ScrollHandlerState {
SCROLL_AFFECTS_SCROLL_HANDLER,
SCROLL_DOES_NOT_AFFECT_SCROLL_HANDLER,
};
// The SchedulerStateMachine decides how to coordinate main thread activites
// like painting/running javascript with rendering and input activities on the
// impl thread.
//
// The state machine tracks internal state but is also influenced by external
// state. Internal state includes things like whether a frame has been
// requested, while external state includes things like the current time being
// near to the vblank time.
//
// The scheduler seperates "what to do next" from the updating of its internal
// state to make testing cleaner.
class CC_EXPORT SchedulerStateMachine {
public:
// settings must be valid for the lifetime of this class.
explicit SchedulerStateMachine(const SchedulerSettings& settings);
SchedulerStateMachine(const SchedulerStateMachine&) = delete;
~SchedulerStateMachine();
SchedulerStateMachine& operator=(const SchedulerStateMachine&) = delete;
enum class LayerTreeFrameSinkState {
NONE,
ACTIVE,
CREATING,
WAITING_FOR_FIRST_COMMIT,
WAITING_FOR_FIRST_ACTIVATION,
};
static perfetto::protos::pbzero::ChromeCompositorStateMachineV2::
MajorStateV2::LayerTreeFrameSinkState
LayerTreeFrameSinkStateToProtozeroEnum(LayerTreeFrameSinkState state);
// Note: BeginImplFrameState does not cycle through these states in a fixed
// order on all platforms. It's up to the scheduler to set these correctly.
enum class BeginImplFrameState {
IDLE,
INSIDE_BEGIN_FRAME,
INSIDE_DEADLINE,
};
static perfetto::protos::pbzero::ChromeCompositorStateMachineV2::
MajorStateV2::BeginImplFrameState
BeginImplFrameStateToProtozeroEnum(BeginImplFrameState state);
// The scheduler uses a deadline to wait for main thread updates before
// submitting a compositor frame. BeginImplFrameDeadlineMode specifies when
// the deadline should run.
enum class BeginImplFrameDeadlineMode {
NONE = 0, // No deadline should be scheduled e.g. for synchronous
// compositor.
IMMEDIATE = 1, // Deadline should be scheduled to run immediately.
WAIT_FOR_SCROLL = 2, // Deadline should be delayed as we are expecting
// input for a scroll.
REGULAR = 3, // Deadline should be scheduled to run at the deadline
// provided by in the BeginFrameArgs.
LATE = 4, // Deadline should be scheduled run when the next frame is
// expected to arrive.
BLOCKED = 5, // Deadline should be blocked indefinitely until the next
// frame arrives.
kMaxValue = BLOCKED,
};
// TODO(nuskos): Update Scheduler::ScheduleBeginImplFrameDeadline event to
// used typed macros so we can remove this ToString function.
static const char* BeginImplFrameDeadlineModeToString(
BeginImplFrameDeadlineMode mode);
static perfetto::protos::pbzero::ChromeCompositorSchedulerStateV2::
BeginImplFrameDeadlineMode
BeginImplFrameDeadlineModeToProtozeroEnum(
BeginImplFrameDeadlineMode mode);
enum class BeginMainFrameState {
IDLE, // A new BeginMainFrame can start.
SENT, // A BeginMainFrame has already been issued.
READY_TO_COMMIT, // A previously issued BeginMainFrame has been processed,
// and is ready to commit.
};
static perfetto::protos::pbzero::ChromeCompositorStateMachineV2::
MajorStateV2::BeginMainFrameState
BeginMainFrameStateToProtozeroEnum(BeginMainFrameState state);
// When a redraw is forced, it goes through a complete commit -> activation ->
// draw cycle. Until a redraw has been forced, it remains in IDLE state.
