#![no_std]
//! A framework for building finite state machines in Rust
//!
//! The `rust-fsm` crate provides a simple and universal framework for building
//! state machines in Rust with minimum effort.
//!
//! The essential part of this crate is the
//! [`StateMachineImpl`](trait.StateMachineImpl.html) trait. This trait allows a
//! developer to provide a strict state machine definition, e.g. specify its:
//!
//! * An input alphabet - a set of entities that the state machine takes as
//! inputs and performs state transitions based on them.
//! * Possible states - a set of states this machine could be in.
//! * An output alphabet - a set of entities that the state machine may output
//! as results of its work.
//! * A transition function - a function that changes the state of the state
//! machine based on its current state and the provided input.
//! * An output function - a function that outputs something from the output
//! alphabet based on the current state and the provided inputs.
//! * The initial state of the machine.
//!
//! Note that on the implementation level such abstraction allows build any type
//! of state machines:
//!
//! * A classical state machine by providing only an input alphabet, a set of
//! states and a transition function.
//! * A Mealy machine by providing all entities listed above.
//! * A Moore machine by providing an output function that do not depend on the
//! provided inputs.
//!
//! # Use
//!
//! Initially this library was designed to build an easy to use DSL for defining
//! state machines on top of it. Using the DSL will require to connect an
//! additional crate `rust-fsm-dsl` (this is due to limitation of the procedural
//! macros system).
//!
//! ## Using the DSL for defining state machines
//!
//! The DSL is parsed by the `state_machine` macro. Here is a little example.
//!
//! ```rust,ignore
//! use rust_fsm::*;
//!
//! state_machine! {
//! derive(Debug)
//! CircuitBreaker(Closed)
//!
//! Closed(Unsuccessful) => Open [SetupTimer],
//! Open(TimerTriggered) => HalfOpen,
//! HalfOpen => {
//! Successful => Closed,
//! Unsuccessful => Open [SetupTimer]
//! }
//! }
//! ```
//!
//! This code sample:
//!
//! * Defines a state machine called `CircuitBreaker`;
//! * Derives the `Debug` trait for it (the `derive` section is optional);
//! * Sets the initial state of this state machine to `Closed`;
//! * Defines state transitions. For example: on receiving the `Successful`
//! input when in the `HalfOpen` state, the machine must move to the `Closed`
//! state;
//! * Defines outputs. For example: on receiving `Unsuccessful` in the
//! `Closed` state, the machine must output `SetupTimer`.
//!
//! This state machine can be used as follows:
//!
//! ```rust,ignore
//! // Initialize the state machine. The state is `Closed` now.
//! let mut machine: StateMachine<CircuitBreaker> = StateMachine::new();
//! // Consume the `Successful` input. No state transition is performed.
//! let _ = machine.consume(&CircuitBreakerInput::Successful);
//! // Consume the `Unsuccesful` input. The machine is moved to the `Open`
//! // state. The output is `SetupTimer`.
//! let output = machine.consume(&CircuitBreakerInput::Unsuccesful).unwrap();
//! // Check the output
//! if output == Some(CircuitBreakerOutput::SetupTimer) {
//! // Set up the timer...
//! }
//! // Check the state
//! if machine.state() == &CircuitBreakerState::Open {
//! // Do something...
//! }
//! ```
//!
//! As you can see, the following entities are generated:
//!
//! * An empty structure `CircuitBreaker` that implements the `StateMachineImpl`
//! trait.
//! * Enums `CircuitBreakerState`, `CircuitBreakerInput` and
//! `CircuitBreakerOutput` that represent the state, the input alphabet and
//! the output alphabet respectively.
//!
//! Note that if there is no outputs in the specification, the output alphabet
//! is set to `()`. The set of states and the input alphabet must be non-empty
//! sets.
//!
//! ## Without DSL
//!
//! The `state_machine` macro has limited capabilities (for example, a state
//! cannot carry any additional data), so in certain complex cases a user might
//! want to write a more complex state machine by hand.
//!
//! All you need to do to build a state machine is to implement the
//! `StateMachineImpl` trait and use it in conjuctions with some of the provided
//! wrappers (for now there is only `StateMachine`).
//!
//! You can see an example of the Circuit Breaker state machine in the
//! [project repository][repo].
//!
//! [repo]: https://github.com/eugene-babichenko/rust-fsm/blob/master/tests/circuit_breaker.rs
use core::fmt;
#[doc(hidden)]
pub use rust_fsm_dsl::*;
/// This trait is designed to describe any possible deterministic finite state
/// machine/transducer. This is just a formal definition that may be
/// inconvenient to be used in practical programming, but it is used throughout
/// this library for more practical things.
pub trait StateMachineImpl {
/// The input alphabet.
type Input;
/// The set of possible states.
type State;
/// The output alphabet.
type Output;
/// The initial state of the machine.
// allow since there is usually no interior mutability because states are enums
#[allow(clippy::declare_interior_mutable_const)]
const INITIAL_STATE: Self::State;
/// The transition fuction that outputs a new state based on the current
/// state and the provided input. Outputs `None` when there is no transition
/// for a given combination of the input and the state.
fn transition(state: &Self::State, input: &Self::Input) -> Option<Self::State>;
/// The output function that outputs some value from the output alphabet
/// based on the current state and the given input. Outputs `None` when
/// there is no output for a given combination of the input and the state.
fn output(state: &Self::State, input: &Self::Input) -> Option<Self::Output>;
}
/// A convenience wrapper around the `StateMachine` trait that encapsulates the
/// state and transition and output function calls.
pub struct StateMachine<T: StateMachineImpl> {
state: T::State,
}
#[derive(Debug, Clone)]
/// An error type that represents that the state transition is impossible given
/// the current combination of state and input.
pub struct TransitionImpossibleError;
impl<T> StateMachine<T>
where
T: StateMachineImpl,
{
/// Create a new instance of this wrapper which encapsulates the initial
/// state.
pub fn new() -> Self {
Self::from_state(T::INITIAL_STATE)
}
/// Create a new instance of this wrapper which encapsulates the given
/// state.
pub fn from_state(state: T::State) -> Self {
Self { state }
}
/// Consumes the provided input, gives an output and performs a state
/// transition. If a state transition with the current state and the
/// provided input is not allowed, returns an error.
pub fn consume(
&mut self,
input: &T::Input,
) -> Result<Option<T::Output>, TransitionImpossibleError> {
if let Some(state) = T::transition(&self.state, input) {
let output = T::output(&self.state, input);
self.state = state;
Ok(output)
} else {
Err(TransitionImpossibleError)
}
}
/// Returns the current state.
pub fn state(&self) -> &T::State {
&self.state
}
}
impl<T> Default for StateMachine<T>
where
T: StateMachineImpl,
{
fn default() -> Self {
Self::new()
}
}
impl fmt::Display for TransitionImpossibleError {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"cannot perform a state transition from the current state with the provided input"
)
}
}