示例#1
0
        public void MultipleEntryActions(
            PassiveStateMachine <int, int> machine,
            bool entryAction1Executed,
            bool entryAction2Executed)
        {
            "establish a state machine with several entry actions on a state".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(State)
                .ExecuteOnEntry(() => entryAction1Executed = true)
                .ExecuteOnEntry(() => entryAction2Executed = true);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(State)
                          .Build()
                          .CreatePassiveStateMachine();
            });

            "when entering the state".x(() =>
            {
                machine.Start();
            });

            "It should execute all entry actions".x(() =>
            {
                entryAction1Executed
                .Should().BeTrue("first action should be executed");

                entryAction2Executed
                .Should().BeTrue("second action should be executed");
            });
        }
示例#2
0
        public void ExceptionHandling(
            PassiveStateMachine <int, int> machine,
            bool entryAction1Executed,
            bool entryAction2Executed,
            bool entryAction3Executed)
        {
            var exception2         = new Exception();
            var exception3         = new Exception();
            var receivedExceptions = new List <Exception>();

            "establish a state machine with several entry actions on a state and some of them throw an exception".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(State)
                .ExecuteOnEntry(() => entryAction1Executed = true)
                .ExecuteOnEntry(() =>
                {
                    entryAction2Executed = true;
                    throw exception2;
                })
                .ExecuteOnEntry(() =>
                {
                    entryAction3Executed = true;
                    throw exception3;
                });
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(State)
                          .Build()
                          .CreatePassiveStateMachine();

                machine.TransitionExceptionThrown += (s, e) => receivedExceptions.Add(e.Exception);
            });

            "when entering the state".x(() =>
            {
                machine.Start();
            });

            "it should execute all entry actions on entry".x(() =>
            {
                entryAction1Executed
                .Should().BeTrue("action 1 should be executed");

                entryAction2Executed
                .Should().BeTrue("action 2 should be executed");

                entryAction3Executed
                .Should().BeTrue("action 3 should be executed");
            });

            "it should handle all exceptions of all throwing entry actions by firing the TransitionExceptionThrown event".x(() =>
                                                                                                                            receivedExceptions
                                                                                                                            .Should()
                                                                                                                            .HaveCount(2)
                                                                                                                            .And
                                                                                                                            .Contain(exception2)
                                                                                                                            .And
                                                                                                                            .Contain(exception3));
        }
        public void NoExceptionHandlerRegistered(
            PassiveStateMachine <int, int> machine,
            Exception catchedException)
        {
            "establish an exception throwing state machine without a registered exception handler".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(Values.Source)
                .On(Values.Event)
                .Execute(() => throw Values.Exception);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(Values.Source)
                          .Build()
                          .CreatePassiveStateMachine();

                machine.Start();
            });

            "when an exception occurs".x(() =>
                                         catchedException = Catch.Exception(() => machine.Fire(Values.Event)));

            "should (re-)throw exception".x(() =>
                                            catchedException.InnerException
                                            .Should().BeSameAs(Values.Exception));
        }
示例#4
0
        public void NoMatchingGuard(
            PassiveStateMachine <int, int> machine,
            CurrentStateExtension currentStateExtension)
        {
            bool declined = false;

            "establish state machine with no matching guard".x(() =>
            {
                machine = new PassiveStateMachine <int, int>();

                currentStateExtension = new CurrentStateExtension();
                machine.AddExtension(currentStateExtension);

                machine.In(SourceState)
                .On(Event)
                .If(() => false).Goto(ErrorState);

                machine.TransitionDeclined += (sender, e) => declined = true;

                machine.Initialize(SourceState);
                machine.Start();
            });

            "when an event is fired".x(() =>
                                       machine.Fire(Event));

            "it should notify about declined transition".x(() =>
                                                           declined.Should().BeTrue("TransitionDeclined event should be fired"));
        }
        public SimpleStateMachine()
        {
            var builder = new StateMachineDefinitionBuilder <States, Events>();

            builder
            .In(States.Off)
            .On(Events.TurnOn)
            .Goto(States.On)
            .Execute(SayHello);

            builder
            .In(States.On)
            .On(Events.TurnOff)
            .Goto(States.Off)
            .Execute(SayBye);

            builder
            .WithInitialState(States.Off);

            machine = builder
                      .Build()
                      .CreatePassiveStateMachine();

            machine.Start();
        }
        public void ExitActionException(PassiveStateMachine <int, int> machine)
        {
            "establish an exit action throwing an exception".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(Values.Source)
                .ExecuteOnExit(() => throw Values.Exception)
                .On(Values.Event)
                .Goto(Values.Destination);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(Values.Source)
                          .Build()
                          .CreatePassiveStateMachine();

                machine.TransitionExceptionThrown += (s, e) => this.receivedTransitionExceptionEventArgs = e;
            });

            "when executing the transition".x(() =>
            {
                machine.Start();
                machine.Fire(Values.Event, Values.Parameter);
            });

            this.ItShouldHandleTransitionException();
        }
        public void Start(
            PassiveStateMachine <int, int> machine,
            bool entryActionExecuted,
            CurrentStateExtension currentStateExtension)
        {
            "establish a state machine".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(TestState)
                .ExecuteOnEntry(() => entryActionExecuted = true);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(TestState)
                          .Build()
                          .CreatePassiveStateMachine();

                currentStateExtension = new CurrentStateExtension();
                machine.AddExtension(currentStateExtension);
            });

            "when starting the state machine".x(() =>
                                                machine.Start());

            "should set current state of state machine to state to which it is initialized".x(() =>
                                                                                              currentStateExtension.CurrentState.Should().Be(TestState));

