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//! # π SM β a static State Machine library //! //! SM allows you to define a collection of states and events using Rust's type //! system. You can query the current state, and execute transitions between //! states. State machine usage is validated at compile-time. Undefined behavior //! is not an option. //! //! The implementation ensures a zero-sized abstraction that uses Rust's //! type-system and ownership model to guarantee valid transitions between //! states using events, and makes sure previous states are no longer usable //! after transitioning away to another state. Rust validates correct usage of //! the state machine at compile-time, no runtime checking occurs when using the //! library. //! //! The library exposes the `sm!` macro, which allows you to declaratively build //! the state machine. //! //! ## Examples //! //! ### Quick Example //! //! ```rust //! #[macro_use] extern crate sm; //! //! sm! { //! Lock { Locked, Unlocked, Broken } //! //! TurnKey { //! Locked => Unlocked //! Unlocked => Locked //! } //! //! Break { //! Locked => Broken //! Unlocked => Broken //! } //! } //! //! fn main() { //! use Lock::*; //! let sm = Machine::new(Locked); //! let sm = sm.event(TurnKey); //! //! assert_eq!(sm.state(), Unlocked); //! } //! ``` //! //! ### 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 by querying states, and transitioning between states by triggering //! events. //! //! #### Declaring a new State Machine //! //! First, we import the macro from the crate: //! //! ```rust //! #[macro_use] extern crate sm; //! ``` //! //! Next, we initiate the macro declaration: //! //! ```rust //! # #[macro_use] extern crate sm; //! sm! { //! # Lock { Locked, Unlocked, Broken } //! # } //! ``` //! //! Then, provide a name for the machine, and declare its states: //! //! ```rust //! # #[macro_use] extern crate sm; //! # sm! { //! Lock { Locked, Unlocked, Broken } //! # } //! ``` //! //! Finally, we declare one or more events and the associated transitions: //! //! ```rust //! # #[macro_use] extern crate sm; //! # sm! { //! # Lock { Locked, Unlocked, Broken } //! TurnKey { //! Locked => Unlocked //! Unlocked => Locked //! } //! //! Break { //! Locked => Broken //! 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: //! //! ```rust //! # #[macro_use] extern crate sm; //! # sm! { //! # Lock { Locked, Unlocked, Broken } //! # TurnKey { //! # Locked => Unlocked //! # Unlocked => Locked //! # } //! # //! # Break { //! # Locked => Broken //! # Unlocked => Broken //! # } //! # } //! # //! # fn main() { //! let sm = Lock::Machine::new(Lock::Locked); //! # } //! ``` //! //! We can make this a bit less verbose by bringing our machine into scope: //! //! ```rust //! # #[macro_use] extern crate sm; //! # sm! { //! # Lock { Locked, Unlocked, Broken } //! # TurnKey { //! # Locked => Unlocked //! # Unlocked => Locked //! # } //! # //! # Break { //! # Locked => Broken //! # Unlocked => Broken //! # } //! # } //! # //! # fn main() { //! use Lock::*; //! let sm = Machine::new(Locked); //! # } //! ``` //! //! We've initialised our machine in the `Locked` state. You can get the current //! state of the machine by sending the `state()` method to the machine: //! //! ```rust //! # #[macro_use] extern crate sm; //! # sm! { //! # Lock { Locked, Unlocked, Broken } //! # TurnKey { //! # Locked => Unlocked //! # Unlocked => Locked //! # } //! # //! # Break { //! # Locked => Broken //! # Unlocked => Broken //! # } //! # } //! # //! # fn main() { //! # use Lock::*; //! # let sm = Machine::new(Locked); //! let state = sm.state(); //! assert_eq!(state, Locked); //! # } //! ``` //! //! You can use the above method to model your own domain logic based on the //! current state of the machine using any conditional expression. //! //! Finally, as per our declaration, we can transition this machine to the //! `Unlocked` state by triggering the `TurnKey` event: //! //! ```rust //! # #[macro_use] extern crate sm; //! # sm! { //! # Lock { Locked, Unlocked, Broken } //! # TurnKey { //! # Locked => Unlocked //! # Unlocked => Locked //! # } //! # //! # Break { //! # Locked => Broken //! # Unlocked => Broken //! # } //! # } //! # //! # fn main() { //! # use Lock::*; //! # let sm = Machine::new(Locked); //! let sm = sm.event(TurnKey); //! assert_eq!(sm.state(), Unlocked); //! # } //! ``` //! //! #### A word about Type-Safety and Ownership //! //! It's important to realise that we've _consumed_ the original machine in the //! above example, and got a newly initialised machine back in the `Unlocked` //! state. //! //! This allows us to safely use the machine without having to worry about //! multiple readers using the machine in different states. //! //! All these checks are applied on compile-time, so the following example would //! fail to compile: //! //! ```rust,compile_fail //! # #[macro_use] extern crate sm; //! # sm! { //! # Lock { Locked, Unlocked, Broken } //! # TurnKey { //! # Locked => Unlocked //! # Unlocked => Locked //! # } //! # //! # Break { //! # Locked => Broken //! # Unlocked => Broken //! # } //! # } //! # //! # fn main() { //! # use Lock::*; //! # let sm = Machine::new(Locked); //! let sm2 = sm.event(TurnKey); //! assert_eq!