enum class ForcedRedrawOnTimeoutState {
IDLE,
WAITING_FOR_COMMIT,
WAITING_FOR_ACTIVATION,
WAITING_FOR_DRAW,
};
static perfetto::protos::pbzero::ChromeCompositorStateMachineV2::
MajorStateV2::ForcedRedrawOnTimeoutState
ForcedRedrawOnTimeoutStateToProtozeroEnum(
ForcedRedrawOnTimeoutState state);
BeginMainFrameState begin_main_frame_state() const {
return begin_main_frame_state_;
}
bool CommitPending() const {
return begin_main_frame_state_ != BeginMainFrameState::IDLE;
}
bool NewActiveTreeLikely() const {
return (needs_begin_main_frame_ && !last_commit_had_no_updates_) ||
CommitPending() || has_pending_tree_;
}
bool RedrawPending() const { return needs_redraw_; }
bool PrepareTilesPending() const { return needs_prepare_tiles_; }
enum class Action {
NONE,
SEND_BEGIN_MAIN_FRAME,
COMMIT,
POST_COMMIT,
ACTIVATE_SYNC_TREE,
PERFORM_IMPL_SIDE_INVALIDATION,
DRAW_IF_POSSIBLE,
DRAW_FORCED,
DRAW_ABORT,
BEGIN_LAYER_TREE_FRAME_SINK_CREATION,
PREPARE_TILES,
INVALIDATE_LAYER_TREE_FRAME_SINK,
NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_UNTIL,
NOTIFY_BEGIN_MAIN_FRAME_NOT_EXPECTED_SOON,
};
static perfetto::protos::pbzero::ChromeCompositorSchedulerActionV2
ActionToProtozeroEnum(Action action);
void AsProtozeroInto(
perfetto::protos::pbzero::ChromeCompositorStateMachineV2* state) const;
Action NextAction() const;
void WillSendBeginMainFrame();
void WillNotifyBeginMainFrameNotExpectedUntil();
void WillNotifyBeginMainFrameNotExpectedSoon();
void WillCommit(bool commit_had_no_updates);
void DidCommit();
void DidPostCommit();
void WillActivate();
void WillDraw();
void WillBeginLayerTreeFrameSinkCreation();
void WillPrepareTiles();
void WillInvalidateLayerTreeFrameSink();
void WillPerformImplSideInvalidation();
void DidDraw(DrawResult draw_result);
void AbortDraw();
// Indicates whether the impl thread needs a BeginImplFrame callback in order
// to make progress.
bool BeginFrameNeeded() const;
// Indicates whether the compositor should continue to receive BeginFrame
// notifications. This is different from BeginFrameNeeded() for cases where we
// temporarily stop drawing. Unsubscribing and re-subscribing to BeginFrame
// notifications creates unnecessary overhead.
bool ShouldSubscribeToBeginFrames() const;
// Indicates that the system has entered and left a BeginImplFrame callback.
// The scheduler will not draw more than once in a given BeginImplFrame
// callback nor send more than one BeginMainFrame message.
void OnBeginImplFrame(const viz::BeginFrameArgs& args);
// Indicates that the scheduler has entered the draw phase. The scheduler
// will not draw more than once in a single draw phase.
// TODO(sunnyps): Rename OnBeginImplFrameDeadline to OnDraw or similar.
void OnBeginImplFrameDeadline();
void OnBeginImplFrameIdle();
int current_frame_number() const { return current_frame_number_; }
BeginImplFrameState begin_impl_frame_state() const {
return begin_impl_frame_state_;
}
// Returns BeginImplFrameDeadlineMode computed based on current state.
BeginImplFrameDeadlineMode CurrentBeginImplFrameDeadlineMode() const;
// If the main thread didn't manage to produce a new frame in time for the
// impl thread to draw, it is in a high latency mode.
bool main_thread_missed_last_deadline() const {
return main_thread_missed_last_deadline_;
}
bool IsDrawThrottled() const;
// May throttle main frame updates, but not compositor frames.
void FrameIntervalUpdated(base::TimeDelta frame_interval);
// Returns the main frame throttle interval computed based on the
// static throttle feature and the renderer settings.
base::TimeDelta MainFrameThrottledInterval() const;
// Indicates whether the LayerTreeHostImpl is visible.
void SetVisible(bool visible);
bool visible() const { return visible_; }
// Indicates that warming up is requested to create a new LayerTreeFrameSink
// even if the LayerTreeHost is invisible.
void SetShouldWarmUp();
void SetBeginFrameSourcePaused(bool paused);
bool begin_frame_source_paused() const { return begin_frame_source_paused_; }
// Indicates that a redraw is required, either due to the impl tree changing
// or the screen being damaged and simply needing redisplay. Note that if the
// changes in the impl tree has not been activated yet, then |needs_redraw()|
// can return false. For checking any invalidations, check
// |did_invalidate_layer_tree_frame_sink()|.
void SetNeedsRedraw();
bool needs_redraw() const { return needs_redraw_; }
bool did_invalidate_layer_tree_frame_sink() const {
return did_invalidate_layer_tree_frame_sink_;
}
// Indicates that prepare-tiles is required. This guarantees another
// PrepareTiles will occur shortly (even if no redraw is required).