            "should execute entry action of state to which state machine is initialized".x(() =>
                                                                                           entryActionExecuted.Should().BeTrue());
        }
        public void StartingException(PassiveStateMachine <int, int> machine)
        {
            const int State = 1;

            "establish a entry action for the initial state that throws an exception".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(State)
                .ExecuteOnEntry(() => throw Values.Exception);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(State)
                          .Build()
                          .CreatePassiveStateMachine();

                machine.TransitionExceptionThrown += (s, e) => this.receivedTransitionExceptionEventArgs = e;
            });

            "when starting the state machine".x(() =>
                                                machine.Start());

            "should catch exception and fire transition exception event".x(() =>
                                                                           this.receivedTransitionExceptionEventArgs.Exception.Should().NotBeNull());

            "should pass thrown exception to event arguments of transition exception event".x(() =>
                                                                                              this.receivedTransitionExceptionEventArgs.Exception.Should().BeSameAs(Values.Exception));
        }
示例#9
0
        public void MatchingGuard(
            PassiveStateMachine <int, int> machine,
            CurrentStateExtension currentStateExtension)
        {
            "establish a state machine with guarded transitions".x(() =>
            {
                machine = new PassiveStateMachine <int, int>();

                currentStateExtension = new CurrentStateExtension();
                machine.AddExtension(currentStateExtension);

                machine.In(SourceState)
                .On(Event)
                .If(() => false).Goto(ErrorState)
                .If(() => true).Goto(DestinationState)
                .If(() => true).Goto(ErrorState)
                .Otherwise().Goto(ErrorState);

                machine.Initialize(SourceState);
                machine.Start();
            });

            "when an event is fired".x(() =>
                                       machine.Fire(Event));

            "it should take transition guarded with first matching guard".x(() =>
                                                                            currentStateExtension.CurrentState.Should().Be(DestinationState));
        }
        private void ConfigureStateMachine()
        {
            mToiletStateMachine    = new PassiveStateMachine <ToiletStates, ToiletEvents>();
            mCurrentStateExtension = new CurrentStateExtension();
            mToiletStateMachine.AddExtension(mCurrentStateExtension);

            mToiletStateMachine.In(ToiletStates.WaitingForStart)
            .ExecuteOnEntry(StopStateMachine)
            .On(ToiletEvents.StartStateMachine).Goto(ToiletStates.WaitingForMan);

            mToiletStateMachine.In(ToiletStates.WaitingForMan)
            .ExecuteOnEntry(WaitForMan)
            .On(ToiletEvents.ManArrived).Goto(ToiletStates.ManInfrontOfToilet)
            .On(ToiletEvents.StopStateMachine).Goto(ToiletStates.WaitingForStart);

            mToiletStateMachine.In(ToiletStates.ManInfrontOfToilet)
            .ExecuteOnEntry(ManArrived)
            .On(ToiletEvents.ManPees).Goto(ToiletStates.ManIsPeeing)
            .On(ToiletEvents.ManLeft).Goto(ToiletStates.WaitingForMan)
            .On(ToiletEvents.StopStateMachine).Goto(ToiletStates.WaitingForStart);

            mToiletStateMachine.In(ToiletStates.ManIsPeeing).
            ExecuteOnEntry(ManIsPeeing)
            .On(ToiletEvents.ManLeft).Goto(ToiletStates.PeeingFinished)
            .On(ToiletEvents.StopStateMachine).Goto(ToiletStates.WaitingForStart);

            mToiletStateMachine.In(ToiletStates.PeeingFinished)
            .ExecuteOnEntry(Flush)
            .On(ToiletEvents.FlushFinished).Goto(ToiletStates.WaitingForMan)
            .On(ToiletEvents.StopStateMachine).Goto(ToiletStates.WaitingForStart);

            mToiletStateMachine.Initialize(ToiletStates.WaitingForStart);
            mToiletStateMachine.Start();
        }
示例#11
0
        public void BeforeExecutingEntryActions(
            PassiveStateMachine <string, int> machine,
            IExtension <string, int> extension)
        {
            "establish an extension".x(()
                                       => extension = A.Fake <IExtension <string, int> >());

            "establish a state machine using the extension".x(() =>
            {
                machine = new PassiveStateMachine <string, int>(Name);

                machine.AddExtension(extension);

                machine.In("0")
                .On(1).Goto("1");

                machine.Initialize("0");
                machine.Start();
            });

            "when firing an event onto the state machine".x(()
                                                            => machine.Fire(1));

            "it should call EnteringState on registered extensions for target state".x(()
                                                                                       => A.CallTo(() => extension.EnteringState(
                                                                                                       A <IStateMachineInformation <string, int> > .That.Matches(x => x.Name == Name && x.CurrentStateId == "1"),
                                                                                                       A <IState <string, int> > .That.Matches(x => x.Id == "1"),
                                                                                                       A <ITransitionContext <string, int> > .That.Matches(x => x.EventId.Value == 1)))
                                                                                       .MustHaveHappened());
        }
示例#12
0
        public void ExitActionWithParameter(
            PassiveStateMachine <int, int> machine,
            string parameter)
        {
            const string Parameter = "parameter";

            "establish a state machine with exit action with parameter on a state".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(State)
                .ExecuteOnExitParametrized(p => parameter = p, Parameter)
                .On(Event).Goto(AnotherState);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(State)
                          .Build()
                          .CreatePassiveStateMachine();
            });

            "when leaving the state".x(() =>
            {
                machine.Start();
                machine.Fire(Event);
            });

            "it should execute the exit action".x(() =>
                                                  parameter.Should().NotBeNull());

