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package org.glassfish.pfl.basic.fsm ;

import java.util.Collections ;
import java.util.Map ;
import java.util.EnumMap ;
import java.util.HashSet ;
import java.util.Set ;
import java.util.Iterator ;

/**
 * Encodes the state transition function for a finite state machine.
 *
 * @author Ken Cavanaugh
 */
public class StateEngine {
    /** Create an empty uninitialized state engine.
     */
    public static StateEngine create() {
	return new StateEngine() ;
    }

    // An action that does nothing at all.
    private static Action emptyAction = new Action.Base( "Empty" ) {
        @Override
	public void doIt( FSM fsm, Input in ) {
	    // NO-OP
	}
    } ;

    private boolean initializing ;
    private Action defaultAction ;
    private Map> stateKinds ;
    private Map> unmodifiableStateKinds ;

    private StateEngine() {
	initializing = true ;
	defaultAction = new Action.Base("Invalid Transition") {
            @Override
	    public void doIt( FSM fsm, Input in ) {
		throw new IllegalStateException(
		    "Invalid transition attempted from " + 
			fsm.getState() + " under " + in ) ;
	    }
	} ;

	stateKinds = new EnumMap>( State.Kind.class ) ;
	final Map> map = 
	    new EnumMap>( State.Kind.class ) ;
	for (State.Kind kind : State.Kind.class.getEnumConstants()) {
	    Set states = new HashSet() ;
	    stateKinds.put( kind, states ) ;
	    map.put( kind, Collections.unmodifiableSet( states )) ;
	}

	unmodifiableStateKinds = Collections.unmodifiableMap( stateKinds ) ;
    }

    private void dprint( String msg ) {
	System.out.println( "StateEngine: " + msg ) ;
    }

    private Set getKindSet( State.Kind kind ) {
	Set result = stateKinds.get( kind ) ;
	return result ;
    }

    private void updateStateMap( State oldState, State newState ) {
	if (oldState.getKind() == State.Kind.FINAL) {
            throw new IllegalStateException(
                "Cannot create a transition that leaves a final state");
        }

	if (oldState.getKind() == State.Kind.REFERENCE) {
            throw new IllegalStateException(
                "Cannot create a transition that leaves a reference state");
        }

	Set oldKindSet = getKindSet( oldState.getKind() ) ;
	oldKindSet.add( oldState ) ;

	Set newKindSet = getKindSet( newState.getKind() ) ;
	newKindSet.add( newState ) ;
    }

    /** Return the set of final states for this state engine.
     * This may be an empty set.
     */
    public Set getStates( State.Kind kind ) {
	return unmodifiableStateKinds.get( kind ) ;
    }

    /** Add a new transition (old,in,guard,act,new) to the state engine.
    * Multiple calls to add with the same old and in are permitted,
    * in which case only a transition in which the guard evaluates to
    * true will be taken.  If no such transition is enabled, a default
    * will be taken.  If more than one transition is enabled, one will
    * be chosen arbitrarily.
    * This method can only be called before done().  An attempt to
    * call it after done() results in an IllegalStateException.
    */
    public StateEngine add( State oldState, Input input, Guard guard, 
	Action action, State newState ) { 
	mustBeInitializing() ;
	updateStateMap( oldState, newState ) ;

	Transition ga = new Transition( guard, action, newState ) ;
	oldState.addTransition( input, ga ) ;

	return this ;
    }

    /** Repeatedly calls add( State, Input, Guard, Action, State ) for
     * each element of input.
     */
    public StateEngine add( State oldState, Set input, Guard guard, 
	Action action, State newState ) { 

	for (Input in : input) {
            add(oldState, in, guard, action, newState);
        }

	return this ;
    }

    /** Add a transition with a guard that always evaluates to true.
     */
    public StateEngine add( State oldState, Input input, Action action,
	State newState ) {
	mustBeInitializing() ;
	updateStateMap( oldState, newState ) ;

	Transition ta = new Transition( action, newState ) ;
	oldState.addTransition( input, ta ) ;

	return this ;
    }

    /** Repeatedly call add( State, Input, Action, State ) for each 
     * element of input.
     */
    public StateEngine add( State oldState, Set input, Action action,
	State newState ) {

	for (Input in : input) {
            add(oldState, in, action, newState);
        }

	return this ;
    }

    /** Set the default transition and action for a state.
    * This transition will be used if no more specific transition was
    * defined for the actual input.  Repeated calls to this method
    * simply change the default.
    * This method can only be called before done().  An attempt to
    * call it after done() results in an IllegalStateException.
    */
    public StateEngine setDefault( State oldState, Action action, 
	State newState ) {

	mustBeInitializing() ;

	oldState.setDefaultAction( action ) ;
	oldState.setDefaultNextState( newState ) ;

	return this ;
    }

    /** Equivalent to setDefault( oldState, act, newState ) where act is an
     * action that does nothing.
     */
    public StateEngine setDefault( State oldState, State newState ) {
	return setDefault( oldState, emptyAction, newState ) ;
    }

    /** Euaivalent to setDefault( oldState, oldState ) 
     */
    public StateEngine setDefault( State oldState ) {
	return setDefault( oldState, oldState ) ;
    }

