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Gitea
2020-11-13 14:13:12 -05:00
commit 05df49ff60
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-- ------------------------------------------------------------------------------ --
-- TradeSkillMaster --
-- https://tradeskillmaster.com --
-- All Rights Reserved - Detailed license information included with addon. --
-- ------------------------------------------------------------------------------ --
--- FSMMachine Class.
-- This class allows implementing event-driving finite state machines.
-- @classmod FSMMachine
local _, TSM = ...
local Machine = TSM.Init("Util.FSMClasses.Machine")
local State = TSM.Include("Util.FSMClasses.State")
local TempTable = TSM.Include("Util.TempTable")
local Log = TSM.Include("Util.Log")
local LibTSMClass = TSM.Include("LibTSMClass")
local FSMMachine = LibTSMClass.DefineClass("FSMMachine")
local private = {
eventTransitionHandlerCache = {},
}
-- ============================================================================
-- Module Functions
-- ============================================================================
function Machine.Create(name)
return FSMMachine(name)
end
-- ============================================================================
-- Class Meta Methods
-- ============================================================================
function FSMMachine.__init(self, name)
self._name = name
self._currentState = nil
self._context = nil
self._loggingDisabledCount = 0
self._stateObjs = {}
self._defaultEvents = {}
self._handlingEvent = nil
end
-- ============================================================================
-- Public Class Methods
-- ============================================================================
--- Add an FSM state.
-- @tparam FSM self The FSM object
-- @tparam FSMState stateObj The FSM state object to add
-- @treturn FSM The FSM object
function FSMMachine.AddState(self, stateObj)
assert(State.IsInstance(stateObj))
local name = stateObj:_GetName()
assert(not self._stateObjs[name], "state already exists")
self._stateObjs[stateObj:_GetName()] = stateObj
return self
end
--- Add a default event handler.
-- @tparam FSM self The FSM object
-- @tparam string event The event name
-- @tparam function handler The default event handler
-- @treturn FSM The FSM object
function FSMMachine.AddDefaultEvent(self, event, handler)
assert(not self._defaultEvents[event], "event already exists")
self._defaultEvents[event] = handler
return self
end
--- Add a simple default event-based transition.
-- @tparam FSMMachine self The FSMMachine object
-- @tparam string event The event name
-- @tparam string toState The state to transition to
-- @treturn FSMMachine The FSMMachine object
function FSMMachine.AddDefaultEventTransition(self, event, toState)
if not private.eventTransitionHandlerCache[toState] then
private.eventTransitionHandlerCache[toState] = function(context, ...)
return toState, ...
end
end
return self:AddDefaultEvent(event, private.eventTransitionHandlerCache[toState])
end
--- Initialize the FSM.
-- @tparam FSM self The FSM object
-- @tparam string initialState The name of the initial state
-- @param[opt={}] context The FSM context table which gets passed to all state and event handlers
-- @treturn FSM The FSM object
function FSMMachine.Init(self, initialState, context)
assert(self._stateObjs[initialState], "invalid initial state")
self._currentState = initialState
self._context = context or {}
-- validate all the transitions
for name, obj in pairs(self._stateObjs) do
for _, toState in obj:_ToStateIterator() do
assert(self._stateObjs[toState], format("toState doesn't exist (%s -> %s)", name, toState))
end
end
return self
end
--- Process an event.
-- @tparam FSM self The FSM object
-- @tparam string event The name of the event
-- @tparam[opt] vararg ... Additional arguments to pass to the handler function
-- @treturn FSM The FSM object
function FSMMachine.ProcessEvent(self, event, ...)
assert(self._currentState, "FSM not initialized")
if self._handlingEvent then
Log.RaiseStackLevel()
Log.Warn("[%s] %s (ignored - handling event - %s)", self._name, event, self._handlingEvent)
Log.LowerStackLevel()
return self
elseif self._inTransition then
Log.RaiseStackLevel()
Log.Warn("[%s] %s (ignored - in transition)", self._name, event)
Log.LowerStackLevel()
return self
end
if self._loggingDisabledCount == 0 then
Log.RaiseStackLevel()
Log.Info("[%s] %s", self._name, event)
Log.LowerStackLevel()
end
self._handlingEvent = event
local currentStateObj = self._stateObjs[self._currentState]
if currentStateObj:_HasEventHandler(event) then
self:_Transition(TempTable.Acquire(currentStateObj:_ProcessEvent(event, self._context, ...)))
elseif self._defaultEvents[event] then
self:_Transition(TempTable.Acquire(self._defaultEvents[event](self._context, ...)))
end
self._handlingEvent = nil
return self
end
--- Enable or disable event and state transition logs (can be called recursively).