            "it should pass parameter to the exit action".x(() =>
                                                            parameter.Should().Be(Parameter));
        }
示例#13
0
        public void MultipleExitActions(
            PassiveStateMachine <int, int> machine,
            bool exitAction1Executed,
            bool exitAction2Executed)
        {
            "establish a state machine with several exit actions on a state".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(State)
                .ExecuteOnExit(() => exitAction1Executed = true)
                .ExecuteOnExit(() => exitAction2Executed = true)
                .On(Event).Goto(AnotherState);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(State)
                          .Build()
                          .CreatePassiveStateMachine();
            });

            "when leaving the state".x(() =>
            {
                machine.Start();
                machine.Fire(Event);
            });

            "It should execute all exit actions".x(() =>
            {
                exitAction1Executed
                .Should().BeTrue("first action should be executed");

                exitAction2Executed
                .Should().BeTrue("second action should be executed");
            });
        }
示例#14
0
        public void EventArgument(
            PassiveStateMachine <int, int> machine,
            int passedArgument)
        {
            const int Argument = 17;

            "establish a state machine with an exit action taking an event argument".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(State)
                .ExecuteOnExit((int argument) => passedArgument = argument)
                .On(Event).Goto(AnotherState);
                stateMachineDefinitionBuilder
                .In(AnotherState)
                .ExecuteOnEntry((int argument) => passedArgument = argument);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(State)
                          .Build()
                          .CreatePassiveStateMachine();
            });

            "when leaving the state".x(() =>
            {
                machine.Start();
                machine.Fire(Event, Argument);
            });

            "it should pass event argument to exit action".x(() =>
                                                             passedArgument.Should().Be(Argument));
        }
示例#15
0
        public void ExitAction(
            PassiveStateMachine <int, int> machine,
            bool exitActionExecuted)
        {
            "establish a state machine with exit action on a state".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(State)
                .ExecuteOnExit(() => exitActionExecuted = true)
                .On(Event).Goto(AnotherState);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(State)
                          .Build()
                          .CreatePassiveStateMachine();
            });

            "when leaving the state".x(() =>
            {
                machine.Start();
                machine.Fire(Event);
            });

            "it should execute the exit action".x(() =>
                                                  exitActionExecuted.Should().BeTrue());
        }
示例#16
0
        public void NoMatchingGuard(
            PassiveStateMachine <int, int> machine)
        {
            var declined = false;

            "establish state machine with no matching guard".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(SourceState)
                .On(Event)
                .If(() => false).Goto(ErrorState);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(SourceState)
                          .Build()
                          .CreatePassiveStateMachine();

                machine.TransitionDeclined += (sender, e) => declined = true;

                machine.Start();
            });

            "when an event is fired".x(() =>
                                       machine.Fire(Event));

            "it should notify about declined transition".x(() =>
                                                           declined.Should().BeTrue("TransitionDeclined event should be fired"));
        }
示例#17
0
        public void OtherwiseGuard(
            PassiveStateMachine <int, int> machine,
            CurrentStateExtension currentStateExtension)
        {
            "establish a state machine with otherwise guard and no machting other guard".x(() =>
            {
                machine = new PassiveStateMachine <int, int>();

                currentStateExtension = new CurrentStateExtension();
                machine.AddExtension(currentStateExtension);

                machine.In(SourceState)
                .On(Event)
                .If(() => false).Goto(ErrorState)
                .Otherwise().Goto(DestinationState);

                machine.Initialize(SourceState);
                machine.Start();
            });

            "when an event is fired".x(() =>
                                       machine.Fire(Event));

            "it should_take_transition_guarded_with_otherwise".x(() =>
                                                                 currentStateExtension.CurrentState.Should().Be(DestinationState));
        }
示例#18
0
        public void MatchingGuard(
            PassiveStateMachine<int, int> machine,
            CurrentStateExtension currentStateExtension)
        {
            "establish a state machine with guarded transitions"._(() =>
            {
                machine = new PassiveStateMachine<int, int>();

                currentStateExtension = new CurrentStateExtension();
                machine.AddExtension(currentStateExtension);

                machine.In(SourceState)
                    .On(Event)
                        .If(() => false).Goto(ErrorState)
                        .If(() => true).Goto(DestinationState)
                        .If(() => true).Goto(ErrorState)
                        .Otherwise().Goto(ErrorState);

                machine.Initialize(SourceState);
                machine.Start();
            });

            "when an event is fired"._(() =>
                machine.Fire(Event));

            "it should take transition guarded with first matching guard"._(() =>
                currentStateExtension.CurrentState.Should().Be(DestinationState));
        }
示例#19
0
        public void CustomTypesForStatesAndEvents(
            PassiveStateMachine <MyState, MyEvent> machine,
            bool arrivedInStateB)
        {
            "establish a state machine with custom types for states and events".x(() =>
            {
                machine = new PassiveStateMachine <MyState, MyEvent>();

                machine.In(new MyState("A"))
                .On(new MyEvent(1)).Goto(new MyState("B"));

                machine.In(new MyState("B"))
                .ExecuteOnEntry(() => arrivedInStateB = true);

                machine.Initialize(new MyState("A"));

                machine.Start();
            });

            "when using the state machine".x(() =>
                                             machine.Fire(new MyEvent(1)));

