Add tinyfsm, start converting core functions to an FSM-based event loop

This commit is contained in:
jacqueline
2023-05-19 21:21:27 +10:00
parent b320a6a863
commit a6ab150405
68 changed files with 2961 additions and 356 deletions
+98
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# Compiler prefix, in case your default compiler does not implement all C++11 features:
#CROSS = /opt/toolchain/x86_64-pc-linux-gnu-gcc-4.7.0/bin/x86_64-pc-linux-gnu-
PROJECT = elevator
# HINT: g++ -Q -O2 --help=optimizers
OPTIMIZER = -Os
CC = $(CROSS)gcc
CXX = $(CROSS)g++
AS = $(CROSS)gcc -x assembler-with-cpp
LD = $(CROSS)g++
OBJCOPY = $(CROSS)objcopy
OBJDUMP = $(CROSS)objdump
SIZE = size -d
RM = rm -f
RM_R = rm -rf
CP = cp
MKDIR_P = mkdir -p
DOXYGEN = doxygen
SRC_DIRS = .
INCLUDE = -I ../../include
SRCS = $(wildcard $(addsuffix /*.cpp, $(SRC_DIRS)))
OBJS = $(SRCS:.cpp=.o)
DEPENDS = $(OBJS:.o=.d)
EXE = $(PROJECT)
MAP = $(PROJECT).map
#------------------------------------------------------------------------------
# flags
#
# commmon flags propagated to CFLAGS, CXXFLAGS, ASFLAGS (not LDFLAGS)
FLAGS += $(INCLUDE)
FLAGS += -MMD
CXXFLAGS = $(FLAGS)
CXXFLAGS += $(OPTIMIZER)
CXXFLAGS += -std=c++11
CXXFLAGS += -fno-exceptions
CXXFLAGS += -fno-rtti
CXXFLAGS += -Wall -Wextra
CXXFLAGS += -Wctor-dtor-privacy
CXXFLAGS += -Wcast-align -Wpointer-arith -Wredundant-decls
CXXFLAGS += -Wshadow -Wcast-qual -Wcast-align -pedantic
LDFLAGS += -fno-exceptions
LDFLAGS += -fno-rtti
# Produce debugging information (for use with gdb)
#OPTIMIZER = -Og
#FLAGS += -g
# Use LLVM
#CXX = $(CROSS)clang++
#CXXFLAGS += -stdlib=libc++
#LDFLAGS += -lc++
# Enable link-time optimizer
#CXXFLAGS += -flto
#LDFLAGS += -flto
# Strip dead code (enable garbage collection)
#OPTIMIZER += -ffunction-sections -fdata-sections
#LDFLAGS += -Wl,$(if $(shell ld -v | grep GNU),--gc-sections,-dead_strip)
# Enable automatic template instantiation at link time
#CXXFLAGS += -frepo
#LDFLAGS += -frepo
# Create link map file
#LDFLAGS += -Wl,-Map="$(MAP)",--cref
.PHONY: all clean
all: $(EXE)
$(EXE): $(OBJS)
$(LD) $(OBJS) $(LDFLAGS) -o $(EXE)
$(SIZE) $@
%.o: %.cpp
$(CXX) -c $(CXXFLAGS) -o $@ $<
clean:
$(RM) *.o
$(RM) *.d
$(RM) $(EXE)
-include $(DEPENDS)
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Elevator Project
================
Example implementation of a simplified elevator logic, using [TinyFSM].
[TinyFSM]: https://digint.ch/tinyfsm/
Overview
--------
Imagine a elevator having:
- "Call" button on each floor,
- "Floor Sensor" on each floor, triggering an event as soon as the
elevator arrives there,
- "Alarm" button.
Implementation
--------------
The elevator example implements two state machines interacting with
each other:
1. Elevator
- State: Idle
- State: Moving
- State: Panic
2. Motor
- State: Stopped
- State: Up
- State: Down
A good state machine design avoids circular dependencies at all
cost: While the elevator sends events to the motor, the motor NEVER
sends events to the elevator (top-down only).