void SetNeedsPrepareTiles();
// If the scheduler attempted to draw, this provides feedback regarding
// whether or not a CompositorFrame was actually submitted. We might skip the
// submitting anything when there is not damage, for example.
void DidSubmitCompositorFrame();
// Notification from the LayerTreeFrameSink that a submitted frame has been
// consumed and it is ready for the next one.
void DidReceiveCompositorFrameAck();
int pending_submit_frames() const { return pending_submit_frames_; }
// Indicates whether to prioritize impl thread latency (i.e., animation
// smoothness) over new content activation.
void SetTreePrioritiesAndScrollState(TreePriority tree_priority,
ScrollHandlerState scroll_handler_state);
// Indicates if the main thread will likely respond within 1 vsync.
void SetCriticalBeginMainFrameToActivateIsFast(bool is_fast);
// A function of SetTreePrioritiesAndScrollState and
// SetCriticalBeginMainFrameToActivateIsFast.
bool ImplLatencyTakesPriority() const;
// Indicates that a new begin main frame flow needs to be performed, either
// to pull updates from the main thread to the impl, or to push deltas from
// the impl thread to main.
//
// If `now` is true, then the BeginMainFrame() update is not throttled, and
// the next BeginMainFrame() will be sent at the next opportunity, regardless
// of the interval since the last one. This is to be used in cases where
// `SetThrottleMainFrames()` has been called, and we have an "urgent" update
// that should not wait more than necessary.
void SetNeedsBeginMainFrame(bool now = false);
bool needs_begin_main_frame() const { return needs_begin_main_frame_; }
void SetMainThreadWantsBeginMainFrameNotExpectedMessages(bool new_state);
// Requests a single impl frame (after the current frame if there is one
// active).
void SetNeedsOneBeginImplFrame();
// Call this only in response to receiving an Action::SEND_BEGIN_MAIN_FRAME
// from NextAction.
// Indicates that all painting is complete.
void NotifyReadyToCommit();
// Call this only in response to receiving an Action::SEND_BEGIN_MAIN_FRAME
// from NextAction if the client rejects the BeginMainFrame message.
void BeginMainFrameAborted(CommitEarlyOutReason reason);
// For Android WebView, resourceless software draws are allowed even when
// invisible.
void SetResourcelessSoftwareDraw(bool resourceless_draw);
// Indicates whether drawing would, at this time, make sense.
// CanDraw can be used to suppress flashes or checkerboarding
// when such behavior would be undesirable.
void SetCanDraw(bool can);
// For Android WebView, indicates that the draw should be skipped because the
// frame sink is not ready to receive frames.
void SetSkipDraw(bool skip);
// Indicates that the pending tree is ready for activation. Returns whether
// the notification received updated the state for the current pending tree,
// if any.
bool NotifyReadyToActivate();
bool IsReadyToActivate();
// Indicates the active tree's visible tiles are ready to be drawn.
void NotifyReadyToDraw();
enum class AnimationWorkletState { PROCESSING, IDLE };
enum class PaintWorkletState { PROCESSING, IDLE };
enum class TreeType { ACTIVE, PENDING };
// Indicates if currently processing animation worklets for the active or
// pending tree. This is used to determine if the draw deadline should be
// extended or activation delayed.
void NotifyAnimationWorkletStateChange(AnimationWorkletState state,
TreeType tree);
// Sets whether asynchronous paint worklets are running. Paint worklets
// running should block activation of the pending tree, as it isn't fully
// painted until they are done.
void NotifyPaintWorkletStateChange(PaintWorkletState state);
void SetNeedsImplSideInvalidation(bool needs_first_draw_on_activation);
bool has_pending_tree() const { return has_pending_tree_; }
bool active_tree_needs_first_draw() const {
return active_tree_needs_first_draw_;
}
void DidPrepareTiles();
void DidLoseLayerTreeFrameSink();
void DidCreateAndInitializeLayerTreeFrameSink();
bool HasInitializedLayerTreeFrameSink() const;
// True if we need to abort draws to make forward progress.
