File: fsm_c.gsl

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.template 0
#   fsm_c.gsl
#
#   Generates a finite state machine engine in C
#
#   This Source Code Form is subject to the terms of the Mozilla Public
#   License, v. 2.0. If a copy of the MPL was not distributed with this
#   file, You can obtain one at http://mozilla.org/MPL/2.0/.
#
#   This provides much of the function of the Libero state machine model
#   written by Pieter Hintjens, which you can still see in GSL's source
#   code. Just for comparison, Libero was 11K lines of code, and this is
#   under 500.
#
#   For a worked example, see the zs_lex class in this directory.
#
class.title ?= "No title"

#   Resolve includes

for class.include
    if defined (include.filename)
        my.include_file = class.load_file (filename)
        if defined (my.include_file)
            move my.include_file after include
        else
            echo "E: error loading include file: $(filename): $(xml.error?)"
        endif
    else
        echo "E: required attribute 'filename' not defined"
    endif
endfor

#   Lowercase state/event/action names

for class.state
    state.name = "$(name:c)"
    state.comma = last()?? ""? ","
    for event
        if name <> "*"
            event.name = "$(name:c)"
        endif
        if defined (event.next)
            event.next = "$(next:c)"
            if count (class.state, next = "$(name:c)") = 0
                abort "Next state $(next) is not defined"
            endif
        endif
        for action
            action.name = "$(name:c)"
        endfor
    endfor

    #   Collect all events and actions at class level
    for event where name <> "*"
        #   Copy event to class if not yet defined there
        if count (class.event, name = -1.name) = 0
            copy event to class
        endif
    endfor
    for event
        for action where count (class.action, name = -1.name) = 0
            copy action to class
        endfor
    endfor
endfor

#   Process super states

function resolve_inheritance (state)
    if defined (my.state.inherit)
        my.state.inherit = "$(my.state.inherit:c)"
        for class.state as superstate where name = my.state.inherit
            resolve_inheritance (superstate)
            for event where count (my.state.event, name = -1.name) = 0
                copy event to my.state
            endfor
        else
            echo "E: superstate $(inherit) isn't defined"
        endfor
    endif
endfunction

for class.state
    resolve_inheritance (state)
endfor

#   Collect prototypes that we need
for class.action
    new class.prototype
        prototype.name = "$(action.name)"
        prototype.exists = 0
        prototype.args = "$(class.name)_t *self"
    endnew
endfor

.endtemplate
.output "$(class.name)_fsm.h"
/*  =========================================================================
    $(class.name)_fsm - $(class.title:) state machine engine

    ** WARNING *************************************************************
    THIS SOURCE FILE IS 100% GENERATED. If you edit this file, you will lose
    your changes at the next build cycle. This is great for temporary printf
    statements. DO NOT MAKE ANY CHANGES YOU WISH TO KEEP. The correct places
    for commits are:

     * The XML model used for this code generation: $(filename), or
     * The code generation script that built this file: $(script)
    ************************************************************************
.   for class.license
    $(string.trim (license.):block                                         )
.   endfor
    =========================================================================
*/


//  ---------------------------------------------------------------------------
//  State machine constants

typedef enum {
.for class.state
.   state.comma = last()?? ""? ","
    $(name)_state = $(index ())$(comma)
.endfor
} state_t;

typedef enum {
    NULL_event = 0,
.for class.event
.   event.comma = last()?? ""? ","
    $(name)_event = $(index ())$(comma)
.endfor
} event_t;

//  Names for state machine logging and error reporting
static char *
s_state_name [] = {
    "(NONE)",
.for class.state
    "$(name)"$(comma)
.endfor
};

static char *
s_event_name [] = {
    "(NONE)",
.for class.event
    "$(name)"$(comma)
.endfor
};

//  Action prototypes
.for class.prototype
static void $(name) ($(args));
.endfor

//  This is the context block for a FSM thread; use the setter
//  methods to set the FSM properties.

typedef struct {
    $(class.name)_t *parent;    //  Parent class
    bool animate;               //  Animate state machine
    state_t state;              //  Current state
    event_t event;              //  Current event
    event_t next_event;         //  The next event
    event_t exception;          //  Exception event, if any
    uint64_t cycles;            //  Track the work done
} fsm_t;

static fsm_t *
fsm_new ($(class.name)_t *parent)
{
    fsm_t *self = (fsm_t *) zmalloc (sizeof (fsm_t));
    if (self) {
.for class.state where item () = 1
        self->state = $(name)_state;
.endfor
        self->event = NULL_event;
        self->parent = parent;
    }
    return self;
}

static void
fsm_destroy (fsm_t **self_p)
{
    assert (self_p);
    if (*self_p) {
        fsm_t *self = *self_p;
        free (self);
        *self_p = NULL;
    }
}

static void
fsm_set_next_event (fsm_t *self, event_t next_event)
{
    self->next_event = next_event;
}

static void
fsm_set_exception (fsm_t *self, event_t exception)
{
    self->exception = exception;
}

static void
fsm_set_animate (fsm_t *self, bool animate)
{
    self->animate = animate;
}

static uint64_t
fsm_cycles (fsm_t *self)
{
    return self->cycles;
}

.macro output_action_list ()
.   for action
                if (!self->exception) {
                    //  $(name)
                    if (self->animate)
                        zsys_debug ("$(class.name):         $ $(name)");
                    $(name) (self->parent);
                }
.   endfor
.   if !count (action)
                //  No action - just logging
                if (self->animate)
                    zsys_debug ("$(class.name):         $ $(name)");
.   endif
.   if defined (event.next)
                if (!self->exception)
                    self->state = $(next)_state;
.       my.next_state = class->state ("$(name)" = "$(event.next)")
.   endif
.endmacro

