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/*
* Copyright (c) 2005-2006 Rincon Research Corporation
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* - Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* - Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the
* distribution.
* - Neither the name of the Rincon Research Corporation nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* RINCON RESEARCH OR ITS CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
* STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE
*/
/**
* This is a state controller for any and every component's
* state machine(s).
*
* There are several compelling reasons to use the State module/interface
* in all your components that have any kind of state associated with them:
*
* 1) It provides a unified interface to control any state, which makes
* it easy for everyone to understand your code
* 2) You can easily keep track of multiple state machines in one component
* 3) You could have one state machine control several components
*
* There are three ways to change a component's state:
* > Request a state change
* The state is only changed if the state is currently in S_IDLE. If
* the state changes and access is grated, requestState returns SUCCESS.
*
* > Force a state change
* The state changes no matter what
*
* > toIdle()
* The state changes to S_IDLE, no matter what state the component is in.
*
* S_IDLE is the default state, and is always equal to 0. Therefore,
* setup the enums in your internal component so the IDLE/default state is
* always 0.
*
* @author David Moss - dmm@rincon.com
*/
#include "State.h"
module StateImplP @safe() {
provides {
interface Init;
interface State[uint8_t id];
}
}
implementation {
/** Each component's state - uniqueCount("State") of them */
uint8_t state[uniqueCount(UQ_STATE)];
enum {
S_IDLE = 0,
};
/***************** Init Commands ****************/
command error_t Init.init() {
int i;
for(i = 0; i < uniqueCount(UQ_STATE); i++) {
state[i] = S_IDLE;
}
return SUCCESS;
}
/***************** State Commands ****************/
/**
* This will allow a state change so long as the current
* state is S_IDLE.
* @return SUCCESS if the state is change, FAIL if it isn't
*/
async command error_t State.requestState[uint8_t id](uint8_t reqState) {
error_t returnVal = FAIL;
atomic {
if(reqState == S_IDLE || state[id] == S_IDLE) {
state[id] = reqState;
returnVal = SUCCESS;
}
}
return returnVal;
}
/**
* Force the state machine to go into a certain state,
* regardless of the current state it's in.
*/
async command void State.forceState[uint8_t id](uint8_t reqState) {
atomic state[id] = reqState;
}
/**
* Set the current state back to S_IDLE
*/
async command void State.toIdle[uint8_t id]() {
atomic state[id] = S_IDLE;
}
/**
* @return TRUE if the state machine is in S_IDLE
*/
async command bool State.isIdle[uint8_t id]() {
return call State.isState[id](S_IDLE);
}
/**
* @return TRUE if the state machine is in the given state
*/
async command bool State.isState[uint8_t id](uint8_t myState) {
bool isState;
atomic isState = (state[id] == myState);
return isState;
}
/**
* Get the current state
*/
async command uint8_t State.getState[uint8_t id]() {
uint8_t theState;
atomic theState = state[id];
return theState;
}
}
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