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1.0.0 | Sep 8, 2021 |
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#32 in #fsm
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Sad Machine
sad_machine
provides a macro to declaratively define a state machine
and the transitions between states. It's focused on providing a nice API
for applications that deal with event loops and use a state machine to keep
track of their state.
sad_machine
is a fork of the sm
library which removes the traits and keeps only the macro, and redesigns the
generated code to be more enum-friendly.
Usage
sad_machine
exposes only one macro, state_machine!
. A quick example:
use sad_machine::state_machine;
state_machine! {
Lock {
InitialStates { Locked, Unlocked }
TurnKey {
Locked => Unlocked
Unlocked => Locked
}
BreakKeyhole {
Locked, Unlocked => Broken
}
Repair {
Broken => Locked
}
}
}
fn main() {
let mut lock = Lock::locked();
loop {
match lock {
Lock::Locked(m @ LockedState::FromInit) => lock = m.turn_key(),
Lock::Unlocked(m) => lock = m.turn_key(),
Lock::Locked(m) => lock = m.break_keyhole(),
Lock::Broken(_) => break,
}
}
assert_eq!(lock, Lock::Broken(BrokenState::FromBreakKeyhole));
}
In this example, the macro generated:
- An enum called
Lock
containing all states of the enum. - An enum for each state containing the name of the event that triggered
the transition. For the
Unlocked
state, the enum is calledUnlockedState
and contains the two casesFromInit, FromTurnKey
. - Two initialization functions:
Lock::locked()
andLock::unlocked()
, mirroring the states defined inInitialStates
. - Transition methods for the state enums. For the
Broken
state, a.repair()
method is generated which mirrors theRepair
event.
A few differences from sm
's API:
- The generated code is not wrapped in a module, and all enums and functions
are
pub
. - Initial states are encoded as functions on the state enum.
- Transitions are encoded as methods on the object contained inside the cases of the state enum.
- The initial state and transition functions all return the state enum.
- The cases of the state enum contain the name of the event that triggered the transition. Each state has its own enum for this purpose.
- The transitions do not consume the original state machine.
- You can only define one state machine per macro instantiation.
Descriptive Example
The below example explains step-by-step how to create a new state machine using the provided macro, and then how to use the created machine in your code.
Declaring a new State Machine
First, we import the macro from the crate:
use sad_machine::state_machine;
Next, we initiate the macro declaration:
state_machine! {
Then, provide a name for the machine, and declare a list of allowed initial states:
Lock {
InitialStates { Locked, Unlocked }
Finally, we declare one or more events and the associated transitions:
TurnKey {
Locked => Unlocked
Unlocked => Locked
}
BreakKeyhole {
Locked, Unlocked => Broken
}
}
}
And we're done. We've defined our state machine structure, and the valid transitions, and can now use this state machine in our code.
Using your State Machine
You can initialise the machine as follows:
let sm = Lock::locked();
We've initialised our machine in the Locked
state. The sm
is as an enum
covering all possible states of the state machine, and each state contains
the name of the event that triggered it. A full pattern match on the state
enum looks like this:
match lock {
Lock::Locked(LockedState::FromInit) => ..,
Lock::Locked(LockedState::FromTurnKey) => ..,
Lock::Locked(LockedState::FromRepair) => ..,
Lock::Unlocked(UnlockedState::FromInit) => ..,
Lock::Unlocked(UnlockedState::FromTurnKey) => ..,
Lock::Broken(BrokenState::FromBreakKeyhole) => ..,
}
To transition this machine to the Unlocked
state, we send the turn_key
method on the LockedState object:
let lock = match lock {
Lock::Locked(locked) => locked.turn_key(),
_ => panic!("wrong state"),
}
Caveat emptor
The state machine does not consume the previous state when performing
a transition, as opposed to sm
's behavior, so be careful when operating in
a concurrent context.
It also doesn't prevent you from constructing a state that is not one of the initial states, due to Rust's lack of private constructors for enums.
Why fork
Some of the design choices that sm
makes conflict with my use case.
I was using the library in an event loop where:
- The state is stored as its enum
Variant
representation, and can only advance by one step in a single loop - Multiple events can trigger a state change to a certain state, but I don't particularly care about the event that triggered the stage change
sm
seems to have different design goals:
- The
transition
method returns aMachine
type and not an enum, which forces me to call.as_enum()
on its result every time to store it asVariant
, but makes it easy to trigger multiple state transitions in a single piece of code - The cases of the
Variant
enum also include the name of the event that triggered the state change, which led me to duplicate code in multiple branches for each state that had multiple entry points
sad_machine
's API focuses on the state enum rather than on concrete states.
The transition methods it generates return the enum, which makes it harder to
trigger multiple transitions in the same piece of code, but on the other hand
it removes the cruft of calling .as_enum()
on the result, and its state enum
does not encode the event name in the name of its cases, but rather carries it
inside itself.
This forks keeps sm
's parser for the DSL to define the state machine and
changes the generated code.
License
Licensed under either of
- Apache License, Version 2.0, (LICENSE-APACHE or https://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or https://opensource.org/licenses/MIT)
This was the license of the original crate and I'd rather not change it.
Contribution
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.
Dependencies
~1.5MB
~38K SLoC