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/**
 * Copyright (C) 2009-2012 Typesafe Inc. 
 */
package akka.actor

import akka.util._

import scala.collection.mutable
import akka.event.Logging
import akka.routing.{ Deafen, Listen, Listeners }

object FSM {

  object NullFunction extends PartialFunction[Any, Nothing] {
    def isDefinedAt(o: Any) = false
    def apply(o: Any) = sys.error("undefined")
  }

  case class CurrentState[S](fsmRef: ActorRef, state: S)
  case class Transition[S](fsmRef: ActorRef, from: S, to: S)
  case class SubscribeTransitionCallBack(actorRef: ActorRef)
  case class UnsubscribeTransitionCallBack(actorRef: ActorRef)

  sealed trait Reason
  case object Normal extends Reason
  case object Shutdown extends Reason
  case class Failure(cause: Any) extends Reason

  case object StateTimeout

  @deprecated("Will become private in 2.1, this is not user-api", "2.0.2")
  case class TimeoutMarker(generation: Long)

  @deprecated("Will become private[akka] in 2.1, this is not user-api", "2.0.2")
  case class Timer(name: String, msg: Any, repeat: Boolean, generation: Int)(implicit system: ActorSystem) {
    private var ref: Option[Cancellable] = _

    def schedule(actor: ActorRef, timeout: Duration) {
      if (repeat) {
        ref = Some(system.scheduler.schedule(timeout, timeout, actor, this))
      } else {
        ref = Some(system.scheduler.scheduleOnce(timeout, actor, this))
      }
    }

    def cancel {
      if (ref.isDefined) {
        ref.get.cancel()
        ref = None
      }
    }
  }

  /**
   * This extractor is just convenience for matching a (S, S) pair, including a
   * reminder what the new state is.
   */
  object -> {
    def unapply[S](in: (S, S)) = Some(in)
  }

  case class LogEntry[S, D](stateName: S, stateData: D, event: Any)

  case class State[S, D](stateName: S, stateData: D, timeout: Option[Duration] = None, stopReason: Option[Reason] = None, replies: List[Any] = Nil) {

    /**
     * Modify state transition descriptor to include a state timeout for the
     * next state. This timeout overrides any default timeout set for the next
     * state.
     */
    def forMax(timeout: Duration): State[S, D] = {
      copy(timeout = Some(timeout))
    }

    /**
     * Send reply to sender of the current message, if available.
     *
     * @return this state transition descriptor
     */
    def replying(replyValue: Any): State[S, D] = {
      copy(replies = replyValue :: replies)
    }

    /**
     * Modify state transition descriptor with new state data. The data will be
     * set when transitioning to the new state.
     */
    def using(nextStateDate: D): State[S, D] = {
      copy(stateData = nextStateDate)
    }

    private[akka] def withStopReason(reason: Reason): State[S, D] = {
      copy(stopReason = Some(reason))
    }
  }

