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/*
* StateMachine.hpp
*
* Copyright 2020 Kevin Krüger <kkevin@gmx.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
* MA 02110-1301, USA.
*
*
*/
#pragma once
#include <cstdint>
#include <map>
#include <unordered_set>
#include <tuple>
#include <limits>
#include <mutex>
#include "config.h"
namespace TelescopeMountControl
{
//interface template for statemachine transition notification.
template<typename StateType, typename SignalType>
class IStateNotification
{
public:
//every time a state change occurs this function is called.
virtual void OnTransitionChanged(StateType fromState, SignalType signal, StateType toState) = 0;
//If the error state is triped this callback is called.
virtual void OnErrorStateReached(StateType fromState, SignalType signal) = 0;
};
//state machine with thread safe state transition.
template<typename StateType, typename SignalType, class NotificationInterfaceImplementation>
class StateMachine
{
//tuple used for state signal relationship.
typedef std::tuple<StateType, SignalType> StateSignal;
private:
//implementation object of the notification inferface
NotificationInterfaceImplementation &mStateMachineNotification;
//transition table of the state changes
std::map<StateSignal, StateType> mTransitionTable;
//set of states which are concidered final.
std::unordered_set<StateType> mFinalStates;
//start state of the state machine.
StateType mStartState;
//any undefined transition causes this state to be active
StateType mErrorState;
//the pointer of the current state.
StateType mCurrentState;
//make this whole thing thread safe.
std::mutex mMutex;
public:
StateMachine(NotificationInterfaceImplementation &interfaceImplementation, StateType startState, StateType errorState) :
mStateMachineNotification(interfaceImplementation),
mStartState(startState),
mErrorState(errorState),
mCurrentState(mStartState)
{
}
virtual ~StateMachine()
{
}
//Reset the machine so it can simply restart.
bool Reset()
{
std::lock_guard<std::mutex> guard(mMutex); //lock this function call to avoid concurrent modification.
mCurrentState = mStartState;
return true;
}
//mark a state as final.
bool AddFinalState(StateType state)
{
std::lock_guard<std::mutex> guard(mMutex); //lock this function call to avoid concurrent modification.
mFinalStates.insert(state);
return false;
}
//Add a transition from a state to a state tripped by a signal. All types should be in range of the state and signal types.
bool AddTransition(StateType fromState, SignalType signal, StateType toState)
{
std::lock_guard<std::mutex> guard(mMutex); //lock this function call to avoid concurrent modification.
StateSignal stateSignalTupel = std::make_tuple(fromState, signal);
if(mTransitionTable.count(stateSignalTupel) == 0) //only deterministic state machines alowed.
{
mTransitionTable[stateSignalTupel] = toState;
return true;
}
return false;
}
//submit a signal to the state machine and do a transistion.
//the notify interface gets called when a transition or indefined transition occurred.
bool DoTransition(SignalType signal)
{
std::lock_guard<std::mutex> guard(mMutex); //lock this function call to avoid concurrent modification.
StateSignal stateSignalTupel = std::make_tuple(mCurrentState, signal);
StateType fromState = mCurrentState;
if(mTransitionTable.count(stateSignalTupel) > 0) //transition defined.
{
StateType toState = mTransitionTable[stateSignalTupel];
mCurrentState = toState;
mStateMachineNotification.OnTransitionChanged(fromState, signal, toState);
return true;
}
else //undefined transition.
{
mCurrentState = mErrorState;
mStateMachineNotification.OnErrorStateReached(fromState, signal);
}
return false;
}
//returns true if the current state is a final state.
bool IsFinalized()
{
std::lock_guard<std::mutex> guard(mMutex);
if(mFinalStates.count(mCurrentState) > 0)
{
return true;
}
return false;
}
// Returns true if the state machine is in the error state.
bool IsInErrorState()
{
std::lock_guard<std::mutex> guard(mMutex);
return mCurrentState == mErrorState;
}
//returns the current state of the machine.
StateType CurrentState()
{
std::lock_guard<std::mutex> guard(mMutex);
return mCurrentState;
}
};
}
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