            "it should use equals to compare states and events".x(() =>
                                                                  arrivedInStateB.Should().BeTrue("state B should be current state"));
        }
示例#20
0
        public void CustomTypesForStatesAndEvents(
            PassiveStateMachine<MyState, MyEvent> machine,
            bool arrivedInStateB)
        {
            "establish a state machine with custom types for states and events"._(() =>
                {
                    machine = new PassiveStateMachine<MyState, MyEvent>();

                    machine.In(new MyState("A"))
                        .On(new MyEvent(1)).Goto(new MyState("B"));

                    machine.In(new MyState("B"))
                        .ExecuteOnEntry(() => arrivedInStateB = true);

                    machine.Initialize(new MyState("A"));

                    machine.Start();
                });

            "when using the state machine"._(() =>
                machine.Fire(new MyEvent(1)));

            "it should use equals to compare states and events"._(() =>
                arrivedInStateB.Should().BeTrue("state B should be current state"));
        }
示例#21
0
        public QuestEditorController(InventoryController inventoryController, HotbarController hotbarController, PlayerRobotSimulator playerRobotSimulator)
        {
            this.inventoryController  = inventoryController;
            this.hotbarController     = hotbarController;
            this.playerRobotSimulator = playerRobotSimulator;

            createStateMachine();
            fsm.Start();
        }
示例#22
0
        public void CanStartFSM()
        {
            fsm = new PassiveStateMachine <SM.ProcessState, SM.Command>();

            fsm.Initialize(SM.ProcessState.Initial);
            fsm.Fire(SM.Command.OnOpenBattleFront);
            fsm.Start();

            Assert.IsTrue(fsm.IsRunning);
        }
示例#23
0
        public void Loading(
            StateMachineSaver <State> saver,
            StateMachineLoader <State> loader,
            FakeExtension extension,
            State sourceState,
            State targetState)
        {
            "establish a saved state machine with history".x(() =>
            {
                var machine = new PassiveStateMachine <State, Event>();

                DefineMachine(machine);
                machine.Initialize(State.A);
                machine.Start();
                machine.Fire(Event.S2);     // set history of super state S
                machine.Fire(Event.B);      // set current state to B

                saver  = new StateMachineSaver <State>();
                loader = new StateMachineLoader <State>();

                machine.Save(saver);
            });

            "when state machine is loaded".x(() =>
            {
                loader.SetCurrentState(saver.CurrentStateId);
                loader.SetHistoryStates(saver.HistoryStates);

                extension         = new FakeExtension();
                var loadedMachine = new PassiveStateMachine <State, Event>();
                loadedMachine.AddExtension(extension);

                DefineMachine(loadedMachine);
                loadedMachine.Load(loader);

                loadedMachine.TransitionCompleted += (sender, args) =>
                {
                    sourceState = args.StateId;
                    targetState = args.NewStateId;
                };

                loadedMachine.Start();
                loadedMachine.Fire(Event.S);
            });

            "it should reset current state".x(() =>
                                              sourceState.Should().Be(State.B));

            "it should reset all history states of super states".x(() =>
                                                                   targetState.Should().Be(State.S2));

            "it should notify extensions".x(()
                                            => extension.LoadedCurrentState
                                            .Should().BeEquivalentTo(State.B));
        }
示例#24
0
        public void LoadingEvents(
            PassiveStateMachine <string, int> machine)
        {
            "establish a state machine".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <string, int>();
                stateMachineDefinitionBuilder
                .In("A")
                .On(1)
                .Goto("B");
                stateMachineDefinitionBuilder
                .In("B")
                .On(2)
                .Goto("C");
                stateMachineDefinitionBuilder
                .In("C")
                .On(3)
                .Goto("A");
                machine = stateMachineDefinitionBuilder
                          .WithInitialState("A")
                          .Build()
                          .CreatePassiveStateMachine();
            });

            "when it is loaded with Events".x(() =>
            {
                var loader = new StateMachineLoader <string, int>();
                loader.SetEvents(new List <EventInformation <int> >
                {
                    new EventInformation <int>(1, null),
                    new EventInformation <int>(2, null),
                });
                machine.Load(loader);
            });

            "it should process those events".x(() =>
            {
                var transitionRecords        = new List <TransitionRecord>();
                machine.TransitionCompleted += (sender, args) =>
                                               transitionRecords.Add(
                    new TransitionRecord(args.EventId, args.StateId, args.NewStateId));

                machine.Start();
                transitionRecords
                .Should()
                .HaveCount(2)
                .And
                .IsEquivalentInOrder(new List <TransitionRecord>
                {
                    new TransitionRecord(1, "A", "B"),
                    new TransitionRecord(2, "B", "C")
                });
            });
        }
示例#25
0
        public Elevator()
        {
            var builder = new StateMachineDefinitionBuilder <States, Events>();

            builder.DefineHierarchyOn(States.Healthy)
            .WithHistoryType(HistoryType.Deep)
            .WithInitialSubState(States.OnFloor)
            .WithSubState(States.Moving);

            builder.DefineHierarchyOn(States.Moving)
            .WithHistoryType(HistoryType.Shallow)
            .WithInitialSubState(States.MovingUp)
            .WithSubState(States.MovingDown);

            builder.DefineHierarchyOn(States.OnFloor)
            .WithHistoryType(HistoryType.None)
            .WithInitialSubState(States.DoorClosed)
            .WithSubState(States.DoorOpen);

            builder.In(States.Healthy)
            .ExecuteOnEntry(() => {
            })
            .On(Events.Error).Goto(States.Error);

            builder.In(States.Error)
            .On(Events.Reset).Goto(States.Healthy)
            .On(Events.Error);

