复杂的状态转换:最佳实践
Complicated state transitions: best practices
我从事嵌入式工作,我有一些管理硬件的软件模块。这个模块有状态,状态转换很复杂:根据事件,模块可以从状态 A
到状态 B
或者可能到 C
。但是,当它退出某个状态时,它应该对硬件执行一些操作,以使其也保持在正确的状态。
对于相当简单的模块,我只有几个这样的函数:
enum state_e {
MY_STATE__A,
MY_STATE__B,
};
static enum state_e _cur_state;
void state_on_off(enum state_e state, bool on)
{
switch (state){
case MY_STATE__A:
if (on){
//-- entering the state A
prepare_hardware_1(for_state_a);
prepare_hardware_2(for_state_a);
} else {
//-- exiting the state A
finalize_hardware_2(for_state_a);
finalize_hardware_1(for_state_a);
}
break;
case MY_STATE__B:
if (on){
//-- entering the state B
prepare_hardware_1(for_state_b);
prepare_hardware_2(for_state_b);
} else {
//-- exiting the state B
finalize_hardware_2(for_state_b);
finalize_hardware_1(for_state_b);
}
break;
}
}
void state_set(enum state_e new_state)
{
state_on_off(_cur_state, false);
_cur_state = new_state;
state_on_off(_cur_state, true);
}
显然,我们需要在 _state_on_off()
函数中保留所有状态的所有必要动作,当我们需要移动到另一个状态时,我们只需调用 _state_set(new_state)
状态转换就可以独立进行方向:执行所有需要的操作。
但它只适用于简单的情况。如果我们在状态 MY_STATE__B
和 MY_STATE__C
之间有一些共同点,那么当状态从 MY_STATE__B
更改为 MY_STATE__C
并返回时,我们应该只执行缩短的分解/构造?但是当我们进入其他状态时(比如,MY_STATE__A
),我们应该执行完全破坏。
想到的是子状态。所以我们有一个状态 MY_STATE__BC
,还有像 MY_BC_SUBSTATE__B
和 MY_BC_SUBSTATE__C
这样的子状态;当然我们有自己的功能,比如 _state_bc_on_off()
。即使这已经很痛苦了,但想象一下更复杂的事情:它会变得很糟糕。
那么,此类事情的最佳做法是什么?
稍微通用的状态机有
- 原语 -- 在特定硬件上执行特定操作的子例程
- 序列 -- 按特定顺序调用的一个或多个基元
- transitions -- 以特定顺序执行的一个或多个序列
转换被编码在一个结构数组中。序列由switch语句选择,每个序列调用一个或多个原语。
#define stA 0x00000001 // bit mask for state A
#define stB 0x00000002 // bit mask for state B
#define stC 0x00000004 // bit mask for state C
#define stAny 0xffffffff // matches any state
enum { seqXtoY, seqError, seqEnterA, seqExitA, seqEnterB, seqExitB, seqEnableC, seqDisableC, seqEnd };
typedef struct
{
int oldState; // bit mask that represents one or more states that we're transitioning from
int newState; // bit mask that represents one or more states that we're transitioning to
int seqList[10]; // an array of sequences that need to be executed
}
stTransition;
static stTransition transition[] =
{
// transitions from state A to B or C
{ stA, stB, { seqExitA, seqXtoY, seqEnterB, seqEnd } },
{ stA, stC, { seqExitA, seqXtoY, seqEnableC, seqEnterB, seqEnd } },
// transitions from state B to A or C
{ stB, stA, { seqExitB, seqXtoY, seqEnterA, seqEnd } },
{ stB, stC, { seqXtoY, seqEnableC, seqEnd } },
// transitions from states C to A or B
{ stC, stA, { seqDisableC, seqExitB, seqXtoY, seqEnterA, seqEnd } },
{ stC, stB, { seqDisableC, seqXtoY, seqEnd } },
// any other transition (should never get here)
{ stAny, stAny, { seqError, seqEnd } }
};
static int currentState = stA;
void executeSequence( int sequence )
{
switch ( sequence )
{
case seqEnterA:
prepare_hardware_1(for_state_a);
prepare_hardware_2(for_state_a);
break;
case seqExitA:
finalize_hardware_2(for_state_a);
finalize_hardware_1(for_state_a);
break;
case seqEnterB:
prepare_hardware_1(for_state_b);
prepare_hardware_2(for_state_b);
break;
case seqExitB:
finalize_hardware_2(for_state_b);
finalize_hardware_1(for_state_b);
break;
case seqEnableC:
enable_hardware_3();
break;
case seqDisableC:
disable_hardware_3();
break;
}
}
void executeTransition( int newState )
{
if ( newState == currentState )
return;
// search the transition table to find the entry that matches the old and new state
stTransition *tptr;
for ( tptr = transition; tptr->seqList[0] != seqError; tptr++ )
if ( (tptr->oldState & currentState) && (tptr->newState & newState) )
break;
// execute the sequence list
int *seqptr;
for ( seqptr = tptr->seqList; *seqptr != seqEnd; seqptr++ )
{
if ( *seqptr == seqXtoY )
currentState = newState;
else if ( *seqptr == seqError )
printf( "The state table is missing the transition from %d to %d\n", currentState, newState );
else
executeSequence( *seqptr );
}
// if the seqList doesn't have an explicit update, then we update at the end