(sm.state(), Locked); //! # } //! ``` //! //! This fails with the following compilation error: //! //! ```text //! error[E0382]: use of moved value: `sm` //! --> src/lib.rs:140:12 //! | //! 14 | let sm2 = sm.event(TurnKey); //! | -- value moved here //! 15 | assert_eq!(sm.state(), Locked); //! | ^^ value used here after move //! | //! = note: move occurs because `sm` has type `Lock::Machine<Lock::Locked>`, which does not implement the `Copy` trait //! ``` //! //! Similarly, we cannot execute undefined transitions, these are also caught by //! the compiler: //! //! ```rust,compile_fail //! # #[macro_use] extern crate sm; //! # sm! { //! # Lock { Locked, Unlocked, Broken } //! # TurnKey { //! # Locked => Unlocked //! # Unlocked => Locked //! # } //! # //! # Break { //! # Locked => Broken //! # Unlocked => Broken //! # } //! # } //! # //! # fn main() { //! # use Lock::*; //! # let sm = Machine::new(Broken); //! let sm = sm.event(TurnKey); //! assert_eq!(sm.state(), Broken); //! # } //! ``` //! //! This fails with the following compilation error: //! //! ```text //! error[E0599]: no method named `event` found for type `Lock::Machine<Lock::Broken>` in the current scope //! --> src/lib.rs:246:13 //! | //! 3 | / sm! { //! 4 | | Lock { Locked, Unlocked, Broken } //! 5 | | TurnKey { //! 6 | | Locked => Unlocked //! ... | //! 13 | | } //! 14 | | } //! | |_- method `event` not found for this //! ... //! 19 | let sm = sm.event(TurnKey); //! | ^^^^^ //! | //! = help: items from traits can only be used if the trait is implemented and in scope //! = note: the following trait defines an item `event`, perhaps you need to implement it: //! candidate #1: `Lock::Transition` //! = note: this error originates in a macro outside of the current crate (in Nightly builds, run with -Z external-macro-backtrace for more info) //! ``` //! //! The error message is not great (and can potentially be improved in the //! future), but any error telling you `event` is not implemented, or the passed //! in event type is invalid is an indication that you are trying to execute an //! illegal state transition. //! //! #### The End π //! //! And that's it! There's nothing else to it, except a declarative β and easy //! to read β state machine construction macro, and a type-safe and //! ownership-focused way of dealing with states and transitions, without any //! runtime overhead. //! //! **Go forth and transition!** #![no_std] /// Generate the declaratively described state machine diagram. /// /// See the main crate documentation for more details. #[macro_export] macro_rules! sm { ( $name:ident { $($state:ident),+ $(,)* } $($event:ident { $($from:ident => $to:ident)+ })* ) => { #[allow(non_snake_case)] pub mod $name { pub trait State {} pub trait Event {} pub trait Transition<S: State, E: Event> { fn event(self, event: E) -> Machine<S>; } #[derive(PartialEq, Eq, Debug)] pub struct Machine<S: State>(pub S); impl<S> Machine<S> where S: State + Clone, { pub fn new(state: S) -> Self { Machine(state) } #[allow(dead_code)] pub fn state(&self) -> S { self.0.clone() } } $( #[derive(Copy, Eq, Debug)] pub struct $state; impl State for $state {} impl Clone for $state { fn clone(&self) -> $state { *self } } impl PartialEq<$state> for $state { fn eq(&self, _: & $state) -> bool { true } } )* sm!{@recurse ($($state),*), ()} $( #[derive(PartialEq, Eq, Debug)] pub struct $event; impl Event for $event {} $( impl Transition<$to, $event> for Machine<$from> { fn event(self, _: $event) -> Machine<$to> { Machine::new($to) } } )* )* } }; (@recurse ($state:ident, $($other:ident),+), ($($old:ident),*)) => { $( impl PartialEq<$other> for $state { fn eq(&self, _: & $other) -> bool { false } } )* $( impl PartialEq<$old> for $state { fn eq(&self, _: & $old) -> bool { false } } )* sm!{@recurse ($($other),*), ($($old,)* $state)} }; (@recurse ($state:ident), ($($old:ident),+)) => { $( impl PartialEq<$old> for $state { fn eq(&self, _: & $old) -> bool { false } } )* }; } #[cfg(test)] mod tests { sm!{ GameLoop { Idle, Simulating, Rendering } None { Simulating => Idle Rendering => Idle Idle => Idle } Simulate { Idle => Simulating } Render { Idle => Rendering } } #[test] fn it_works() { use self::GameLoop::*; let sm1 = Machine::new(Idle); assert_eq!(sm1, Machine(Idle)); assert_eq!(sm1.state(), Idle); let sm2 = sm1.event(Simulate); assert_eq!(sm2, Machine(Simulating)); assert_eq!(sm2.state(), Simulating); let sm3 = sm2.event(None); assert_eq!(sm3, Machine(Idle)); assert_eq!(sm3.state(), Idle); let sm4 = sm3.event(Render); assert_eq!(sm4, Machine(Rendering)); assert_eq!(sm4.state(), Rendering); let sm5 = sm4.event(None); assert_eq!(sm5, Machine(Idle)); let sm6 = sm5.event(None); assert_eq!(sm6, Machine(Idle)); let state = sm6.state(); assert_eq!(state, Idle); assert_ne!(state, Rendering); assert_ne!(state, Simulating); } }