FAQ
---
Did you notice the motor starting twice? This is by design, let's
have a look at the call stack of fsm_list::start() in main.cpp:
FsmList<Motor, Elevator>::start()
Motor::set_initial_state()
Motor::current_state = Stopped
Elevator::set_initial_state()
Elevator::current_state = Idle
Motor::enter()
Motor:Stopped->entry()
cout << "Motor: stopped" <-- HERE
Motor::direction = 0
Elevator::enter()
Elevator:Idle->entry()
send_event(MotorStop)
Motor::react(MotorStop)
Motor:Stopped->transit<Stopped>
Motor:Stopped->exit()
Motor::current_state = Stopped
Motor:Stopped->entry()
cout << "Motor: stopped" <-- HERE
Motor::direction = 0
Elevator::react(MotorStop)
If we really had to work around this, we could either:
1. Change the initialization (bad design practice!) in main.cpp:
- fsm_list::start();
+ fsm_list::set_initial_state();
+ Elevator::enter();
2. Modify the Motor:Stopped->entry() function in motor.cpp:
class Stopped : public Motor {
void entry() override {
+ if(direction == 0)
+ return;
cout << "Motor: stopped" << endl;
direction = 0;
};
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#include <tinyfsm.hpp>
#include "elevator.hpp"
#include "fsmlist.hpp"
#include <iostream>
class Idle; // forward declaration
// ----------------------------------------------------------------------------
// Transition functions
//
static void CallMaintenance() {
std::cout << "*** calling maintenance ***" << std::endl;
}
static void CallFirefighters() {
std::cout << "*** calling firefighters ***" << std::endl;
}
// ----------------------------------------------------------------------------
// State: Panic
//
class Panic
: public Elevator
{
void entry() override {
send_event(MotorStop());
}
};
// ----------------------------------------------------------------------------
// State: Moving
//
class Moving
: public Elevator
{
void react(FloorSensor const & e) override {
int floor_expected = current_floor + Motor::getDirection();
if(floor_expected != e.floor)
{
std::cout << "Floor sensor defect (expected " << floor_expected << ", got " << e.floor << ")" << std::endl;
transit<Panic>(CallMaintenance);
}
else
{
std::cout << "Reached floor " << e.floor << std::endl;
current_floor = e.floor;
if(e.floor == dest_floor)
transit<Idle>();
}
};
};
// ----------------------------------------------------------------------------
// State: Idle
//
class Idle
: public Elevator
{
void entry() override {
send_event(MotorStop());
}
void react(Call const & e) override {
dest_floor = e.floor;
if(dest_floor == current_floor)
return;
/* lambda function used for transition action */
auto action = [] {
if(dest_floor > current_floor)
send_event(MotorUp());
else if(dest_floor < current_floor)
send_event(MotorDown());
};
transit<Moving>(action);
};
};
// ----------------------------------------------------------------------------
// Base state: default implementations
//
void Elevator::react(Call const &) {
std::cout << "Call event ignored" << std::endl;
}
void Elevator::react(FloorSensor const &) {
std::cout << "FloorSensor event ignored" << std::endl;
}
void Elevator::react(Alarm const &) {
transit<Panic>(CallFirefighters);
}
int Elevator::current_floor = Elevator::initial_floor;
int Elevator::dest_floor = Elevator::initial_floor;
// ----------------------------------------------------------------------------
// Initial state definition
//
FSM_INITIAL_STATE(Elevator, Idle)
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#ifndef ELEVATOR_HPP_INCLUDED
#define ELEVATOR_HPP_INCLUDED
#include <tinyfsm.hpp>
// ----------------------------------------------------------------------------
// Event declarations
//
struct FloorEvent : tinyfsm::Event
{
int floor;
};
struct Call : FloorEvent { };
struct FloorSensor : FloorEvent { };
struct Alarm : tinyfsm::Event { };
// ----------------------------------------------------------------------------
// Elevator (FSM base class) declaration
//