//  Execute state machine until it has no next event. Before calling this
//  you must have set the next event using fsm_set_next_event(). Ends when
//  there is no next event set.

static void
fsm_execute (fsm_t *self)
{
    while (self->next_event != NULL_event) {
        self->cycles++;
        self->event = self->next_event;
        self->next_event = NULL_event;
        self->exception = NULL_event;
        if (self->animate) {
            zsys_debug ("$(class.name): %s:", s_state_name [self->state]);
            zsys_debug ("$(class.name):     %s", s_event_name [self->event]);
        }
.#  Nested if is slightly faster than switch, surprisingly perhaps
.for class.state
.   if index () > 1
        else
.   endif
        if (self->state == $(name:c)_state) {
.   for event where name <> "*"
.       if index () > 1
            else
.       endif
            if (self->event == $(name)_event) {
.       output_action_list ()
            }
.   endfor
.   for event where name = "*"
.       if item () > 1
            else {
.       else
            {
.       endif
                //  Handle all other events
.       output_action_list ()
            }
.   else
            else {
                //  Handle unexpected internal events
                zsys_warning ("$(class.name): unhandled event %s in %s",
                    s_event_name [self->event], s_state_name [self->state]);
                assert (false);
            }
.   endfor
        }
.endfor
        //  If we had an exception event, interrupt normal programming
        if (self->exception) {
            if (self->animate)
                zsys_debug ("$(class.name):         ! %s", s_event_name [self->exception]);
            self->next_event = self->exception;
        }
        else
        if (self->animate)
            zsys_debug ("$(class.name):         > %s", s_state_name [self->state]);
    }
}
.#
.#  Generate source file first time only
.source_file = "$(class.name).h"
.if !file.exists (source_file)
.   output source_file
/*  =========================================================================
    $(class.name) - $(class.title:)

.   for class.license
    $(string.trim (license.):block                                         )
.   endfor
    =========================================================================
*/

#ifndef $(CLASS.NAME)_H_INCLUDED
#define $(CLASS.NAME)_H_INCLUDED

#include <czmq.h>

#ifdef __cplusplus
extern "C" {
#endif

//  Opaque class structure
typedef struct _$(class.name)_t $(class.name)_t;

//  @interface
//  Create a new $(class.name), return the reference if successful, or NULL
//  if construction failed due to lack of available memory.
$(class.name)_t *
    $(class.name)_new (void);

//  Destroy the $(class.name) and free all memory used by the object.
void
    $(class.name)_destroy ($(class.name)_t **self_p);

//  Enable verbose tracing
void
    $(class.name)_verbose (zs_parser_t *self, bool verbose);

//  Self test of this class
void
    $(class.name)_test (bool verbose);
//  @end

#ifdef __cplusplus
}
#endif

#endif
.endif
.#  Generate source file first time only
.source_file = "$(class.name).c"
.if !file.exists (source_file)
.   output source_file
/*  =========================================================================
    $(class.name) - $(class.title:)

.   for class.license
    $(string.trim (license.):block                                         )
.   endfor
    =========================================================================
*/

/*
@header
    Description of class for man page.
@discuss
    Detailed discussion of the class, if any.
@end
*/

//  Include the generated state machine engine
#include "$(class.name)_fsm.h"

//  Structure of our class

struct _$(class.name)_t {
    fsm_t *fsm;         //  Our finite state machine
    int filler;         //  Add your own properties here
};

//  ---------------------------------------------------------------------------
//  Create a new $(class.name), return the reference if successful, or NULL
//  if construction failed due to lack of available memory.

$(class.name)_t *
$(class.name)_new (void)
{
    $(class.name)_t *self = ($(class.name)_t *) zmalloc (sizeof ($(class.name)_t));
    if (self) {
        self->fsm = fsm_new (self);
        //  Initialize class properties here
    }
    return self;
}


//  ---------------------------------------------------------------------------
//  Destroy the $(class.name) and free all memory used by the object.

void
$(class.name)_destroy ($(class.name)_t **self_p)
{
    assert (self_p);
    if (*self_p) {
        $(class.name)_t *self = *self_p;
        fsm_destroy (&self->fsm);
        free (self);
        *self_p = NULL;
    }
}


//  ---------------------------------------------------------------------------
//  Selftest

void
$(class.name)_test (bool verbose)
{
    printf (" * $(class.name): ");
    if (verbose)
        printf ("\\n");

    //  @selftest
    $(class.name)_t *$(class.name) = $(class.name)_new ();

    $(class.name)_destroy (&$(class.name));
    //  @end
    printf ("OK\\n");
}
.endif
.close
.template 0

#   Append missing prototypes to source file
input = file.open (source_file)
xline = file.read (input)
while defined (xline)
    #   Look for function declarations
    if regexp.match ("^(\\w+) \\(", xline, token)
        for class.prototype where name = token
            prototype.exists = 1
        endfor
    endif
    xline = file.read (input)?
endwhile
file.close (input)

append source_file
for class.prototype where exists = 0
    echo "Generating stub for $(name)..."
    >
    >
    >//  ---------------------------------------------------------------------------
    >//  $(name)
    >//
    >
    >static void
    >$(name) ($(args))
    >{
    >}
endfor
.endtemplate