    /** Called after all transitions have been added to the state engine.
    * This provides an opportunity for the implementation to optimize
    * its representation before the state engine is used.  This method 
    * may only be called once.  An attempt to call it more than once
    * results in an IllegalStateException.
    * 

* Note that a valid StateEngine must satisfy the following conditions: *

    *
  1. It must contain exactly one state with Kind INITIAL. *
  2. No final state may have an outgoing transition. *
* If either of these conditions are violated, done() throws an * IllegalStateException. */ public void done() { mustBeInitializing() ; // optimize FSM here if desired. For example, // we could choose different strategies for implementing // the state transition function based on the distribution // of values for states and input labels. initializing = false ; } /** Set the default action used in this state engine. This is the * action that is called whenever there is no applicable transition. * Normally this would simply flag an error. This method can only * be called before done(). An attempt to * call it after done() results in an IllegalStateException. */ public void setDefaultAction( Action act ) { mustBeInitializing() ; defaultAction = act ; } /** Actually perform a state transition on the FSM on * the runner.peek() FSM under Input in. */ public void doIt( Runner runner, Input in, boolean debug ) { // This method is present only for debugging. // innerDoIt does the actual transition. FSM fsm = runner.peek() ; if (debug) { dprint("doIt enter: currentState = " + fsm.getState() + " in = " + in); } try { innerDoIt( runner, in, debug ) ; } finally { if (debug) { dprint("doIt exit"); } } } private State getDefaultNextState( State currentState ) { // Use the currentState defaults if // set, otherwise use the state engine default. State nextState = currentState.getDefaultNextState() ; if (nextState == null) { // The state engine default never changes the state nextState = currentState ; } return nextState ; } private Action getDefaultAction( State currentState ) { Action action = currentState.getDefaultAction() ; if (action == null) { action = defaultAction; } return action ; } private void innerDoIt( Runner runner, Input in, boolean debug ) { if (debug) { dprint( "Calling innerDoIt with input " + in ) ; } FSM fsm = runner.peek() ; // Locals needed for performing the state transition, once we determine // the required transition. State currentState = null ; State nextState = null ; Action action = null ; // Do until no guard has deferred. boolean deferral = false ; do { deferral = false ; // clear this after each deferral! currentState = fsm.getState() ; nextState = getDefaultNextState( currentState ) ; action = getDefaultAction( currentState ) ; if (debug) { dprint( "currentState = " + currentState ) ; dprint( "in = " + in ) ; dprint( "default nextState = " + nextState ) ; dprint( "default action = " + action ) ; } Set gas = currentState.getTransitions(in) ; if (gas != null) { Iterator iter = gas.iterator() ; // Search for a guard that is not DISABLED. // All DISABLED means use defaults. while (iter.hasNext()) { Transition ga = iter.next() ; Guard.Result gr = ga.getGuard().evaluate( fsm, in ) ; if (debug) { dprint("doIt: evaluated " + ga + " with result " + gr); } if (gr == Guard.Result.ENABLED) { // ga has the next state and action. nextState = ga.getNextState() ; action = ga.getAction() ; if (debug) { dprint( "nextState = " + nextState ) ; dprint( "action = " + action ) ; } break ; } else if (gr == Guard.Result.DEFERRED) { deferral = true ; break ; } } } } while (deferral) ; performStateTransition( runner, in, nextState, action, debug ) ; fsm = runner.peek() ; final State state = fsm.getState() ; if (state.getKind() == State.Kind.FINAL) { runner.pop() ; final FSM nextFSM = runner.peek() ; if (nextFSM == null) { return; } final State st1 = nextFSM.getState() ; final State newState = st1.returnAction( nextFSM, fsm ) ; final StateEngine se = nextFSM.getStateEngine() ; se.performStateTransition( runner, null, newState, null, false ) ; } } // We can't really allow this, because it would invalidate the // pre/post semantics. // This is needed in Runner. void performStateTransition( Runner runner, Input in, State nextState, Action action, boolean debug ) { FSM fsm = runner.peek() ; State currentState = fsm.getState() ; // Perform the state transition. Pre and post actions are only // performed if the state changes (see UML hidden transitions). boolean different = !currentState.equals( nextState ) ; if (different) { if (debug) { dprint("doIt: executing postAction for state " + currentState); } try { currentState.postAction( fsm ) ; } catch (Throwable thr) { if (debug) { dprint("doIt: postAction threw " + thr); } } } try { // Note that action may be null in a transition, which simply // means that no action is needed. Note that action.doIt may // throw an exception, in which case the exception is // propagated after making sure that the transition is properly // completed. if (action != null) { action.doIt(fsm, in); } } finally { if (different) { if (debug) { dprint("doIt: executing preAction for state " + nextState); } FSM newFSM = null ; try { newFSM = nextState.preAction( fsm ) ; } catch (Throwable thr) { if (debug) { dprint("doIt: preAction threw " + thr); } } if (newFSM == null) { fsm.setState( nextState ) ; } else { runner.push( newFSM ) ; } } if (debug) { dprint("doIt: state is now " + nextState); } } } private void mustBeInitializing() { if (!initializing) { throw new IllegalStateException( "Invalid method call after initialization completed"); } } private void mustNotBeInitializing() { if (initializing) { throw new IllegalStateException( "Invalid method call before initialization completed"); } } } // end of StateEngineImpl.java




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