forked from 0ad/0ad
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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