currentState = newState;
}
我从事嵌入式工作,我有一些管理硬件的软件模块。这个模块有状态,状态转换很复杂:根据事件,模块可以从状态 A
到状态 B
或者可能到 C
。但是,当它退出某个状态时,它应该对硬件执行一些操作,以使其也保持在正确的状态。
对于相当简单的模块,我只有几个这样的函数:
enum state_e {
MY_STATE__A,
MY_STATE__B,
};
static enum state_e _cur_state;
void state_on_off(enum state_e state, bool on)
{
switch (state){
case MY_STATE__A:
if (on){
//-- entering the state A
prepare_hardware_1(for_state_a);
prepare_hardware_2(for_state_a);
} else {
//-- exiting the state A
finalize_hardware_2(for_state_a);
finalize_hardware_1(for_state_a);
}
break;
case MY_STATE__B:
if (on){
//-- entering the state B
prepare_hardware_1(for_state_b);
prepare_hardware_2(for_state_b);
} else {
//-- exiting the state B
finalize_hardware_2(for_state_b);
finalize_hardware_1(for_state_b);
}
break;
}
}
void state_set(enum state_e new_state)
{
state_on_off(_cur_state, false);
_cur_state = new_state;
state_on_off(_cur_state, true);
}
显然,我们需要在 _state_on_off()
函数中保留所有状态的所有必要动作,当我们需要移动到另一个状态时,我们只需调用 _state_set(new_state)
状态转换就可以独立进行方向:执行所有需要的操作。
但它只适用于简单的情况。如果我们在状态 MY_STATE__B
和 MY_STATE__C
之间有一些共同点,那么当状态从 MY_STATE__B
更改为 MY_STATE__C
并返回时,我们应该只执行缩短的分解/构造?但是当我们进入其他状态时(比如,MY_STATE__A
),我们应该执行完全破坏。
想到的是子状态。所以我们有一个状态 MY_STATE__BC
,还有像 MY_BC_SUBSTATE__B
和 MY_BC_SUBSTATE__C
这样的子状态;当然我们有自己的功能,比如 _state_bc_on_off()
。即使这已经很痛苦了,但想象一下更复杂的事情:它会变得很糟糕。
那么,此类事情的最佳做法是什么?
稍微通用的状态机有
- 原语 -- 在特定硬件上执行特定操作的子例程
- 序列 -- 按特定顺序调用的一个或多个基元
- transitions -- 以特定顺序执行的一个或多个序列
转换被编码在一个结构数组中。序列由switch语句选择,每个序列调用一个或多个原语。
#define stA 0x00000001 // bit mask for state A
#define stB 0x00000002 // bit mask for state B
#define stC 0x00000004 // bit mask for state C
#define stAny 0xffffffff // matches any state
enum { seqXtoY, seqError, seqEnterA, seqExitA, seqEnterB, seqExitB, seqEnableC, seqDisableC, seqEnd };
typedef struct
{
int oldState; // bit mask that represents one or more states that we're transitioning from
int newState; // bit mask that represents one or more states that we're transitioning to
int seqList[10]; // an array of sequences that need to be executed
}
stTransition;
static stTransition transition[] =
{
// transitions from state A to B or C
{ stA, stB, { seqExitA, seqXtoY, seqEnterB, seqEnd } },
{ stA, stC, { seqExitA, seqXtoY, seqEnableC, seqEnterB, seqEnd } },
// transitions from state B to A or C
{ stB, stA, { seqExitB, seqXtoY, seqEnterA, seqEnd } },
{ stB, stC, { seqXtoY, seqEnableC, seqEnd } },
// transitions from states C to A or B
{ stC, stA, { seqDisableC, seqExitB, seqXtoY, seqEnterA, seqEnd } },
{ stC, stB, { seqDisableC, seqXtoY, seqEnd } },
// any other transition (should never get here)
{ stAny, stAny, { seqError, seqEnd } }
};
static int currentState = stA;
void executeSequence( int sequence )
{
switch ( sequence )
{
case seqEnterA:
prepare_hardware_1(for_state_a);
prepare_hardware_2(for_state_a);
break;
case seqExitA:
finalize_hardware_2(for_state_a);
finalize_hardware_1(for_state_a);
break;
case seqEnterB:
prepare_hardware_1(for_state_b);
prepare_hardware_2(for_state_b);
break;
case seqExitB:
finalize_hardware_2(for_state_b);
finalize_hardware_1(for_state_b);
break;
case seqEnableC:
enable_hardware_3();
break;
case seqDisableC:
disable_hardware_3();
break;
}
}
void executeTransition( int newState )
{
if ( newState == currentState )
return;
// search the transition table to find the entry that matches the old and new state
stTransition *tptr;
for ( tptr = transition; tptr->seqList[0] != seqError; tptr++ )
if ( (tptr->oldState & currentState) && (tptr->newState & newState) )
break;
// execute the sequence list
int *seqptr;
for ( seqptr = tptr->seqList; *seqptr != seqEnd; seqptr++ )
{
if ( *seqptr == seqXtoY )
currentState = newState;
else if ( *seqptr == seqError )
printf( "The state table is missing the transition from %d to %d\n", currentState, newState );
else
executeSequence( *seqptr );
}
// if the seqList doesn't have an explicit update, then we update at the end
currentState = newState;
}