/*根据http://www.cnblogs.com/autosar/archive/2012/06/22/2558604.html整理*/
typedef int State; /*状态*/
typedef int Condition;/*事件*/
#define STATES (3 + 1) /*总共状态的数量的数量*/
#define STATE_1 0 /*3个有效状态*/
#define STATE_2 1
#define STATE_3 2
#define STATE_TRAP 3 /*陷阱状态:在陷阱状态中,不论遇到怎样的输入都不能跳出*/
#define CONDITIONS 2 /*触发事件的数量*/
#define CONDITION_1 0 /*2个触发输入事件*/
#define CONDITION_2 1
typedef void (*ActionType)(State nowstate, Condition toggleEvent);/*触发函数:现在的状态及输入*/
typedef struct /*状态转移结构体:下一个状态,触发函数*/
{
State next;
ActionType action;
} Trasition, * pTrasition;
/*根据状态转移图写出:各状态迁移结构*/
// (s1-> c1/a1->s2)
Trasition t1 = {
STATE_2,
action_1 /*st1 转移函数*/
};
// (s2, c2, s3, a2)
Trasition t2 = {
STATE_3,
action_2
};
// (s3, c1, s2, a3)
Trasition t3 = {
STATE_2,
action_3
};
// (s, c, trap, a1)
Trasition tt = {
STATE_TRAP,
action_trap
};
/*其中的动作,由用户自己完成,在这里仅定义一条输出语句*/
void action_1(State nowstate, Condition toggleEvent)
{
printf("Action 1 triggered.
");
}
/*最后定义跳转表:根据现在的状态和输入查找跳转动作(执行动作和下一个状态)
pTrasition transition_table[STATES][CONDITIONS] = {
/* c1, c2*/
/* s1 */&t1, &tt,
/* s2 */&tt, &t2,
/* s3 */&t3, &tt,
/* st */&tt, &tt,
};
/*即可表达上文中的跳转关系。
最后定义状态机,如果不考虑多任务请求,那么状态机仅需要存储当前状态便行了。例如:*/
typedef struct
{
State current;
} StateMachine, * pStateMachine;
State step(pStateMachine machine, Condition condition)
{
pTrasition t = transition_table[machine->current][condition];/*查表求迁移函数*/
(*(t->action))(machine->current, condition);/*执行动作*/
machine->current = t->next; /*下一个状态*/
return machine->current;
}
/*但是考虑到当一个跳转正在进行的时候,同时又有其他任务请求跳转,则会出现数据不一致的问题。
举个例子:task1(s1, c1/a1 –> s2)和task2(s2, c2/a2 –> s3)先后执行,是可以顺利到达s3状态的,
但若操作a1运行的时候,执行权限被task2抢占,则task2此时看到的当前状态还是s1,s1遇到c2就进入
陷阱状态,而不会到达s3了,也就是说,状态的跳转发生了不确定,这是不能容忍的。
因此要重新设计状态机,增加一个“事务中”条件和一个用于存储输入的条件队列。修改后的代码如下:*/
#define E_OK 0
#define E_NO_DATA 1 /*队列空*/
#define E_OVERFLOW 2 /*队列满*/
typedef struct /*触发事件队列*/
{
Condition queue[QMAX];
int head;
int tail;
bool overflow;
} ConditionQueue, * pConditionQueue;
int push(ConditionQueue * queue, Condition c)
{
unsigned int flags;
Irq_Save(flags);
if ((queue->head == queue->tail + 1) || ((queue->head == 0) && (queue->tail == 0)))
{
queue->overflow = true;
Irq_Restore(flags);
return E_OVERFLOW; /*队列满直接退出*/
}
else
{
queue->queue[queue->tail] = c;
queue->tail = (queue->tail + 1) % QMAX;
Irq_Restore(flags);
}
return E_OK;
}
int poll(ConditionQueue * queue, Condition * c)/**c就是要响应的触发事件*/
{
unsigned int flags;
Irq_Save(flags);
if (queue->head == queue->tail)
{
Irq_Restore(flags); /*队列空直接退出*/
return E_NO_DATA;
}
else
{
*c = queue->queue[queue->head];
queue->overflow = false;
queue->head = (queue->head + 1) % QMAX;
Irq_Restore(flags);
}
return E_OK;
}
typedef struct /*总的状态机结构体*/
{
State current;
bool inTransaction; /*是否正在跳转*/
ConditionQueue queue;/*触发事件队列*/
} StateMachine, * pStateMachine;
static State __step(pStateMachine machine, Condition condition)/*正常的状体迁移流程*/
{
State current = machine -> current;
pTrasition t = transition_table[current][condition];
(*(t->action))(current, condition);
current = t->next;
machine->current = current;
return current;
}
State step(pStateMachine machine, Condition condition)/*加入队列保护的状态机*/
{
Condition next_condition;
State current;
int status;
if (machine->inTransaction)/*正在转移,只是将新事件添加到队列中单不发生迁移*/
{
push(&(machine->queue), condition);
return STATE_INTRANSACTION;
}
else
{
machine->inTransaction = true;
current = __step(machine, condition);
status = poll(&(machine->queue), &next_condition);/*POLL函数的参数 &next_condition就是从队列中取出的新事件*/
while(status == E_OK)
{
__step(machine, next_condition);
status = poll(&(machine->queue), &next_condition);
}
machine->inTransaction = false;
return current;
}
}
void initialize(pStateMachine machine, State s)
{
machine->current = s;
machine->inTransaction = false;
machine->queue.head = 0;
machine->queue.tail = 0;
machine->queue.overflow = false;
}