bool PendingDrawsShouldBeAborted() const;
bool CouldSendBeginMainFrame() const;
void SetDeferBeginMainFrame(bool defer_begin_main_frame);
void SetPauseRendering(bool pause_rendering);
void SetVideoNeedsBeginFrames(bool video_needs_begin_frames);
bool did_submit_in_last_frame() const { return did_submit_in_last_frame_; }
bool draw_succeeded_in_last_frame() const {
return draw_succeeded_in_last_frame_;
}
bool needs_impl_side_invalidation() const {
return needs_impl_side_invalidation_;
}
bool previous_pending_tree_was_impl_side() const {
return previous_pending_tree_was_impl_side_;
}
bool critical_begin_main_frame_to_activate_is_fast() const {
return critical_begin_main_frame_to_activate_is_fast_;
}
void set_should_defer_invalidation_for_fast_main_frame(bool defer) {
should_defer_invalidation_for_fast_main_frame_ = defer;
}
bool should_defer_invalidation_for_fast_main_frame() const {
return should_defer_invalidation_for_fast_main_frame_;
}
bool pending_tree_is_ready_for_activation() const {
return pending_tree_is_ready_for_activation_;
}
bool resourceless_draw() const { return resourceless_draw_; }
void set_is_scrolling(bool is_scrolling) { is_scrolling_ = is_scrolling; }
void set_waiting_for_scroll_event(bool waiting_for_scroll_event) {
waiting_for_scroll_event_ = waiting_for_scroll_event;
}
void SetShouldThrottleFrameRate(bool flag);
protected:
bool BeginFrameRequiredForAction() const;
bool BeginFrameNeededForVideo() const;
bool ProactiveBeginFrameWanted() const;
// Indicates if we should post a deadline for drawing, and if we should delay
// sending BeginMainFrame. This is true when we are expecting a scroll event
// to arrive, are prioritizing smoothness, and have begun frame production.
bool ShouldWaitForScrollEvent() const;
// Indicates if we should post the deadline to draw immediately. This is true
// when we aren't expecting a commit or activation, or we're prioritizing
// active tree draw (see ImplLatencyTakesPriority()).
bool ShouldTriggerBeginImplFrameDeadlineImmediately() const;
// Indicates if we shouldn't schedule a deadline. Used to defer drawing until
// the entire pipeline is flushed and active tree is ready to draw for
// headless.
bool ShouldBlockDeadlineIndefinitely() const;
bool ShouldPerformImplSideInvalidation() const;
bool CouldCreatePendingTree() const;
bool ShouldDeferInvalidatingForMainFrame() const;
bool ShouldAbortCurrentFrame() const;
bool ShouldBeginLayerTreeFrameSinkCreation() const;
bool ShouldDraw() const;
bool ShouldActivateSyncTree() const;
bool ShouldSendBeginMainFrame() const;
bool ShouldThrottleSendBeginMainFrame() const;
bool ShouldCommit() const;
bool ShouldRunPostCommit() const;
bool ShouldPrepareTiles() const;
bool ShouldInvalidateLayerTreeFrameSink() const;
bool ShouldNotifyBeginMainFrameNotExpectedUntil() const;
bool ShouldNotifyBeginMainFrameNotExpectedSoon() const;
void WillDrawInternal();
void WillPerformImplSideInvalidationInternal();
void DidDrawInternal(DrawResult draw_result);
const SchedulerSettings settings_;
LayerTreeFrameSinkState layer_tree_frame_sink_state_ =
LayerTreeFrameSinkState::NONE;
BeginImplFrameState begin_impl_frame_state_ = BeginImplFrameState::IDLE;
BeginMainFrameState begin_main_frame_state_ = BeginMainFrameState::IDLE;
// This tracks a BMF sent to the main thread before we're finished processing
// the previous BMF (tracked by begin_main_frame_state_) on the impl thread.
BeginMainFrameState next_begin_main_frame_state_ = BeginMainFrameState::IDLE;
// A redraw is forced when too many checkerboarded-frames are produced during
// an animation.
ForcedRedrawOnTimeoutState forced_redraw_state_ =
ForcedRedrawOnTimeoutState::IDLE;
// These are used for tracing only.
int commit_count_ = 0;
int current_frame_number_ = 0;
int last_frame_number_submit_performed_ = -1;
int last_frame_number_draw_performed_ = -1;
int last_frame_number_begin_main_frame_sent_ = -1;
int last_frame_number_invalidate_layer_tree_frame_sink_performed_ = -1;
base::TimeTicks last_begin_impl_frame_time_;
base::TimeTicks last_sent_begin_main_frame_time_;
base::TimeDelta main_frame_throttled_interval_;
base::TimeDelta unthrottled_frame_interval_;
// Inputs from the last impl frame that are required for decisions made in
// this impl frame. The values from the last frame are cached before being
// reset in OnBeginImplFrame.
