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//! The asynchronous hierarchical state machine (HSM) //! //! This state machine is an programmatic approach. It uses features of async-await //! functionality, and combines it with usage of the process stack and scoping. //! //! Instead of storing state as variable, the state is represented by an async function. //! The transition from one state to new state is a sequence of async function invocations, either //! within a single 'Composite' or lifting back to the parent 'Composite', and so on. //! //! The following state machine diagram is implemented by the following code, entering the menu and //! couting the amount of ping-pongs. //!```text //! @startuml res/hierarchy //! [*] --> App //! state App { //! [*] --> Menu //! state Menu { //! } //! //! state Play { //! [*] --> Ping //! //! Ping --> Ping : ping //! Ping --> Pong : ping //! Pong --> Pong : pong //! Pong --> Ping : ping //! } //! Menu --> Play: play //! Play --> Menu: menu //! } //! App --> [*]: terminate //! @enduml //!``` //! //!<div class="column"></div> //!<img src="https://raw.githubusercontent.com/frehberg/async-hsm/main/res/hierarchy.svg" //!alt="[ping pong state diagram https://github.com/frehberg/async-hsm/blob/main/res/hierarchy.svg]" /> //!</div> //! //!See here the [ping pong state diagram](https://raw.githubusercontent.com/frehberg/async-hsm/main/res/hierarchy.svg) //! //!```rust //! use async_std::prelude::*; //! use async_std::stream; //! use async_std::task; //! use async_hsm::{Composite, Transit, Builder, BuilderPair}; //! use std::rc::Rc; //! use std::cell::RefCell; //! //! type Score = u32; //! type EnterStateScore = u32; //! type AppComposite = Composite<AppData>; //! type PlayComposite = Composite<AppData>; //! //! //! type AppTransit<'s> = Transit<'s, AppComposite, Score, AppError>; //! type PlayTransit<'s> = Transit<'s, PlayComposite, BuilderPair<AppComposite, EnterStateScore, Score, AppError>, AppError>; //! //! type AppBuilder = Builder<AppComposite, EnterStateScore, Score, AppError>; //! type AppBuilderPair = BuilderPair<AppComposite, EnterStateScore, Score, AppError>; //! //! #[derive(Debug, Clone, PartialEq)] //! enum AppError { Failure } //! //! static TO_MENU: AppBuilder = || |comp, score| Box::pin(menu(comp, score)); //! static TO_PLAY: AppBuilder = || |comp, score| Box::pin(play(comp, score)); //! static TERMINATE: AppBuilder = || |comp, score| Box::pin(terminate(comp, score)); //! //! #[derive(Debug, Clone, PartialEq)] //! enum IoEvent { Ping, Pong, Terminate, Menu, Play } //! //! #[derive(Debug, Clone)] //! struct AppData { //! event: Rc<RefCell<stream::FromIter<std::vec::IntoIter<IoEvent>>>>, //! } //! //! async fn pong<'s>(comp: &'s mut PlayComposite, score: Score) -> Result<PlayTransit<'s>, AppError> { //! let mut score = score + 1; //! let event = comp.data.event.clone(); //! while let Some(event) = (*event).borrow_mut().next().await { //! match event { //! IoEvent::Ping => return Ok(Transit::To(Box::pin(ping(comp, score)))), //! IoEvent::Terminate => return Ok(Transit::Lift((TERMINATE, score))), //! _ => score += 1, //! } //! } //! Ok(Transit::Lift((TERMINATE, score))) //! } //! //! async fn ping<'s>(comp: &'s mut PlayComposite, score: Score) -> Result<PlayTransit<'s>, AppError> { //! let mut score = score + 1; //! let event = comp.data.event.clone(); //! while let Some(event) = (*event).borrow_mut().next().await { //! match event { //! IoEvent::Pong => return Ok(Transit::To(Box::pin(pong(comp, score)))), //! IoEvent::Terminate => return Ok(Transit::Lift((TERMINATE, score))), //! _ => score += 1, //! } //! } //! Ok(Transit::Lift((TERMINATE, score))) //! } //! //! async fn terminate<'s>(_comp: &'s mut AppComposite, score: Score) -> Result<AppTransit<'s>, AppError> { //! Ok(Transit::Lift(score)) //! } //! //! async fn play<'s>(comp: &'s mut AppComposite, score: Score) -> Result<AppTransit<'s>, AppError> { //! let event = comp.data.event.clone(); //! let mut play = PlayComposite::new(AppData { event: event }); //! let (builder, build_arg): AppBuilderPair = play.init(ping, score).await?; //! builder()(comp, build_arg).await //! } //! //! async fn menu<'s>(comp: &'s mut AppComposite, score: Score) -> Result<AppTransit<'s>, AppError> { //! let score = score; //! let event = comp.data.event.clone(); //! while let Some(event) = (*event).borrow_mut().next().await { //! match event { //! IoEvent::Play => return Ok(Transit::To(Box::pin(play(comp, score)))), //! IoEvent::Terminate => return Ok(Transit::Lift(score)), //! _ => continue, //! } //! } //! Ok(Transit::Lift(score)) //! } //! //! #[test] //! fn test_game() { //! let sequence = vec![IoEvent::Play, IoEvent::Ping, IoEvent::Pong, //! IoEvent::Ping, IoEvent::Pong, IoEvent::Terminate]; //! let event = Rc::new(RefCell::new(stream::from_iter(sequence))); //! let start_score = 0; //! let mut app = AppComposite::new(AppData { event: event }); //! let result: Result<Score, AppError> = task::block_on(app.init(menu, start_score)); //! assert_eq!