            builder.In(States.OnFloor)
            .ExecuteOnEntry(this.AnnounceFloor)
            .ExecuteOnExit(Beep)
            .ExecuteOnExit(Beep)     // just beep a second time
            .On(Events.CloseDoor).Goto(States.DoorClosed)
            .On(Events.OpenDoor).Goto(States.DoorOpen)
            .On(Events.GoUp)
            .If(CheckOverload).Goto(States.MovingUp)
            .Otherwise().Execute(this.AnnounceOverload)
            .On(Events.GoDown)
            .If(CheckOverload).Goto(States.MovingDown)
            .Otherwise().Execute(this.AnnounceOverload);
            builder.In(States.Moving)
            .On(Events.Stop).Goto(States.OnFloor);

            builder.WithInitialState(States.OnFloor);

            var definition = builder
                             .Build();

            elevator = definition
                       .CreatePassiveStateMachine("Elevator");

            elevator.Start();
        }
示例#26
0
        public void CommonAncestor(
            PassiveStateMachine <int, int> machine)
        {
            const int CommonAncestorState       = 0;
            const int SourceState               = 1;
            const int ParentOfSourceState       = 2;
            const int SiblingOfSourceState      = 3;
            const int DestinationState          = 4;
            const int ParentOfDestinationState  = 5;
            const int SiblingOfDestinationState = 6;
            const int Event = 0;

            var commonAncestorStateLeft = false;

            "establish a hierarchical state machine".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .DefineHierarchyOn(CommonAncestorState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(ParentOfSourceState)
                .WithSubState(ParentOfDestinationState);
                stateMachineDefinitionBuilder
                .DefineHierarchyOn(ParentOfSourceState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(SourceState)
                .WithSubState(SiblingOfSourceState);
                stateMachineDefinitionBuilder
                .DefineHierarchyOn(ParentOfDestinationState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(DestinationState)
                .WithSubState(SiblingOfDestinationState);
                stateMachineDefinitionBuilder
                .In(SourceState)
                .On(Event).Goto(DestinationState);
                stateMachineDefinitionBuilder
                .In(CommonAncestorState)
                .ExecuteOnExit(() => commonAncestorStateLeft = true);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(SourceState)
                          .Build()
                          .CreatePassiveStateMachine();

                machine.Start();
            });

            "when firing an event resulting in a transition with a common ancestor".x(() =>
                                                                                      machine.Fire(Event));

            "the state machine should remain inside common ancestor state".x(() =>
                                                                             commonAncestorStateLeft
                                                                             .Should().BeFalse());
        }
示例#27
0
        public void SimpleTransition()
        {
            fsm = new PassiveStateMachine <SM.ProcessState, SM.Command>();

            fsm.Initialize(SM.ProcessState.Initial);
            fsm.Fire(SM.Command.OnOpenBattleFront);
            fsm.Start();

            fsm.Fire(SM.Command.OnOuterDoorDown);

            Assert.IsTrue(fsm.IsRunning);
        }
        public void CommonAncestor(
            PassiveStateMachine<int, int> machine)
        {
            const int CommonAncestorState = 0;
            const int SourceState = 1;
            const int ParentOfSourceState = 2;
            const int SiblingOfSourceState = 3;
            const int DestinationState = 4;
            const int ParentOfDestinationState = 5;
            const int SiblingOfDestinationState = 6;
            const int Event = 0;

            bool commonAncestorStateLeft = false;

            "establish a hierarchical state machine"._(() =>
            {
                machine = new PassiveStateMachine<int, int>();

                machine.DefineHierarchyOn(CommonAncestorState)
                    .WithHistoryType(HistoryType.None)
                    .WithInitialSubState(ParentOfSourceState)
                    .WithSubState(ParentOfDestinationState);

                machine.DefineHierarchyOn(ParentOfSourceState)
                    .WithHistoryType(HistoryType.None)
                    .WithInitialSubState(SourceState)
                    .WithSubState(SiblingOfSourceState);

                machine.DefineHierarchyOn(ParentOfDestinationState)
                    .WithHistoryType(HistoryType.None)
                    .WithInitialSubState(DestinationState)
                    .WithSubState(SiblingOfDestinationState);

                machine.In(SourceState)
                    .On(Event).Goto(DestinationState);

                machine.In(CommonAncestorState)
                    .ExecuteOnExit(() => commonAncestorStateLeft = true);

                machine.Initialize(SourceState);
                machine.Start();
            });

            "when firing an event resulting in a transition with a common ancestor"._(() =>
                machine.Fire(Event));

            "the state machine should remain inside common ancestor state"._(() =>
                commonAncestorStateLeft
                    .Should().BeFalse());
        }
示例#29
0
        public static void Main()
        {
            // configure basic logging (all levels enabled, messages are written to the console)
            log4net.Config.BasicConfigurator.Configure();

            var elevator = new PassiveStateMachine <States, Events>("Elevator");

            elevator.AddExtension(new Extensions.Log4NetExtension <States, Events>("Elevator"));

            elevator.DefineHierarchyOn(States.Healthy, States.OnFloor, HistoryType.Deep, States.OnFloor, States.Moving);
            elevator.DefineHierarchyOn(States.Moving, States.MovingUp, HistoryType.Shallow, States.MovingUp, States.MovingDown);
            elevator.DefineHierarchyOn(States.OnFloor, States.DoorClosed, HistoryType.None, States.DoorClosed, States.DoorOpen);

            elevator.In(States.Healthy)
            .On(Events.ErrorOccured).Goto(States.Error);

            elevator.In(States.Error)
            .On(Events.Reset).Goto(States.Healthy);