}

/**
 * Finite State Machine actor trait. Use as follows:
 *
 * 
 *   object A {
 *     trait State
 *     case class One extends State
 *     case class Two extends State
 *
 *     case class Data(i : Int)
 *   }
 *
 *   class A extends Actor with FSM[A.State, A.Data] {
 *     import A._
 *
 *     startWith(One, Data(42))
 *     when(One) {
 *         case Event(SomeMsg, Data(x)) => ...
 *         case Ev(SomeMsg) => ... // convenience when data not needed
 *     }
 *     when(Two, stateTimeout = 5 seconds) { ... }
 *     initialize
 *   }
 * 
* * Within the partial function the following values are returned for effecting * state transitions: * * - stay for staying in the same state * - stay using Data(...) for staying in the same state, but with * different data * - stay forMax 5.millis for staying with a state timeout; can be * combined with using * - goto(...) for changing into a different state; also supports * using and forMax * - stop for terminating this FSM actor * * Each of the above also supports the method replying(AnyRef) for * sending a reply before changing state. * * While changing state, custom handlers may be invoked which are registered * using onTransition. This is meant to enable concentrating * different concerns in different places; you may choose to use * when for describing the properties of a state, including of * course initiating transitions, but you can describe the transitions using * onTransition to avoid having to duplicate that code among * multiple paths which lead to a transition: * *
 * onTransition {
 *   case Active -> _ => cancelTimer("activeTimer")
 * }
 * 
* * Multiple such blocks are supported and all of them will be called, not only * the first matching one. * * Another feature is that other actors may subscribe for transition events by * sending a SubscribeTransitionCallback message to this actor; * use UnsubscribeTransitionCallback before stopping the other * actor. * * State timeouts set an upper bound to the time which may pass before another * message is received in the current state. If no external message is * available, then upon expiry of the timeout a StateTimeout message is sent. * Note that this message will only be received in the state for which the * timeout was set and that any message received will cancel the timeout * (possibly to be started again by the next transition). * * Another feature is the ability to install and cancel single-shot as well as * repeated timers which arrange for the sending of a user-specified message: * *
 *   setTimer("tock", TockMsg, 1 second, true) // repeating
 *   setTimer("lifetime", TerminateMsg, 1 hour, false) // single-shot
 *   cancelTimer("tock")
 *   timerActive_? ("tock")
 * 
*/ trait FSM[S, D] extends Listeners { this: Actor ⇒ import FSM._ type State = FSM.State[S, D] type StateFunction = scala.PartialFunction[Event, State] type Timeout = Option[Duration] type TransitionHandler = PartialFunction[(S, S), Unit] // “import” so that it is visible without an import val -> = FSM.-> val StateTimeout = FSM.StateTimeout val log = Logging(context.system, this) /** * **************************************** * DSL * **************************************** */ /** * Insert a new StateFunction at the end of the processing chain for the * given state. If the stateTimeout parameter is set, entering this state * without a differing explicit timeout setting will trigger a StateTimeout * event; the same is true when using #stay. * * @param stateName designator for the state * @param stateTimeout default state timeout for this state * @param stateFunction partial function describing response to input */ protected final def when(stateName: S, stateTimeout: Duration = null)(stateFunction: StateFunction): Unit = register(stateName, stateFunction, Option(stateTimeout)) @deprecated("use the more import-friendly variant taking a Duration", "2.0") protected final def when(stateName: S, stateTimeout: Timeout)(stateFunction: StateFunction): Unit = register(stateName, stateFunction, stateTimeout) /** * Set initial state. Call this method from the constructor before the #initialize method. * * @param stateName initial state designator * @param stateData initial state data * @param timeout state timeout for the initial state, overriding the default timeout for that state */ protected final def startWith(stateName: S, stateData: D, timeout: Timeout = None): Unit = currentState = FSM.State(stateName, stateData, timeout) /** * Produce transition to other state. Return this from a state function in * order to effect the transition. * * @param nextStateName state designator for the next state * @return state transition descriptor */ protected final def goto(nextStateName: S): State = FSM.State(nextStateName, currentState.stateData) /** * Produce "empty" transition descriptor. Return this from a state function * when no state change is to be effected. * * @return descriptor for staying in current state */ protected final def stay(): State = goto(currentState.stateName) // cannot directly use currentState because of the timeout field /** * Produce change descriptor to stop this FSM actor with reason "Normal". */ protected final def stop(): State = stop(Normal) /** * Produce change descriptor to stop this FSM actor including specified reason. */ protected