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/*
* Copyright (c) 2021 Project CHIP Authors
* Copyright (c) 2021 SmartThings
* All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <pw_unit_test/framework.h>
#include <lib/core/StringBuilderAdapters.h>
#include <lib/support/StateMachine.h>
#include <lib/support/Variant.h>
namespace {
struct Event1
{
};
struct Event2
{
};
struct Event3
{
};
struct Event4
{
};
struct Event5
{
};
using Event = chip::Variant<Event1, Event2, Event3, Event4, Event5>;
using Context = chip::StateMachine::Context<Event>;
struct MockState
{
unsigned mEntered;
unsigned mExited;
unsigned mLogged;
const char * mPrevious;
void Enter() { ++mEntered; }
void Exit() { ++mExited; }
void LogTransition(const char * previous)
{
++mLogged;
mPrevious = previous;
}
};
struct BaseState
{
void Enter() { mMock.Enter(); }
void Exit() { mMock.Exit(); }
void LogTransition(const char * previous) { mMock.LogTransition(previous); }
const char * GetName() { return mName; }
Context * mCtx;
const char * mName;
MockState & mMock;
};
struct State1 : public BaseState
{
State1(Context * ctx, MockState & mock) : BaseState{ ctx, "State1", mock } {}
};
struct State2 : public BaseState
{
State2(Context * ctx, MockState & mock) : BaseState{ ctx, "State2", mock } {}
};
struct State3 : public BaseState
{
State3(Context * ctx, MockState & mock) : BaseState{ ctx, "State3", mock } {}
void Enter()
{
BaseState::Enter();
if (this->mCtx)
{
this->mCtx->Dispatch(Event::Create<Event5>());
}
}
};
// Place State3 first in the variant. This can evoke the behavior that
// TestNestedDispatch is looking for.
using State = chip::StateMachine::VariantState<State3, State2, State1>;
struct StateFactory
{
Context * mCtx;
MockState ms1{ 0, 0, 0, nullptr };
MockState ms2{ 0, 0, 0, nullptr };
MockState ms3{ 0, 0, 0, nullptr };
StateFactory(Context * ctx) : mCtx(ctx) {}
auto CreateState1() { return State::Create<State1>(mCtx, ms1); }
auto CreateState2() { return State::Create<State2>(mCtx, ms2); }
auto CreateState3() { return State::Create<State3>(mCtx, ms3); }
};
struct Transitions
{
Context * mCtx;
StateFactory mFactory;
Transitions(Context * ctx) : mCtx(ctx), mFactory(ctx) {}
using OptState = chip::StateMachine::Optional<State>;
State GetInitState() { return mFactory.CreateState1(); }
OptState operator()(const State & state, const Event & event)
{
if (state.Is<State1>() && event.Is<Event2>())
{
return mFactory.CreateState2();
}
if (state.Is<State2>() && event.Is<Event1>())
{
return mFactory.CreateState1();
}
if (state.Is<State1>() && event.Is<Event4>())
{
// legal - Dispatches event without transition
if (mCtx)
{
mCtx->Dispatch(Event::Create<Event2>());
}
return {};
}
if (state.Is<State2>() && event.Is<Event4>())
{
// mCtx.Dispatch(Event::Create<Event2>()); // dispatching an event and returning a transition would be illegal
return mFactory.CreateState1();
}
if (state.Is<State1>() && event.Is<Event5>())
{
return mFactory.CreateState3();
}
if (state.Is<State3>() && event.Is<Event5>())
{
return mFactory.CreateState2();
}
return {};
}
};
class SimpleStateMachine
{
public:
Transitions mTransitions;
chip::StateMachine::StateMachine<State, Event, Transitions> mStateMachine;
SimpleStateMachine() : mTransitions(&mStateMachine), mStateMachine(mTransitions) {}
~SimpleStateMachine() {}
};
TEST(TestStateMachine, TestInit)
{
// state machine initializes to State1
SimpleStateMachine fsm;
EXPECT_TRUE(fsm.mStateMachine.GetState().Is<State1>());
}
TEST(TestStateMachine, TestIgnoredEvents)
{
// in State1 - ignore Event1 and Event3
SimpleStateMachine fsm;
fsm.mStateMachine.Dispatch(Event::Create<Event1>());
EXPECT_TRUE(fsm.mStateMachine.GetState().Is<State1>());
fsm.mStateMachine.Dispatch(Event::Create<Event3>());
EXPECT_TRUE(fsm.mStateMachine.GetState().Is<State1>());
// transition to State2
fsm.mStateMachine.Dispatch(Event::Create<Event2>());
EXPECT_TRUE(fsm.mStateMachine.GetState().Is<State2>());
// in State2 - ignore Event2 and Event3
fsm.mStateMachine.Dispatch(Event::Create<Event2>());
EXPECT_TRUE(fsm.mStateMachine.GetState().Is<State2>());
fsm.mStateMachine.Dispatch(Event::Create<Event3>());
EXPECT_TRUE(fsm.mStateMachine.GetState().Is<State2>());
}
TEST(TestStateMachine, TestTransitions)
{
// in State1
SimpleStateMachine fsm;
// dispatch Event2 to transition to State2
fsm.mStateMachine.Dispatch(Event::Create<Event2>());
EXPECT_TRUE(fsm.mStateMachine.GetState().Is<State2>());
// dispatch Event1 to transition back to State1
fsm.mStateMachine.Dispatch(Event::Create<Event1>());
EXPECT_TRUE(fsm.mStateMachine.GetState().Is<State1>());
// dispatch Event2 to transition to State2
fsm.mStateMachine.Dispatch(Event::Create<Event2>());
EXPECT_TRUE(fsm.mStateMachine.GetState().Is<State2>());
// dispatch Event4 to transitions to State1.