            elevator.In(States.OnFloor)
            .ExecuteOnEntry(AnnounceFloor)
            .On(Events.CloseDoor).Goto(States.DoorClosed)
            .On(Events.OpenDoor).Goto(States.DoorOpen)
            .On(Events.GoUp)
            .If(CheckOverload).Goto(States.MovingUp)
            .Otherwise().Execute(AnnounceOverload)
            .On(Events.GoDown)
            .If(CheckOverload).Goto(States.MovingDown)
            .Otherwise().Execute(AnnounceOverload);

            elevator.In(States.Moving)
            .On(Events.Stop).Goto(States.OnFloor);

            elevator.Initialize(States.OnFloor);

            elevator.Fire(Events.ErrorOccured);
            elevator.Fire(Events.Reset);

            elevator.Start();

            elevator.Fire(Events.OpenDoor);
            elevator.Fire(Events.CloseDoor);
            elevator.Fire(Events.GoUp);
            elevator.Fire(Events.Stop);
            elevator.Fire(Events.OpenDoor);

            elevator.Stop();

            Console.ReadLine();
        }
示例#30
0
        public void ExecutingTransition(
            PassiveStateMachine <int, int> machine,
            string actualParameter,
            bool exitActionExecuted,
            bool entryActionExecuted)
        {
            "establish a state machine with transitions".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(SourceState)
                .ExecuteOnExit(() => exitActionExecuted = true)
                .On(Event)
                .Goto(DestinationState)
                .Execute <string>(p => actualParameter = p);
                stateMachineDefinitionBuilder
                .In(DestinationState)
                .ExecuteOnEntry(() => entryActionExecuted = true);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(SourceState)
                          .Build()
                          .CreatePassiveStateMachine();

                machine.AddExtension(CurrentStateExtension);

                machine.Start();
            });

            "when firing an event onto the state machine".x(() =>
                                                            machine.Fire(Event, Parameter));

            "it should_execute_transition_by_switching_state".x(() =>
                                                                CurrentStateExtension.CurrentState.Should().Be(DestinationState));

            "it should_execute_transition_actions".x(() =>
                                                     actualParameter.Should().NotBeNull());

            "it should_pass_parameters_to_transition_action".x(() =>
                                                               actualParameter.Should().Be(Parameter));

            "it should_execute_exit_action_of_source_state".x(() =>
                                                              exitActionExecuted.Should().BeTrue());

            "it should_execute_entry_action_of_destination_state".x(() =>
                                                                    entryActionExecuted.Should().BeTrue());
        }
示例#31
0
        public void BeforeExecutingEntryActionsHierarchical(
            PassiveStateMachine <string, string> machine,
            IExtension <string, string> extension)
        {
            "establish an extension".x(()
                                       => extension = A.Fake <IExtension <string, string> >());

            "establish a hierarchical state machine using the extension".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <string, string>();
                stateMachineDefinitionBuilder
                .DefineHierarchyOn("A")
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState("A0");
                stateMachineDefinitionBuilder
                .In("0")
                .On("A0")
                .Goto("A0");
                machine = stateMachineDefinitionBuilder
                          .WithInitialState("0")
                          .Build()
                          .CreatePassiveStateMachine(Name);

                machine.AddExtension(extension);

                machine.Start();
            });

            "when firing an event onto the state machine".x(()
                                                            => machine.Fire("A0"));

            "it should call EnteringState on registered extensions for entered super states of target state".x(()
                                                                                                               => A.CallTo(() => extension.EnteringState(
                                                                                                                               A <IStateMachineInformation <string, string> > .That.Matches(x => x.Name == Name && x.CurrentStateId.ExtractOrThrow() == "A0"),
                                                                                                                               A <IStateDefinition <string, string> > .That.Matches(x => x.Id == "A"),
                                                                                                                               A <ITransitionContext <string, string> > .That.Matches(x => x.EventId.Value == "A0")))
                                                                                                               .MustHaveHappened());

            "it should call EnteringState on registered extensions for entered leaf target state".x(()
                                                                                                    => A.CallTo(() => extension.EnteringState(
                                                                                                                    A <IStateMachineInformation <string, string> > .That.Matches(x => x.Name == Name && x.CurrentStateId.ExtractOrThrow() == "A0"),
                                                                                                                    A <IStateDefinition <string, string> > .That.Matches(x => x.Id == "A0"),
                                                                                                                    A <ITransitionContext <string, string> > .That.Matches(x => x.EventId.Value == "A0")))
                                                                                                    .MustHaveHappened());
        }
        public void InitializationInSuperState(
            PassiveStateMachine <int, int> machine,
            CurrentStateExtension testExtension,
            bool entryActionOfLeafStateExecuted,
            bool entryActionOfSuperStateExecuted)
        {
            "establish a hierarchical state machine with super state as initial state".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .DefineHierarchyOn(SuperState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(LeafState);
                stateMachineDefinitionBuilder
                .In(SuperState)
                .ExecuteOnEntry(() => entryActionOfSuperStateExecuted = true);
                stateMachineDefinitionBuilder
                .In(LeafState)
                .ExecuteOnEntry(() => entryActionOfLeafStateExecuted = true);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(SuperState)
                          .Build()
                          .CreatePassiveStateMachine();

                testExtension = new CurrentStateExtension();
                machine.AddExtension(testExtension);
            });

            "when initializing to a super state and starting the state machine".x(() =>
            {
                machine.Start();
            });

            "it should_set_current_state_of_state_machine_to_initial_leaf_state_of_the_state_to_which_it_is_initialized".x(() =>
                                                                                                                           testExtension.CurrentState
                                                                                                                           .Should().Be(LeafState));

            "it should_execute_entry_action_of_super_state_to_which_state_machine_is_initialized".x(() =>
                                                                                                    entryActionOfSuperStateExecuted
                                                                                                    .Should().BeTrue());

