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215 lines
5.2 KiB
215 lines
5.2 KiB
/*
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* Copyright 2018 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include <map>
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#include <utility>
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#include <base/logging.h>
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namespace bluetooth {
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namespace common {
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/**
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* State machine used by Bluetooth native stack.
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*/
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class StateMachine {
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public:
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enum { kStateInvalid = -1 };
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/**
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* A class to represent the state in the State Machine.
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*/
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class State {
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friend class StateMachine;
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public:
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/**
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* Constructor.
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*
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* @param sm the State Machine to use
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* @param state_id the unique State ID. It should be a non-negative number.
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*/
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State(StateMachine& sm, int state_id) : sm_(sm), state_id_(state_id) {}
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virtual ~State() = default;
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/**
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* Process an event.
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* TODO: The arguments are wrong - used for backward compatibility.
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* Will be replaced later.
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*
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* @param event the event type
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* @param p_data the event data
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* @return true if the processing was completed, otherwise false
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*/
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virtual bool ProcessEvent(uint32_t event, void* p_data) = 0;
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/**
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* Get the State ID.
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*
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* @return the State ID
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*/
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int StateId() const { return state_id_; }
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protected:
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/**
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* Called when a state is entered.
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*/
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virtual void OnEnter() {}
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/**
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* Called when a state is exited.
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*/
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virtual void OnExit() {}
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/**
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* Transition the State Machine to a new state.
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*
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* @param dest_state_id the state ID to transition to. It must be one
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* of the unique state IDs when the corresponding state was created.
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*/
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void TransitionTo(int dest_state_id) { sm_.TransitionTo(dest_state_id); }
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/**
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* Transition the State Machine to a new state.
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*
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* @param dest_state the state to transition to. It cannot be nullptr.
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*/
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void TransitionTo(StateMachine::State* dest_state) {
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sm_.TransitionTo(dest_state);
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}
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private:
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StateMachine& sm_;
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int state_id_;
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};
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StateMachine()
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: initial_state_(nullptr),
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previous_state_(nullptr),
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current_state_(nullptr) {}
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~StateMachine() {
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for (auto& kv : states_) delete kv.second;
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}
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/**
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* Start the State Machine operation.
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*/
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void Start() { TransitionTo(initial_state_); }
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/**
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* Quit the State Machine operation.
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*/
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void Quit() { previous_state_ = current_state_ = nullptr; }
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/**
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* Get the current State ID.
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*
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* @return the current State ID
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*/
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int StateId() const {
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if (current_state_ != nullptr) {
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return current_state_->StateId();
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}
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return kStateInvalid;
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}
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/**
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* Get the previous current State ID.
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*
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* @return the previous State ID
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*/
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int PreviousStateId() const {
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if (previous_state_ != nullptr) {
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return previous_state_->StateId();
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}
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return kStateInvalid;
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}
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/**
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* Process an event.
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* TODO: The arguments are wrong - used for backward compatibility.
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* Will be replaced later.
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*
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* @param event the event type
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* @param p_data the event data
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* @return true if the processing was completed, otherwise false
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*/
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bool ProcessEvent(uint32_t event, void* p_data) {
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if (current_state_ == nullptr) return false;
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return current_state_->ProcessEvent(event, p_data);
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}
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/**
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* Transition the State Machine to a new state.
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*
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* @param dest_state_id the state ID to transition to. It must be one
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* of the unique state IDs when the corresponding state was created.
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*/
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void TransitionTo(int dest_state_id) {
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auto it = states_.find(dest_state_id);
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CHECK(it != states_.end()) << "Unknown State ID: " << dest_state_id;
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State* dest_state = it->second;
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TransitionTo(dest_state);
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}
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/**
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* Transition the State Machine to a new state.
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*
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* @param dest_state the state to transition to. It cannot be nullptr.
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*/
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void TransitionTo(StateMachine::State* dest_state) {
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if (current_state_ != nullptr) {
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current_state_->OnExit();
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}
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previous_state_ = current_state_;
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current_state_ = dest_state;
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current_state_->OnEnter();
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}
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/**
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* Add a state to the State Machine.
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* The state machine takes ownership on the state - i.e., the state will
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* be deleted by the State Machine itself.
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*
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* @param state the state to add
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*/
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void AddState(State* state) {
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states_.insert(std::make_pair(state->StateId(), state));
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}
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/**
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* Set the initial state of the State Machine.
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*
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* @param initial_state the initial state
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*/
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void SetInitialState(State* initial_state) { initial_state_ = initial_state; }
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private:
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State* initial_state_;
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State* previous_state_;
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State* current_state_;
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std::map<int, State*> states_;
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};
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} // namespace common
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} // namespace bluetooth
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