1 个不稳定版本
0.2.0 | 2020年10月16日 |
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0.1.1 |
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0.1.0 |
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#2072 in 算法
19KB
异步分层状态机(HSM)
概念
"让编译器进行优化"
"每个状态都是一个异步函数"
"状态转换是异步函数的序列"
"相同复合状态使用'Composite'的一个实例共享状态"
"复合可以嵌套,形成层次状态机(HSM)"
"在复合内部,其状态可以是循环的"
"异步-await函数在复合的上下文中管理"
"退出异步函数将释放所有资源,包括其他异步-await"
"通过一系列异步-await函数执行状态转换"
"总代码量只有几行代码"
"通过异步-await组合形成并行状态(示例待完成)"
功能
- 分层状态组合
- 异步状态处理器
- 性能良好
- 并行状态(示例待完成)
- 并行复合之间的同步点(计划作为下一个功能)
许可
本作品根据Apache 2.0或MIT双许可。如果您使用此作品,可以选择其中之一。
SPDX-License-Identifier: Apache-2.0 OR MIT
集成
将此内容放入您的Cargo.toml
## Cargo.toml file
[dependencies]
async-hsm = "^0.2"
示例
以下状态图(PlantUml语法)可以通过以下Rust代码编码
@startuml res/hierarchy
[*] --> App
state App {
[*] --> Menu
state Menu {
}
state Play {
[*] --> Ping
Ping --> Ping : ping
Ping --> Pong : ping
Pong --> Pong : pong
Pong --> Ping : ping
}
Menu --> Play: play
Play --> Menu: menu
}
App --> [*]: terminate
@enduml
请参见这里的ping pong状态图
use async_std::prelude::*;
use async_std::stream;
use async_std::task;
use async_hsm::{Composite, Transit, Builder, BuilderPair};
use std::rc::Rc;
use std::cell::RefCell;
type Score = u32;
type EnterStateScore = u32;
type AppComposite = Composite<AppData>;
type PlayComposite = Composite<AppData>;
type AppTransit<'s> = Transit<'s, AppComposite, Score, AppError>;
type PlayTransit<'s> = Transit<'s, PlayComposite, BuilderPair<AppComposite, EnterStateScore, Score, AppError>, AppError>;
type AppBuilder = Builder<AppComposite, EnterStateScore, Score, AppError>;
type AppBuilderPair = BuilderPair<AppComposite, EnterStateScore, Score, AppError>;
#[derive(Debug, Clone, PartialEq)]
enum AppError { Failure }
static TO_MENU: AppBuilder = || |comp, score| Box::pin(menu(comp, score));
static TO_PLAY: AppBuilder = || |comp, score| Box::pin(play(comp, score));
static TERMINATE: AppBuilder = || |comp, score| Box::pin(terminate(comp, score));
#[derive(Debug, Clone, PartialEq)]
enum IoEvent { Ping, Pong, Terminate, Menu, Play }
#[derive(Debug, Clone)]
struct AppData {
event: Rc<RefCell<stream::FromIter<std::vec::IntoIter<IoEvent>>>>,
}
async fn pong<'s>(comp: &'s mut PlayComposite, score: Score) -> Result<PlayTransit<'s>, AppError> {
let mut score = score + 1;
let event = comp.data.event.clone();
while let Some(event) = (*event).borrow_mut().next().await {
match event {
IoEvent::Ping => return Ok(Transit::To(Box::pin(ping(comp, score)))),
IoEvent::Terminate => return Ok(Transit::Lift((TERMINATE, score))),
_ => score += 1,
}
}
Ok(Transit::Lift((TERMINATE, score)))
}
async fn ping<'s>(comp: &'s mut PlayComposite, score: Score) -> Result<PlayTransit<'s>, AppError> {
let mut score = score + 1;
let event = comp.data.event.clone();
while let Some(event) = (*event).borrow_mut().next().await {
match event {
IoEvent::Pong => return Ok(Transit::To(Box::pin(pong(comp, score)))),
IoEvent::Terminate => return Ok(Transit::Lift((TERMINATE, score))),
_ => score += 1,
}
}
Ok(Transit::Lift((TERMINATE, score)))
}
async fn terminate<'s>(_comp: &'s mut AppComposite, score: Score) -> Result<AppTransit<'s>, AppError> {
Ok(Transit::Lift(score))
}
async fn play<'s>(comp: &'s mut AppComposite, score: Score) -> Result<AppTransit<'s>, AppError> {
let event = comp.data.event.clone();
let mut play = PlayComposite::new(AppData { event: event });
let (builder, build_arg): AppBuilderPair = play.init(ping, score).await?;
builder()(comp, build_arg).await
}
async fn menu<'s>(comp: &'s mut AppComposite, score: Score) -> Result<AppTransit<'s>, AppError> {
let score = score;
let event = comp.data.event.clone();
while let Some(event) = (*event).borrow_mut().next().await {
match event {
IoEvent::Play => return Ok(Transit::To(Box::pin(play(comp, score)))),
IoEvent::Terminate => return Ok(Transit::Lift(score)),
_ => continue,
}
}
Ok(Transit::Lift(score))
}
#[test]
fn test_game() {
let sequence = vec![IoEvent::Play, IoEvent::Ping, IoEvent::Pong,
IoEvent::Ping, IoEvent::Pong, IoEvent::Terminate];
let event = Rc::new(RefCell::new(stream::from_iter(sequence)));
let start_score = 0;
let mut app = AppComposite::new(AppData { event: event });
let result: Result<Score, AppError> = task::block_on(app.init(menu, start_score));
assert_eq!(Ok(5), result);
}