class Elevator
: public tinyfsm::Fsm<Elevator>
{
/* NOTE: react(), entry() and exit() functions need to be accessible
* from tinyfsm::Fsm class. You might as well declare friendship to
* tinyfsm::Fsm, and make these functions private:
*
* friend class Fsm;
*/
public:
/* default reaction for unhandled events */
void react(tinyfsm::Event const &) { };
virtual void react(Call const &);
virtual void react(FloorSensor const &);
void react(Alarm const &);
virtual void entry(void) { }; /* entry actions in some states */
void exit(void) { }; /* no exit actions at all */
protected:
static constexpr int initial_floor = 0;
static int current_floor;
static int dest_floor;
};
#endif
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#ifndef FSMLIST_HPP_INCLUDED
#define FSMLIST_HPP_INCLUDED
#include <tinyfsm.hpp>
#include "elevator.hpp"
#include "motor.hpp"
using fsm_list = tinyfsm::FsmList<Motor, Elevator>;
/** dispatch event to both "Motor" and "Elevator" */
template<typename E>
void send_event(E const & event)
{
fsm_list::template dispatch<E>(event);
}
#endif
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#include "fsmlist.hpp"
#include <iostream>
int main()
{
fsm_list::start();
Call call;
FloorSensor sensor;
while(1)
{
char c;
std::cout << "c=Call, f=FloorSensor, a=Alarm, q=Quit ? ";
std::cin >> c;
switch(c) {
case 'c':
std::cout << "Floor ? ";
std::cin >> call.floor;
send_event(call);
break;
case 'f':
std::cout << "Floor ? ";
std::cin >> sensor.floor;
send_event(sensor);
break;
case 'a':
send_event(Alarm());
break;
case 'q':
std::cout << "Thanks for playing!" << std::endl;
return 0;
default:
std::cout << "Invalid input" << std::endl;
};
}
}
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#include <tinyfsm.hpp>
#include "motor.hpp"
#include <iostream>
// ----------------------------------------------------------------------------
// Motor states
//
class Stopped
: public Motor
{
void entry() override {
std::cout << "Motor: stopped" << std::endl;
direction = 0;
};
};
class Up
: public Motor
{
void entry() override {
std::cout << "Motor: moving up" << std::endl;
direction = 1;
};
};
class Down
: public Motor
{
void entry() override {
std::cout << "Motor: moving down" << std::endl;
direction = -1;
};
};
// ----------------------------------------------------------------------------
// Base State: default implementations
//
void Motor::react(MotorStop const &) {
transit<Stopped>();
}
void Motor::react(MotorUp const &) {
transit<Up>();
}
void Motor::react(MotorDown const &) {
transit<Down>();
}
int Motor::direction{0};
// ----------------------------------------------------------------------------
// Initial state definition
//
FSM_INITIAL_STATE(Motor, Stopped)
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#ifndef MOTOR_HPP_INCLUDED
#define MOTOR_HPP_INCLUDED
#include <tinyfsm.hpp>
// ----------------------------------------------------------------------------
// Event declarations
//
struct MotorUp : tinyfsm::Event { };
struct MotorDown : tinyfsm::Event { };
struct MotorStop : tinyfsm::Event { };
// ----------------------------------------------------------------------------
// Motor (FSM base class) declaration
//
class Motor
: public tinyfsm::Fsm<Motor>
{
/* NOTE: react(), entry() and exit() functions need to be accessible
* from tinyfsm::Fsm class. You might as well declare friendship to
* tinyfsm::Fsm, and make these functions private:
*
* friend class Fsm;
*/
public:
/* default reaction for unhandled events */
void react(tinyfsm::Event const &) { };
/* non-virtual declaration: reactions are the same for all states */
void react(MotorUp const &);
void react(MotorDown const &);
void react(MotorStop const &);
virtual void entry(void) = 0; /* pure virtual: enforce implementation in all states */
void exit(void) { }; /* no exit actions at all */
protected:
static int direction;
public:
static int getDirection() { return direction; }
};
#endif