Ykkrosh
31699e830d
Remove local sessions (just use ENet for everything instead) because they add far too much complexity. Fix memory leaks. This was SVN commit r7706.
176 lines
5.2 KiB
C++
176 lines
5.2 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef FSM_H
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#define FSM_H
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// INCLUDES
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#include <vector>
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#include <set>
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#include <map>
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// DECLARATIONS
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#define FSM_INVALID_STATE ( unsigned int )( ~0 )
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class CFsmEvent;
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class CFsmTransition;
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class CFsm;
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typedef bool ( *CONDITION ) ( void* pContext );
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typedef bool ( *ACTION ) ( void* pContext, const CFsmEvent* pEvent );
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typedef struct
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{
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void* pFunction;
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void* pContext;
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} CallbackFunction;
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typedef std::set< unsigned int > StateSet;
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typedef std::map< unsigned int, CFsmEvent* > EventMap;
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typedef std::vector< CFsmTransition* > TransitionList;
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typedef std::vector< CallbackFunction > CallbackList;
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/**
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* Represents a signal in the state machine that a change has occurred.
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* The CFsmEvent objects are under the control of CFsm so
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* they are created and deleted via CFsm.
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*/
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class CFsmEvent
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{
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NONCOPYABLE(CFsmEvent);
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public:
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CFsmEvent( unsigned int type );
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~CFsmEvent( void );
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unsigned int GetType ( void ) const { return m_Type; }
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void* GetParamRef ( void ) { return m_Param; }
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void SetParamRef ( void* pParam );
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private:
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unsigned int m_Type; // Event type
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void* m_Param; // Event paramater
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};
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/**
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* An association of event, condition, action and next state.
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*/
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class CFsmTransition
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{
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NONCOPYABLE(CFsmTransition);
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public:
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CFsmTransition( unsigned int state );
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~CFsmTransition( void );
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void RegisterAction (
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void* pAction,
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void* pContext );
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void RegisterCondition (
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void* pCondition,
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void* pContext );
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void SetEvent ( CFsmEvent* pEvent );
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CFsmEvent* GetEvent ( void ) const { return m_Event; }
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void SetNextState ( unsigned int nextState );
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unsigned int GetNextState ( void ) const { return m_NextState; }
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unsigned int GetCurrState ( void ) const { return m_CurrState; }
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const CallbackList& GetActions ( void ) const { return m_Actions; }
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const CallbackList& GetConditions ( void ) const { return m_Conditions; }
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bool ApplyConditions ( void ) const;
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bool RunActions ( void ) const;
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private:
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unsigned int m_CurrState; // Current state
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unsigned int m_NextState; // Next state
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CFsmEvent* m_Event; // Transition event
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CallbackList m_Actions; // List of actions for transition
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CallbackList m_Conditions; // List of conditions for transition
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};
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/**
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* Manages states, events, actions and transitions
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* between states. It provides an interface for advertising
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* events and track the current state. The implementation is
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* a Mealy state machine, so the system respond to events
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* and execute some action.
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*
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* A Mealy state machine has behaviour associated with state
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* transitions; Mealy machines are event driven where an
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* event triggers a state transition
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*/
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class CFsm
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{
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NONCOPYABLE(CFsm);
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public:
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CFsm( void );
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virtual ~CFsm( void );
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/**
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* Constructs the state machine. This method must be overriden so that
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* connections are constructed for the particular state machine implemented
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*/
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virtual void Setup( void );
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/**
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* Clear event, action and condition lists and reset state machine
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*/
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void Shutdown( void );
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void AddState ( unsigned int state );
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CFsmEvent* AddEvent ( unsigned int eventType );
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CFsmTransition* AddTransition (
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unsigned int state,
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unsigned int eventType,
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unsigned int nextState );
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CFsmTransition* AddTransition (
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unsigned int state,
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unsigned int eventType,
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unsigned int nextState,
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void* pAction,
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void* pContext );
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CFsmTransition* GetTransition (
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unsigned int state,
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unsigned int eventType ) const;
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CFsmTransition* GetEventTransition ( unsigned int eventType ) const;
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void SetFirstState ( unsigned int firstState );
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void SetCurrState ( unsigned int state );
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unsigned int GetCurrState ( void ) const { return m_CurrState; }
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const StateSet& GetStates ( void ) const { return m_States; }
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const EventMap& GetEvents ( void ) const { return m_Events; }
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const TransitionList& GetTransitions ( void ) const { return m_Transitions; }
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bool Update ( unsigned int eventType, void* pEventData );
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bool IsValidState ( unsigned int state ) const;
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bool IsValidEvent ( unsigned int eventType ) const;
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virtual bool IsDone ( void ) const;
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private:
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bool IsFirstTime ( void ) const;
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bool m_Done; // FSM work is done
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unsigned int m_FirstState; // Initial state
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unsigned int m_CurrState; // Current state
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StateSet m_States; // List of states
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EventMap m_Events; // List of events
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TransitionList m_Transitions; // State transitions
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};
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#endif // FSM_H
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