mirror of
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253 lines
7.4 KiB
C++
253 lines
7.4 KiB
C++
//////////////////////////////////////////////////////////////////////////////
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// Copyright (c) Andreas Huber Doenni 2002-2004.
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// Use, modification and distribution are subject to the Boost Software
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// License, Version 1.0. (See accompanying file LICENSE_1_0.txt or copy at
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// http://www.boost.org/LICENSE_1_0.txt)
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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const bool useTwoWorkerThreads = true; // ignored for single-threaded builds
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//////////////////////////////////////////////////////////////////////////////
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// The following example program demonstrates the use of asynchronous state
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// machines. First, it creates two objects of the same simple state machine
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// mimicking a table tennis player. It then sends an event (the ball) to the
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// first state machine. Upon reception, the first machine sends a similar
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// event to the second state machine, which then sends the event back to the
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// first machine. The two machines continue to bounce the event back and forth
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// until one machine "has enough" and aborts the game. The two players don't
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// "know" each other, they can only pass the ball back and forth because the
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// event representing the ball also carries two boost::function objects.
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// Both reference the asynchronous_state_machine<>::queue_event() function of
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// the opponent. One can be used to return the ball to the opponent and the
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// other can be used to abort the game.
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// Depending on whether the program is compiled single-threaded or
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// multi-threaded and the useTwoWorkerThreads constant above, the two machines
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// either run in the same thread without/with mutex locking or in two
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// different threads with mutex locking.
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//////////////////////////////////////////////////////////////////////////////
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#include <boost/fsm/event.hpp>
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#include <boost/fsm/asynchronous_state_machine.hpp>
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#include <boost/fsm/simple_state.hpp>
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#include <boost/fsm/transition.hpp>
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#include <boost/fsm/termination.hpp>
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#include <boost/fsm/worker.hpp>
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#include <boost/mpl/list.hpp>
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#include <boost/intrusive_ptr.hpp>
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#include <boost/shared_ptr.hpp>
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#include <boost/function.hpp>
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#include <boost/bind.hpp>
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#include <boost/config.hpp>
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#ifdef BOOST_HAS_THREADS
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#include <boost/thread/thread.hpp>
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#endif
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#include <iostream>
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#include <ctime>
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namespace fsm = boost::fsm;
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namespace mpl = boost::mpl;
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const unsigned int noOfEvents = 1000000;
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template< class T >
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boost::intrusive_ptr< T > MakeIntrusive( T * pObject )
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{
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return boost::intrusive_ptr< T >( pObject );
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}
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struct BallReturned : fsm::event< BallReturned >
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{
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boost::function1< void, const boost::intrusive_ptr< const BallReturned > & >
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returnToOpponent;
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boost::function0< void > abortGame;
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};
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struct GameAborted : fsm::event< GameAborted > {};
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struct Waiting;
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struct Player : fsm::asynchronous_state_machine< Player, Waiting >
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{
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typedef fsm::asynchronous_state_machine< Player, Waiting > BaseType;
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public:
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Player( fsm::worker<> & myWorker, unsigned int maxNoOfReturns ) :
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BaseType( myWorker ),
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maxNoOfReturns_( maxNoOfReturns ),
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noOfReturns_( 0 ),
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pBallReturned_( new BallReturned() )
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{
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// as we will always return the same event to the opponent, we construct
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// and fill it here so that we can reuse it over and over
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pBallReturned_->returnToOpponent =
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boost::bind( &Player::queue_event, &context< Player >(), _1 );
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pBallReturned_->abortGame = boost::bind( &Player::queue_event,
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&context< Player >(), MakeIntrusive( new GameAborted() ) );
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}
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void ReturnToOpponent( const BallReturned & ballReturned )
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{
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++totalNoOfProcessedEvents_;
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if ( noOfReturns_++ < maxNoOfReturns_ )
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{
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ballReturned.returnToOpponent( pBallReturned_ );
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}
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else
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{
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ballReturned.abortGame();
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post_event(
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boost::intrusive_ptr< GameAborted >( new GameAborted() ) );
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}
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}
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static unsigned int GetTotalNoOfProcessedEvents()
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{
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return totalNoOfProcessedEvents_;