(Ok(5), result); //! } //! ``` use std::pin::Pin; use std::future::{Future}; /// Abstract builder, a function constructing an async state function /// /// This function are returned in case a composite ist terminated, In the outer scope/composite /// thus function will generate the successing state. /// /// Instances of this function must be decalred as static functions. pub type Builder<Composite, BuildArg, Out, Err> = fn() -> for<'c> fn(&'c mut Composite, data: BuildArg) -> Pin<Box<dyn Future<Output=Result<Transit<'c, Composite, Out, Err>, Err>> + 'c>>; /// Pair of a factory funtion of type Builder<..> and tha e factory argument /// /// First element is the builder-function, the second element is used as input for the builder function. pub type BuilderPair<Composite, BuildArg, Out, Err> = (Builder<Composite, BuildArg, Out, Err>, BuildArg); /// Abstract handle of the successing state /// /// This type must be returned by all async functions forming the HSM. pub type Handle<'s, Composite, Out, Err> = Pin<Box<dyn Future<Output=Result<Transit<'s, Composite, Out, Err>, Err>> + 's>>; /// Strucuture refering to next state within Composite or Lifter that will create instance in parent Composite pub enum Transit<'s, Composite, Out, Err> where Out: Sized + Copy { /// Refering to the next state within the Composite To(Handle<'s, Composite, Out, Err>), /// From current composite lift to outer composite and enter the state formed by "Out" Lift(Out), } /// The structure may be used to share data between states within the same Composite pub struct Composite<Data> { pub data: Data, } /// Implementing Composite methods impl<Data> Composite<Data> { /// Create a new Composite instance, sharing the data between all states within the Composite pub fn new(data: Data) -> Self { Composite { data: data } } /// Composition of states, only one sub-state at a time. The function f is initializing the first sub state. /// /// #Examples /// ``` /// use async_std::prelude::*; /// use async_std::stream; /// use async_std::task; /// use async_hsm::{Composite, Transit, Builder, BuilderPair}; /// use std::rc::Rc; /// use std::cell::RefCell; /// /// type Score = u32; /// type EnterStateScore = u32; /// type AppComposite = Composite<AppData>; /// type AppTransit<'s> = Transit<'s, AppComposite, Score, AppError>; /// type AppBuilder = Builder<AppComposite, EnterStateScore, Score, AppError>; /// type AppBuilderPair = BuilderPair<AppComposite, EnterStateScore, Score, AppError>; /// /// #[derive(Debug, Clone, PartialEq)] /// enum AppError { Failure } /// /// #[derive(Debug, Clone, PartialEq)] /// enum IoEvent { Ping, Pong, Terminate, Menu, Play } /// /// #[derive(Debug, Clone)] /// struct AppData { event: Rc<RefCell<stream::FromIter<std::vec::IntoIter<IoEvent>>>> } /// /// async fn ping<'s>(comp: &'s mut AppComposite, score: Score) -> Result<AppTransit<'s>, AppError> { /// let mut score = score + 1; /// let event = comp.data.event.clone(); /// while let Some(event) = (*event).borrow_mut().next().await { /// match event { /// IoEvent::Pong => return Ok(Transit::To(Box::pin(pong(comp, score)))), /// _ => score += 1, /// } /// } /// Ok(Transit::Lift(score)) /// } /// /// async fn pong<'s>(comp: &'s mut AppComposite, score: Score) -> Result<AppTransit<'s>, AppError> { /// let mut score = score + 1; /// let event = comp.data.event.clone(); /// while let Some(event) = (*event).borrow_mut().next().await { /// match event { /// IoEvent::Ping => return Ok(Transit::To(Box::pin(ping(comp, score)))), /// _ => score += 1, /// } /// } /// Ok(Transit::Lift(score)) /// } /// /// #[test] /// fn test_game() { /// let sequence = vec![ IoEvent::Ping, IoEvent::Pong, IoEvent::Ping, IoEvent::Pong]; /// let event = Rc::new(RefCell::new(stream::from_iter(sequence))); /// let start_score = 0; /// let mut app = AppComposite::new(AppData { event: event }); /// let result: Result<Score, AppError> = task::block_on(app.init(ping, start_score)); /// assert_eq!(Ok(5), result); /// } /// ``` pub async fn init<'s, Factory, FactoryArg, Out, Err, Fut>(&'s mut self, f: Factory, arg: FactoryArg) -> Result<Out, Err> where Factory: FnOnce(&'s mut Self, FactoryArg) -> Fut, Fut: Future<Output=Result<Transit<'s, Self, Out, Err>, Err>>, Out: Sized + Copy { let mut trans = f(self, arg).await?; loop { trans = match trans { Transit::To(h) => h.await?, Transit::Lift(lift) => return Ok(lift) } } } }