-- @tparam FSM self The FSM object
-- @tparam boolean enabled Whether or not logging should be enabled
-- @treturn FSM The FSM object
function FSMMachine.SetLoggingEnabled(self, enabled)
self._loggingDisabledCount = self._loggingDisabledCount + (enabled and -1 or 1)
assert(self._loggingDisabledCount >= 0)
return self
end
-- ============================================================================
-- Private Class Methods
-- ============================================================================
function FSMMachine._Transition(self, eventResult)
local result = eventResult
while result[1] do
-- perform the transition
local currentStateObj = self._stateObjs[self._currentState]
local toState = tremove(result, 1)
local toStateObj = self._stateObjs[toState]
if self._loggingDisabledCount == 0 then
Log.RaiseStackLevel()
Log.RaiseStackLevel()
Log.Info("[%s] %s -> %s", self._name, self._currentState, toState)
Log.LowerStackLevel()
Log.LowerStackLevel()
end
assert(toStateObj and currentStateObj:_IsTransitionValid(toState), "invalid transition")
self._inTransition = true
currentStateObj:_Exit(self._context)
self._currentState = toState
result = TempTable.Acquire(toStateObj:_Enter(self._context, TempTable.UnpackAndRelease(result)))
self._inTransition = false
end
TempTable.Release(result)
end

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-- ------------------------------------------------------------------------------ --
-- TradeSkillMaster --
-- https://tradeskillmaster.com --
-- All Rights Reserved - Detailed license information included with addon. --
-- ------------------------------------------------------------------------------ --
--- FSMState Class.
-- This class represents a single state within an @{FSMMachine}.
-- @classmod FSMState
local _, TSM = ...
local State = TSM.Init("Util.FSMClasses.State")
local LibTSMClass = TSM.Include("LibTSMClass")
local TempTable = TSM.Include("Util.TempTable")
local FSMState = LibTSMClass.DefineClass("FSMState")
local private = {
eventTransitionHandlerCache = {},
}
-- ============================================================================
-- Class Meta Methods
-- ============================================================================
function State.Create(name)
return FSMState(name)
end
function State.IsInstance(obj)
return obj:__isa(FSMState)
end
-- ============================================================================
-- Class Meta Methods
-- ============================================================================
function FSMState.__init(self, name)
self._name = name
self._onEnterHandler = nil
self._onExitHandler = nil
self._transitionValid = {}
self._events = {}
end
-- ============================================================================
-- Public Class Methods
-- ============================================================================
--- Set the OnEnter handler.
-- This function is called upon entering the state.
-- @tparam FSMState self The FSM state object
-- @tparam ?function|string handler The handler function or a method name to call on the context object
-- @treturn FSMState The FSM state object
function FSMState.SetOnEnter(self, handler)
assert(type(handler) == "function" or type(handler) == "string")
self._onEnterHandler = handler
return self
end
--- Set the OnExit handler.
-- This function is called upon existing the state.
-- @tparam FSMState self The FSM state object
-- @tparam ?function|string handler The handler function or a method name to call on the context object
-- @treturn FSMState The FSM state object
function FSMState.SetOnExit(self, handler)
assert(type(handler) == "function" or type(handler) == "string")
self._onExitHandler = handler
return self
end
--- Add a transition.
-- @tparam FSMState self The FSM state object
-- @tparam string toState The state this transition goes to
-- @treturn FSMState The FSM state object
function FSMState.AddTransition(self, toState)
assert(not self._transitionValid[toState], "transition already exists")
self._transitionValid[toState] = true
return self
end
--- Add a handled event.
-- @tparam FSMState self The FSM state object
-- @tparam string event The name of the event
-- @tparam function handler The function called when the event occurs
-- @treturn FSMState The FSM state object
function FSMState.AddEvent(self, event, handler)
assert(not self._events[event], "event already exists")
self._events[event] = handler
return self
end
--- Add a simple event-based transition.
-- @tparam FSMState self The FSM state object
-- @tparam string event The event name
-- @tparam string toState The state to transition to
-- @treturn FSMState The FSM state object
function FSMState.AddEventTransition(self, event, toState)
if not private.eventTransitionHandlerCache[toState] then
private.eventTransitionHandlerCache[toState] = function(context, ...)
return toState, ...
end
end
return self:AddEvent(event, private.eventTransitionHandlerCache[toState])
end
-- ============================================================================
-- Private Class Methods
-- ============================================================================
function FSMState._GetName(self)
return self._name
end
function FSMState._ToStateIterator(self)
local temp = TempTable.Acquire()
for toState in pairs(self._transitionValid) do
tinsert(temp, toState)
end
return TempTable.Iterator(temp)
end
function FSMState._IsTransitionValid(self, toState)
return self._transitionValid[toState]
end
function FSMState._HasEventHandler(self, event)
return self._events[event] and true or false
end
function FSMState._ProcessEvent(self, event, context, ...)
return self:_HandlerHelper(self._events[event], context, ...)
end
function FSMState._Enter(self, context, ...)
return self:_HandlerHelper(self._onEnterHandler, context, ...)
end
function FSMState._Exit(self, context)
return self:_HandlerHelper(self._onExitHandler, context)
end
function FSMState._HandlerHelper(self, handler, context, ...)
if type(handler) == "function" then
return handler(context, ...)
elseif type(handler) == "string" then
return context[handler](context, ...)
elseif handler ~= nil then
error("Invalid handler: "..tostring(handler))
end
end