final def stop(reason: Reason): State = stop(reason, currentState.stateData) /** * Produce change descriptor to stop this FSM actor including specified reason. */ protected final def stop(reason: Reason, stateData: D): State = stay using stateData withStopReason (reason) /** * Schedule named timer to deliver message after given delay, possibly repeating. * @param name identifier to be used with cancelTimer() * @param msg message to be delivered * @param timeout delay of first message delivery and between subsequent messages * @param repeat send once if false, scheduleAtFixedRate if true * @return current state descriptor */ protected[akka] def setTimer(name: String, msg: Any, timeout: Duration, repeat: Boolean): State = { if (timers contains name) { timers(name).cancel } val timer = Timer(name, msg, repeat, timerGen.next)(context.system) timer.schedule(self, timeout) timers(name) = timer stay } /** * Cancel named timer, ensuring that the message is not subsequently delivered (no race). * @param name of the timer to cancel */ protected[akka] def cancelTimer(name: String): Unit = if (timers contains name) { timers(name).cancel timers -= name } /** * Inquire whether the named timer is still active. Returns true unless the * timer does not exist, has previously been canceled or if it was a * single-shot timer whose message was already received. */ protected[akka] final def timerActive_?(name: String) = timers contains name /** * Set state timeout explicitly. This method can safely be used from within a * state handler. */ protected final def setStateTimeout(state: S, timeout: Timeout): Unit = stateTimeouts(state) = timeout /** * Set handler which is called upon each state transition, i.e. not when * staying in the same state. This may use the pair extractor defined in the * FSM companion object like so: * *
   * onTransition {
   *   case Old -> New => doSomething
   * }
   * 
* * It is also possible to supply a 2-ary function object: * *
   * onTransition(handler _)
   *
   * private def handler(from: S, to: S) { ... }
   * 
* * The underscore is unfortunately necessary to enable the nicer syntax shown * above (it uses the implicit conversion total2pf under the hood). * * Multiple handlers may be installed, and every one of them will be * called, not only the first one matching. */ protected final def onTransition(transitionHandler: TransitionHandler): Unit = transitionEvent :+= transitionHandler /** * Convenience wrapper for using a total function instead of a partial * function literal. To be used with onTransition. */ implicit protected final def total2pf(transitionHandler: (S, S) ⇒ Unit) = new TransitionHandler { def isDefinedAt(in: (S, S)) = true def apply(in: (S, S)) { transitionHandler(in._1, in._2) } } /** * Set handler which is called upon termination of this FSM actor. */ protected final def onTermination(terminationHandler: PartialFunction[StopEvent[S, D], Unit]): Unit = terminateEvent = terminationHandler /** * Set handler which is called upon reception of unhandled messages. */ protected final def whenUnhandled(stateFunction: StateFunction): Unit = handleEvent = stateFunction orElse handleEventDefault /** * Verify existence of initial state and setup timers. This should be the * last call within the constructor. */ protected final def initialize: Unit = makeTransition(currentState) /** * Return current state name (i.e. object of type S) */ protected[akka] def stateName: S = currentState.stateName /** * Return current state data (i.e. object of type D) */ protected[akka] def stateData: D = currentState.stateData /** * Return next state data (available in onTransition handlers) */ protected[akka] def nextStateData = nextState.stateData /* * **************************************************************** * PRIVATE IMPLEMENTATION DETAILS * **************************************************************** */ /* * FSM State data and current timeout handling */ private var currentState: State = _ private var timeoutFuture: Option[Cancellable] = None private var nextState: State = _ private var generation: Long = 0L /* * Timer handling */ private val timers = mutable.Map[String, Timer]() private val timerGen = Iterator from 0 /* * State definitions */ private val stateFunctions = mutable.Map[S, StateFunction]() private val stateTimeouts = mutable.Map[S, Timeout]() private def register(name: S, function: StateFunction, timeout: Timeout): Unit = { if (stateFunctions contains name) { stateFunctions(name) = stateFunctions(name) orElse function stateTimeouts(name) = timeout orElse stateTimeouts(name) } else { stateFunctions(name) = function stateTimeouts(name) = timeout } } /* * unhandled event handler */ private val handleEventDefault: StateFunction = { case Event(value, stateData) ⇒ log.warning("unhandled event " + value + " in state " + stateName) stay } private var handleEvent: StateFunction = handleEventDefault /* * termination handling */ private var terminateEvent: PartialFunction[StopEvent[S, D], Unit] = NullFunction /* * transition handling */ private var transitionEvent: List[TransitionHandler] = Nil private def handleTransition(prev: S, next: S) { val tuple = (prev, next) for (te ← transitionEvent) { if (te.isDefinedAt(tuple)) te(tuple) } } /* * ******************************************* * Main actor