            "it should_execute_entry_actions_of_initial_sub_states_until_a_leaf_state_is_reached".x(() =>
                                                                                                    entryActionOfLeafStateExecuted
                                                                                                    .Should().BeTrue());
        }
        public void InitializationInLeafState(
            PassiveStateMachine <int, int> machine,
            CurrentStateExtension testExtension,
            bool entryActionOfLeafStateExecuted,
            bool entryActionOfSuperStateExecuted)
        {
            "establish a hierarchical state machine with leaf state as initial state".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .DefineHierarchyOn(SuperState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(LeafState);
                stateMachineDefinitionBuilder
                .In(SuperState)
                .ExecuteOnEntry(() => entryActionOfSuperStateExecuted = true);
                stateMachineDefinitionBuilder
                .In(LeafState)
                .ExecuteOnEntry(() => entryActionOfLeafStateExecuted = true);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(LeafState)
                          .Build()
                          .CreatePassiveStateMachine();

                testExtension = new CurrentStateExtension();
                machine.AddExtension(testExtension);
            });

            "when starting the state machine".x(() =>
            {
                machine.Start();
            });

            "it should set current state of state machine to state to which it is initialized".x(() =>
                                                                                                 testExtension.CurrentState
                                                                                                 .Should().Be(LeafState));

            "it should execute entry action of state to which state machine is initialized".x(() =>
                                                                                              entryActionOfLeafStateExecuted
                                                                                              .Should().BeTrue());

            "it should execute entry action of super states of the state to which state machine is initialized".x(() =>
                                                                                                                  entryActionOfSuperStateExecuted
                                                                                                                  .Should().BeTrue());
        }
        public void ExecutingTransition(
            PassiveStateMachine<int, int> machine,
            string actualParameter,
            bool exitActionExecuted,
            bool entryActionExecuted)
        {
            "establish a state machine with transitions"._(() =>
                {
                    machine = new PassiveStateMachine<int, int>();

                    machine.AddExtension(CurrentStateExtension);

                    machine.In(SourceState)
                        .ExecuteOnExit(() => exitActionExecuted = true)
                        .On(Event).Goto(DestinationState).Execute<string>(p => actualParameter = p);

                    machine.In(DestinationState)
                        .ExecuteOnEntry(() => entryActionExecuted = true);

                    machine.Initialize(SourceState);
                    machine.Start();
                });

            "when firing an event onto the state machine"._(() =>
                machine.Fire(Event, Parameter));

            "it should_execute_transition_by_switching_state"._(() =>
                 CurrentStateExtension.CurrentState.Should().Be(DestinationState));

            "it should_execute_transition_actions"._(() =>
                 actualParameter.Should().NotBeNull());

            "it should_pass_parameters_to_transition_action"._(() =>
                 actualParameter.Should().Be(Parameter));

            "it should_execute_exit_action_of_source_state"._(() =>
                 exitActionExecuted.Should().BeTrue());

            "it should_execute_entry_action_of_destination_state"._(() =>
                entryActionExecuted.Should().BeTrue());
        }
示例#35
0
        public void NoExceptionHandlerRegistered(
            Exception catchedException)
        {
            "establish an exception throwing state machine without a registered exception handler"._(() =>
                {
                    machine = new PassiveStateMachine<int, int>();

                    machine.In(Values.Source)
                        .On(Values.Event).Execute(() =>
                            {
                                throw Values.Exception;
                            });

                    machine.Initialize(Values.Source);
                    machine.Start();
                });

            "when an exception occurs"._(() =>
                catchedException = Catch.Exception(() => this.machine.Fire(Values.Event)));

            "should (re-)throw exception"._(() =>
                catchedException.InnerException
                    .Should().BeSameAs(Values.Exception));
        }
示例#36
0
        public void OtherwiseGuard(
            PassiveStateMachine<int, int> machine,
            CurrentStateExtension currentStateExtension)
        {
            "establish a state machine with otherwise guard and no machting other guard"._(() =>
                {
                    machine = new PassiveStateMachine<int, int>();

                    currentStateExtension = new CurrentStateExtension();
                    machine.AddExtension(currentStateExtension);

                    machine.In(SourceState)
                        .On(Event)
                            .If(() => false).Goto(ErrorState)
                            .Otherwise().Goto(DestinationState);

                    machine.Initialize(SourceState);
                    machine.Start();
                });

            "when an event is fired"._(() =>
                machine.Fire(Event));

            "it should_take_transition_guarded_with_otherwise"._(() =>
                currentStateExtension.CurrentState.Should().Be(DestinationState));
        }
示例#37
0
        public void NoMatchingGuard(
            PassiveStateMachine<int, int> machine,
            CurrentStateExtension currentStateExtension)
        {
            bool declined = false;

            "establish state machine with no matching guard"._(() =>
                {
                    machine = new PassiveStateMachine<int, int>();

                    currentStateExtension = new CurrentStateExtension();
                    machine.AddExtension(currentStateExtension);

                    machine.In(SourceState)
                        .On(Event)
                            .If(() => false).Goto(ErrorState);

                    machine.TransitionDeclined += (sender, e) => declined = true;

                    machine.Initialize(SourceState);
                    machine.Start();
                });

            "when an event is fired"._(() =>
                machine.Fire(Event));

