示例#1
0
        public void EventsQueueing(
            IStateMachine <string, int> machine)
        {
            const int FirstEvent  = 0;
            const int SecondEvent = 1;

            bool arrived = false;

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

                machine.In("A").On(FirstEvent).Goto("B");
                machine.In("B").On(SecondEvent).Goto("C");
                machine.In("C").ExecuteOnEntry(() => arrived = true);

                machine.Initialize("A");
            });

            "when firing an event onto the state machine"._(() =>
            {
                machine.Fire(FirstEvent);
                machine.Fire(SecondEvent);
                machine.Start();
            });

            "it should queue event at the end"._(() =>
                                                 arrived.Should().BeTrue("state machine should arrive at destination state"));
        }
示例#2
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        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#3
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        public void EventArgument(
            PassiveStateMachine <int, int> machine,
            int passedArgument)
        {
            const int Event        = 3;
            const int AnotherState = 3;
            const int Argument     = 17;

            "establish a state machine with an entry action taking an event argument"._(() =>
            {
                machine = new PassiveStateMachine <int, int>();

                machine.In(State)
                .On(Event).Goto(AnotherState);

                machine.In(AnotherState)
                .ExecuteOnEntry((int argument) => passedArgument = argument);
            });

            "when entering the state"._(() =>
            {
                machine.Initialize(State);
                machine.Start();
                machine.Fire(Event, Argument);
            });

            "it should pass event argument to entry action"._(() =>
                                                              passedArgument.Should().Be(Argument));
        }
        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#5
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        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"._(() =>
            {
                machine = new PassiveStateMachine <int, int>();

                machine.In(State)
                .ExecuteOnExitParametrized(p => parameter = p, Parameter)
                .On(Event).Goto(AnotherState);
            });

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

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

            "it should pass parameter to the exit action"._(() =>
                                                            parameter.Should().Be(Parameter));
        }
示例#6
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        public void MultipleExitActions(
            PassiveStateMachine <int, int> machine,
            bool exitAction1Executed,
            bool exitAction2Executed)
        {
            "establish a state machine with several exit actions on a state"._(() =>
            {
                machine = new PassiveStateMachine <int, int>();

                machine.In(State)
                .ExecuteOnExit(() => exitAction1Executed = true)
                .ExecuteOnExit(() => exitAction2Executed = true)
                .On(Event).Goto(AnotherState);
            });

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

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

                exitAction2Executed
                .Should().BeTrue("second action should be executed");
            });
        }
示例#7
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        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"));
        }
示例#8
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        public void Start(
            PassiveStateMachine <int, int> machine,
            bool entryActionExecuted)
        {
            "establish an initialized state machine"._(() =>
            {
                machine = new PassiveStateMachine <int, int>();

                machine.AddExtension(testExtension);

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

                machine.Initialize(TestState);
            });

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

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

            "should execute entry action of state to which state machine is initialized"._(() =>
                                                                                           entryActionExecuted.Should().BeTrue());
        }
示例#9
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        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#10
0
        public void MultipleEntryActions(
            PassiveStateMachine <int, int> machine,
            bool entryAction1Executed,
            bool entryAction2Executed)
        {
            "establish a state machine with several entry actions on a state"._(() =>
            {
                machine = new PassiveStateMachine <int, int>();

                machine.In(State)
                .ExecuteOnEntry(() => entryAction1Executed = true)
                .ExecuteOnEntry(() => entryAction2Executed = true);
            });

            "when entering the state"._(() =>
            {
                machine.Initialize(State);
                machine.Start();
            });

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

                entryAction2Executed
                .Should().BeTrue("second action should be executed");
            });
        }
示例#11
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#12
0
        public void EntryActionWithParameter(
            PassiveStateMachine <int, int> machine,
            string parameter)
        {
            const string Parameter = "parameter";

            "establish a state machine with entry action with parameter on a state"._(() =>
            {
                machine = new PassiveStateMachine <int, int>();

                machine.In(State)
                .ExecuteOnEntryParametrized(p => parameter = p, Parameter);
            });

            "when entering the state"._(() =>
            {
                machine.Initialize(State);
                machine.Start();
            });

            "it should execute the entry action"._(() =>
                                                   parameter.Should().NotBeNull());