fsm.mStateMachine.Dispatch(Event::Create<Event4>());
EXPECT_TRUE(fsm.mStateMachine.GetState().Is<State1>());
}
TEST(TestStateMachine, TestTransitionsDispatch)
{
// in State1
SimpleStateMachine fsm;
// Dispatch Event4, which in turn dispatches Event2 from the transitions
// table and ultimately places us in State2.
fsm.mStateMachine.Dispatch(Event::Create<Event4>());
EXPECT_TRUE(fsm.mStateMachine.GetState().Is<State2>());
}
TEST(TestStateMachine, TestNestedDispatch)
{
// in State1
SimpleStateMachine fsm;
// Dispatch Event5, which places us into State3, which will dispatch
// Event5 again from its Enter method to place us into State2.
fsm.mStateMachine.Dispatch(Event::Create<Event5>());
EXPECT_TRUE(fsm.mStateMachine.GetState().Is<State2>());
// Make sure that Enter methods execute the correct number of times.
// This helps verify that pattern matching is working correctly.
// Specifically, we need to verify this case: State3 creates State2
// by dispatching Event5 from its Enter method. This means that the
// Dispatch call from State3 also destructs State3. If the State3
// Enter method pattern matching triggers Enter more than once, this
// is use-after-destruction. What can appear to happen is that the
// State2 Enter method will execute twice, as State2 will already have
// been constructed when the State3 Enter method executes a second
// time. The state machine pattern matching has code to explicitly
// prevent this double-execution. This is testing that.
EXPECT_EQ(fsm.mTransitions.mFactory.ms1.mEntered, 0u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms1.mExited, 1u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms1.mLogged, 0u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms2.mEntered, 1u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms2.mExited, 0u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms2.mLogged, 1u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms3.mEntered, 1u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms3.mExited, 1u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms3.mLogged, 1u);
}
TEST(TestStateMachine, TestMethodExec)
{
// in State1
SimpleStateMachine fsm;
// transition to State2
fsm.mStateMachine.Dispatch(Event::Create<Event2>());
EXPECT_TRUE(fsm.mStateMachine.GetState().Is<State2>());
// verify expected method calls
EXPECT_EQ(fsm.mTransitions.mFactory.ms1.mEntered, 0u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms1.mExited, 1u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms1.mLogged, 0u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms1.mPrevious, nullptr);
EXPECT_EQ(fsm.mTransitions.mFactory.ms2.mEntered, 1u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms2.mExited, 0u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms2.mLogged, 1u);
EXPECT_STREQ(fsm.mTransitions.mFactory.ms2.mPrevious, "State1");
// transition back to State1
fsm.mStateMachine.Dispatch(Event::Create<Event1>());
EXPECT_TRUE(fsm.mStateMachine.GetState().Is<State1>());
// verify expected method calls
EXPECT_EQ(fsm.mTransitions.mFactory.ms1.mEntered, 1u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms1.mExited, 1u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms1.mLogged, 1u);
EXPECT_STREQ(fsm.mTransitions.mFactory.ms1.mPrevious, "State2");
EXPECT_EQ(fsm.mTransitions.mFactory.ms2.mEntered, 1u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms2.mExited, 1u);
EXPECT_EQ(fsm.mTransitions.mFactory.ms2.mLogged, 1u);
EXPECT_STREQ(fsm.mTransitions.mFactory.ms2.mPrevious, "State1");
}
} // namespace