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}
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private:
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static unsigned int totalNoOfProcessedEvents_;
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const unsigned int maxNoOfReturns_;
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unsigned int noOfReturns_;
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const boost::intrusive_ptr< BallReturned > pBallReturned_;
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};
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unsigned int Player::totalNoOfProcessedEvents_ = 0;
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struct Waiting : fsm::simple_state< Waiting, Player, mpl::list<
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fsm::transition< BallReturned, Waiting, Player, &Player::ReturnToOpponent >,
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fsm::termination< GameAborted > > >
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{
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};
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char GetKey()
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{
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char key;
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std::cin >> key;
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return key;
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}
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int main()
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{
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std::cout << "boost::fsm PingPong example\n\n";
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std::cout << "Threading configuration:\n";
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#ifdef BOOST_HAS_THREADS
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std::cout << "Multi-threaded build with " <<
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( useTwoWorkerThreads ? 2 : 1 ) << " worker thread(s).\n";
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#else
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std::cout << "Single-threaded build\n";
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#endif
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std::cout << "\np<CR>: Performance test\n";
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std::cout << "e<CR>: Exits the program\n\n";
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char key = GetKey();
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while ( key != 'e' )
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{
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switch( key )
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{
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case 'p':
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{
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fsm::worker<> worker1;
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fsm::worker<> worker2;
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Player player1( worker1, noOfEvents / 2 );
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boost::shared_ptr< Player > pPlayer2;
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#ifdef BOOST_MSVC
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#pragma warning( push )
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#pragma warning( disable: 4127 )
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#endif
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if ( useTwoWorkerThreads )
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{
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#ifdef BOOST_HAS_THREADS
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pPlayer2 = boost::shared_ptr< Player >(
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new Player( worker2, noOfEvents / 2 ) );
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#else
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pPlayer2 = boost::shared_ptr< Player >(
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new Player( worker1, noOfEvents / 2 ) );
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#endif
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}
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else
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{
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pPlayer2 = boost::shared_ptr< Player >(
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new Player( worker1, noOfEvents / 2 ) );
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}
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#ifdef BOOST_MSVC
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#pragma warning( pop )
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#endif
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boost::intrusive_ptr< BallReturned > pInitialBall = new BallReturned();
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pInitialBall->returnToOpponent =
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boost::bind( &Player::queue_event, &player1, _1 );
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pInitialBall->abortGame = boost::bind( &Player::queue_event,
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&player1, MakeIntrusive( new GameAborted() ) );
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pPlayer2->queue_event( pInitialBall );
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std::cout << "\nHaving players return the ball " <<
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noOfEvents << " times. Please wait...\n";
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const unsigned int prevCount = Player::GetTotalNoOfProcessedEvents();
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const std::clock_t startTime = std::clock();
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#ifdef BOOST_MSVC
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#pragma warning( push )
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#pragma warning( disable: 4127 )
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#endif
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if ( useTwoWorkerThreads )
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{
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#ifdef BOOST_HAS_THREADS
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boost::thread otherThread(
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boost::bind( &fsm::worker<>::operator(), &worker2 ) );
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worker1();
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otherThread.join();
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#else
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worker1();
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#endif
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}
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else
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{
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worker1();
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}
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#ifdef BOOST_MSVC
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#pragma warning( pop )
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#endif
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const std::clock_t elapsedTime = std::clock() - startTime;
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std::cout << "Time to send and dispatch one event and\n" <<
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"perform the resulting transition: ";
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std::cout << elapsedTime * 1000.0 /
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( Player::GetTotalNoOfProcessedEvents() - prevCount ) << " microseconds\n\n";
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}
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break;
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default:
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{
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std::cout << "Invalid key!\n";
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}
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}
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key = GetKey();
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}
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return 0;
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}
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