struct FrameEvents {
bool commit_had_no_updates = false;
bool did_commit_during_frame = false;
};
FrameEvents last_frame_events_;
// These are used to ensure that an action only happens once per frame,
// deadline, etc.
bool did_draw_ = false;
bool did_send_begin_main_frame_for_current_frame_ = true;
// Initialized to true to prevent begin main frame before begin frames have
// started. Reset to true when we stop asking for begin frames.
bool did_notify_begin_main_frame_not_expected_until_ = true;
bool did_notify_begin_main_frame_not_expected_soon_ = true;
bool did_commit_during_frame_ = false;
bool did_invalidate_layer_tree_frame_sink_ = false;
bool did_perform_impl_side_invalidation_ = false;
bool did_prepare_tiles_ = false;
int consecutive_checkerboard_animations_ = 0;
int pending_submit_frames_ = 0;
int submit_frames_with_current_layer_tree_frame_sink_ = 0;
bool needs_redraw_ = false;
bool needs_prepare_tiles_ = false;
bool needs_begin_main_frame_ = false;
bool needs_one_begin_impl_frame_ = false;
bool needs_post_commit_ = false;
bool visible_ = false;
bool should_warm_up_ = false;
bool begin_frame_source_paused_ = false;
bool resourceless_draw_ = false;
bool can_draw_ = false;
bool skip_draw_ = false;
bool has_pending_tree_ = false;
bool pending_tree_is_ready_for_activation_ = false;
bool active_tree_needs_first_draw_ = false;
bool did_create_and_initialize_first_layer_tree_frame_sink_ = false;
TreePriority tree_priority_ = NEW_CONTENT_TAKES_PRIORITY;
ScrollHandlerState scroll_handler_state_ =
ScrollHandlerState::SCROLL_DOES_NOT_AFFECT_SCROLL_HANDLER;
bool critical_begin_main_frame_to_activate_is_fast_ = true;
bool main_thread_missed_last_deadline_ = false;
bool defer_begin_main_frame_ = false;
bool pause_rendering_ = false;
bool waiting_for_activation_after_rendering_resumed_ = false;
bool video_needs_begin_frames_ = false;
bool last_commit_had_no_updates_ = false;
bool active_tree_is_ready_to_draw_ = true;
bool did_attempt_draw_in_last_frame_ = false;
bool draw_succeeded_in_last_frame_ = false;
bool did_submit_in_last_frame_ = false;
bool needs_impl_side_invalidation_ = false;
bool next_invalidation_needs_first_draw_on_activation_ = false;
bool should_defer_invalidation_for_fast_main_frame_ = true;
bool begin_frame_is_animate_only_ = false;
// Number of async mutation cycles for the active tree that are in-flight or
// queued. Can be 0, 1 or 2.
int processing_animation_worklets_for_active_tree_ = 0;
// Indicates if an aysnc mutation cycle is in-flight or queued for the pending
// tree. Only one can be running or queued at any time.
bool processing_animation_worklets_for_pending_tree_ = false;
// Indicates if asychronous paint worklet painting is ongoing for the pending
// tree. During this time we should not activate the pending tree.
bool processing_paint_worklets_for_pending_tree_ = false;
bool previous_pending_tree_was_impl_side_ = false;
bool current_pending_tree_is_impl_side_ = false;
bool wants_begin_main_frame_not_expected_ = false;
// If set to true, the pending tree must be drawn at least once after
// activation before a new tree can be activated.
bool pending_tree_needs_first_draw_on_activation_ = false;
bool draw_aborted_for_paused_begin_frame_ = false;
unsigned consecutive_cant_draw_count_ = 0u;
// When true we will prioritize BeginImplFrameDeadlineMode::SCROLL if
// `SchedulerSettings.scroll_deadline_mode_enabled_` is enabled.
bool is_scrolling_ = false;
// Only true when `is_scrolling_` is also true. While true there was no
// available scroll events at the start of OnBeginImplFrame and we were
// expecting some. Once `is_scrolling_` is false, we are no longer expecting
// scroll events to arrive.
bool waiting_for_scroll_event_ = false;
bool throttle_frame_rate_ = false;
};
} // namespace cc
#endif // CC_SCHEDULER_SCHEDULER_STATE_MACHINE_H_
|