            "it should notify about declined transition"._(() =>
                declined.Should().BeTrue("TransitionDeclined event should be fired"));
        }
        public void NoCommonAncestor(
            PassiveStateMachine<string, int> machine)
        {
            const string SourceState = "SourceState";
            const string ParentOfSourceState = "ParentOfSourceState";
            const string SiblingOfSourceState = "SiblingOfSourceState";
            const string DestinationState = "DestinationState";
            const string ParentOfDestinationState = "ParentOfDestinationState";
            const string SiblingOfDestinationState = "SiblingOfDestinationState";
            const string GrandParentOfSourceState = "GrandParentOfSourceState";
            const string GrandParentOfDestinationState = "GrandParentOfDestinationState";
            const int Event = 0;

            string log = string.Empty;

            "establish a hierarchical state machine"._(() =>
            {
                machine = new PassiveStateMachine<string, int>();

                machine.DefineHierarchyOn(ParentOfSourceState)
                    .WithHistoryType(HistoryType.None)
                    .WithInitialSubState(SourceState)
                    .WithSubState(SiblingOfSourceState);

                machine.DefineHierarchyOn(ParentOfDestinationState)
                    .WithHistoryType(HistoryType.None)
                    .WithInitialSubState(DestinationState)
                    .WithSubState(SiblingOfDestinationState);

                machine.DefineHierarchyOn(GrandParentOfSourceState)
                    .WithHistoryType(HistoryType.None)
                    .WithInitialSubState(ParentOfSourceState);

                machine.DefineHierarchyOn(GrandParentOfDestinationState)
                    .WithHistoryType(HistoryType.None)
                    .WithInitialSubState(ParentOfDestinationState);

                machine.In(SourceState)
                    .ExecuteOnExit(() => log += "exit" + SourceState)
                    .On(Event).Goto(DestinationState);

                machine.In(ParentOfSourceState)
                    .ExecuteOnExit(() => log += "exit" + ParentOfSourceState);

                machine.In(DestinationState)
                    .ExecuteOnEntry(() => log += "enter" + DestinationState);

                machine.In(ParentOfDestinationState)
                    .ExecuteOnEntry(() => log += "enter" + ParentOfDestinationState);

                machine.In(GrandParentOfSourceState)
                    .ExecuteOnExit(() => log += "exit" + GrandParentOfSourceState);

                machine.In(GrandParentOfDestinationState)
                    .ExecuteOnEntry(() => log += "enter" + GrandParentOfDestinationState);

                machine.Initialize(SourceState);
                machine.Start();
            });

            "when firing an event resulting in a transition without a common ancestor"._(() =>
                machine.Fire(Event));

            "it should execute exit action of source state"._(() =>
                log.Should().Contain("exit" + SourceState));

            "it should execute exit action of parents of source state (recursively)"._(() =>
                log
                    .Should().Contain("exit" + ParentOfSourceState)
                    .And.Contain("exit" + GrandParentOfSourceState));

            "it should execute entry action of parents of destination state (recursively)"._(() =>
                log.Should().Contain("enter" + ParentOfDestinationState)
                .And.Contain("enter" + GrandParentOfDestinationState));

            "it should execute entry action of destination state"._(() =>
                log.Should().Contain("enter" + DestinationState));

            "it should execute actions from source upwards and then downwards to destination state"._(() =>
            {
                string[] states =
                    {
                        SourceState,
                        ParentOfSourceState,
                        GrandParentOfSourceState,
                        GrandParentOfDestinationState,
                        ParentOfDestinationState,
                        DestinationState
                    };

                var statesInOrderOfAppearanceInLog = states
                    .OrderBy(s => log.IndexOf(s.ToString(CultureInfo.InvariantCulture), StringComparison.Ordinal));
                statesInOrderOfAppearanceInLog
                    .Should().Equal(states);
            });
        }
示例#39
0
        public static void Main()
        {
            // configure basic logging (all levels enabled, messages are written to the console)
            log4net.Config.BasicConfigurator.Configure();

            var elevator = new PassiveStateMachine<States, Events>("Elevator");
            elevator.AddExtension(new Extensions.Log4NetExtension<States, Events>("Elevator"));

            elevator.DefineHierarchyOn(States.Healthy, States.OnFloor, HistoryType.Deep, States.OnFloor, States.Moving);
            elevator.DefineHierarchyOn(States.Moving, States.MovingUp, HistoryType.Shallow, States.MovingUp, States.MovingDown);
            elevator.DefineHierarchyOn(States.OnFloor, States.DoorClosed, HistoryType.None, States.DoorClosed, States.DoorOpen);

            elevator.In(States.Healthy)
                .On(Events.ErrorOccured).Goto(States.Error);

            elevator.In(States.Error)
                .On(Events.Reset).Goto(States.Healthy);

            elevator.In(States.OnFloor)
                .ExecuteOnEntry(AnnounceFloor)
                .On(Events.CloseDoor).Goto(States.DoorClosed)
                .On(Events.OpenDoor).Goto(States.DoorOpen)
                .On(Events.GoUp)
                    .If(CheckOverload).Goto(States.MovingUp)
                    .Otherwise().Execute(AnnounceOverload)
                .On(Events.GoDown)
                    .If(CheckOverload).Goto(States.MovingDown)
                    .Otherwise().Execute(AnnounceOverload);

            elevator.In(States.Moving)
                .On(Events.Stop).Goto(States.OnFloor);

            elevator.Initialize(States.OnFloor);

            elevator.Fire(Events.ErrorOccured);
            elevator.Fire(Events.Reset);

            elevator.Start();

            elevator.Fire(Events.OpenDoor);
            elevator.Fire(Events.CloseDoor);
            elevator.Fire(Events.GoUp);
            elevator.Fire(Events.Stop);
            elevator.Fire(Events.OpenDoor);

            elevator.Stop();

            Console.ReadLine();
        }