            "it should pass parameter to the entry action"._(() =>
                                                             parameter.Should().Be(Parameter));
        }
示例#13
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        public void ExceptionHandling(
            PassiveStateMachine <int, int> machine,
            bool exitAction1Executed,
            bool exitAction2Executed,
            bool exitAction3Executed)
        {
            var exception2        = new Exception();
            var exception3        = new Exception();
            var receivedException = new List <Exception>();

            "establish a state machine with several exit actions on a state and some of them throw an exception"._(() =>
            {
                machine = new PassiveStateMachine <int, int>();

                machine.In(State)
                .ExecuteOnExit(() => exitAction1Executed = true)
                .ExecuteOnExit(() =>
                {
                    exitAction2Executed = true;
                    throw exception2;
                })
                .ExecuteOnExit(() =>
                {
                    exitAction3Executed = true;
                    throw exception3;
                })
                .On(Event).Goto(AnotherState);

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

            "when entering the state"._(() =>
            {
                machine.Initialize(State);
                machine.Start();
                machine.Fire(Event);
            });

            "it should execute all entry actions on entry"._(() =>
            {
                exitAction1Executed
                .Should().BeTrue("action 1 should be executed");

                exitAction2Executed
                .Should().BeTrue("action 2 should be executed");

                exitAction3Executed
                .Should().BeTrue("action 3 should be executed");
            });

            "it should handle all exceptions of all throwing entry actions by firing the TransitionExceptionThrown event"._(() =>
                                                                                                                            receivedException
                                                                                                                            .Should().BeEquivalentTo(new object[]
            {
                exception2, exception3
            }));
        }
        public void Background()
        {
            "establish a hierarchical state machine"._(() =>
            {
                testExtension = new CurrentStateExtension();

                machine = new PassiveStateMachine <int, int>();

                machine.AddExtension(testExtension);

                machine.DefineHierarchyOn(SuperState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(LeafState);

                machine.In(SuperState)
                .ExecuteOnEntry(() => entryActionOfSuperStateExecuted = true);
                machine.In(LeafState)
                .ExecuteOnEntry(() => entryActionOfLeafStateExecuted = true);
            });
        }
        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#16
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        public void CustomFactory(
            PassiveStateMachine <string, int> machine,
            StandardFactory <string, int> factory)
        {
            "establish a custom factory"._(() =>
            {
                factory = A.Fake <StandardFactory <string, int> >();
            });

            "when creating a passive state machine"._(() =>
            {
                machine = new PassiveStateMachine <string, int>("_", factory);

                machine.In("initial").On(42).Goto("answer");
            });

            "it should use custom factory to create internal instances"._(() =>
                                                                          A.CallTo(factory).MustHaveHappened());
        }
示例#17
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        public void Initialize(
            PassiveStateMachine <int, int> machine,
            bool entryActionExecuted)
        {
            "establish a state machine"._(() =>
            {
                machine = new PassiveStateMachine <int, int>();

                machine.AddExtension(testExtension);

                machine.In(TestState)
                .ExecuteOnEntry(() => entryActionExecuted = true);
            });

            "when state machine is initialized"._(() =>
                                                  machine.Initialize(TestState));

            "should not yet execute any entry actions"._(() =>
                                                         entryActionExecuted.Should().BeFalse());
        }
示例#18
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        public void EntryAction(
            PassiveStateMachine <int, int> machine,
            bool entryActionExecuted)
        {
            "establish a state machine with entry action on a state"._(() =>
            {
                machine = new PassiveStateMachine <int, int>();

                machine.In(State)
                .ExecuteOnEntry(() => entryActionExecuted = true);
            });

            "when entering the state"._(() =>
            {
                machine.Initialize(State);
                machine.Start();
            });

            "it should execute the entry action"._(() =>
                                                   entryActionExecuted.Should().BeTrue());
        }
示例#19
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        public void ExitAction(
            PassiveStateMachine <int, int> machine,
            bool exitActionExecuted)
        {
            "establish a state machine with exit action on a state"._(() =>
            {
                machine = new PassiveStateMachine <int, int>();

                machine.In(State)
                .ExecuteOnExit(() => exitActionExecuted = true)
                .On(Event).Goto(AnotherState);
            });

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

            "it should execute the exit action"._(() =>
                                                  exitActionExecuted.Should().BeTrue());
        }
示例#20
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        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));
        }
        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);
            });
        }