receive() method * ******************************************* */ override final protected def receive: Receive = { case TimeoutMarker(gen) ⇒ if (generation == gen) { processMsg(StateTimeout, "state timeout") } case t @ Timer(name, msg, repeat, gen) ⇒ if ((timers contains name) && (timers(name).generation == gen)) { if (timeoutFuture.isDefined) { timeoutFuture.get.cancel() timeoutFuture = None } generation += 1 if (!repeat) { timers -= name } processMsg(msg, t) } case SubscribeTransitionCallBack(actorRef) ⇒ // TODO use DeathWatch to clean up list listeners.add(actorRef) // send current state back as reference point actorRef ! CurrentState(self, currentState.stateName) case Listen(actorRef) ⇒ // TODO use DeathWatch to clean up list listeners.add(actorRef) // send current state back as reference point actorRef ! CurrentState(self, currentState.stateName) case UnsubscribeTransitionCallBack(actorRef) ⇒ listeners.remove(actorRef) case Deafen(actorRef) ⇒ listeners.remove(actorRef) case value ⇒ { if (timeoutFuture.isDefined) { timeoutFuture.get.cancel() timeoutFuture = None } generation += 1 processMsg(value, sender) } } private def processMsg(value: Any, source: AnyRef): Unit = { val event = Event(value, currentState.stateData) processEvent(event, source) } private[akka] def processEvent(event: Event, source: AnyRef): Unit = { val stateFunc = stateFunctions(currentState.stateName) val nextState = if (stateFunc isDefinedAt event) { stateFunc(event) } else { // handleEventDefault ensures that this is always defined handleEvent(event) } applyState(nextState) } private[akka] def applyState(nextState: State): Unit = { nextState.stopReason match { case None ⇒ makeTransition(nextState) case _ ⇒ nextState.replies.reverse foreach { r ⇒ sender ! r } terminate(nextState) context.stop(self) } } private[akka] def makeTransition(nextState: State): Unit = { if (!stateFunctions.contains(nextState.stateName)) { terminate(stay withStopReason Failure("Next state %s does not exist".format(nextState.stateName))) } else { nextState.replies.reverse foreach { r ⇒ sender ! r } if (currentState.stateName != nextState.stateName) { this.nextState = nextState handleTransition(currentState.stateName, nextState.stateName) gossip(Transition(self, currentState.stateName, nextState.stateName)) } currentState = nextState val timeout = if (currentState.timeout.isDefined) currentState.timeout else stateTimeouts(currentState.stateName) if (timeout.isDefined) { val t = timeout.get if (t.finite_? && t.length >= 0) { timeoutFuture = Some(context.system.scheduler.scheduleOnce(t, self, TimeoutMarker(generation))) } } } } override def postStop(): Unit = { terminate(stay withStopReason Shutdown) } private def terminate(nextState: State): Unit = { if (currentState.stopReason.isEmpty) { val reason = nextState.stopReason.get reason match { case Failure(ex: Throwable) ⇒ log.error(ex, "terminating due to Failure") case Failure(msg: AnyRef) ⇒ log.error(msg.toString) case _ ⇒ } for (timer ← timers.values) timer.cancel timers.clear() currentState = nextState val stopEvent = StopEvent(reason, currentState.stateName, currentState.stateData) if (terminateEvent.isDefinedAt(stopEvent)) terminateEvent(stopEvent) } } case class Event(event: Any, stateData: D) case class StopEvent[S, D](reason: Reason, currentState: S, stateData: D) } /** * Stackable trait for FSM which adds a rolling event log. * * @since 1.2 */ trait LoggingFSM[S, D] extends FSM[S, D] { this: Actor ⇒ import FSM._ def logDepth: Int = 0 private val debugEvent = context.system.settings.FsmDebugEvent private val events = new Array[Event](logDepth) private val states = new Array[AnyRef](logDepth) private var pos = 0 private var full = false private def advance() { val n = pos + 1 if (n == logDepth) { full = true pos = 0 } else { pos = n } } protected[akka] abstract override def setTimer(name: String, msg: Any, timeout: Duration, repeat: Boolean): State = { if (debugEvent) log.debug("setting " + (if (repeat) "repeating " else "") + "timer '" + name + "'/" + timeout + ": " + msg) super.setTimer(name, msg, timeout, repeat) } protected[akka] abstract override def cancelTimer(name: String): Unit = { if (debugEvent) log.debug("canceling timer '" + name + "'") super.cancelTimer(name) } private[akka] abstract override def processEvent(event: Event, source: AnyRef): Unit = { if (debugEvent) { val srcstr = source match { case s: String ⇒ s case Timer(name, _, _, _) ⇒ "timer " + name case a: ActorRef ⇒ a.toString case _ ⇒ "unknown" } log.debug("processing " + event + " from " + srcstr) } if (logDepth > 0) { states(pos) = stateName.asInstanceOf[AnyRef] events(pos) = event advance() } val oldState = stateName super.processEvent(event, source) val newState = stateName if (debugEvent && oldState != newState) log.debug("transition " + oldState + " -> " + newState) } /** * Retrieve current rolling log in oldest-first order. The log is filled with * each incoming event before processing by the user supplied state handler. */ protected def getLog: IndexedSeq[LogEntry[S, D]] = { val log = events zip states filter (_._1 ne null) map (x ⇒ LogEntry(x._2.asInstanceOf[S], x._1.stateData, x._1.event)) if (full) { IndexedSeq() ++ log.drop(pos) ++ log.take(pos) } else { IndexedSeq() ++ log } } }




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