Crates.io | sfsm |
lib.rs | sfsm |
version | 0.4.3 |
source | src |
created_at | 2021-04-09 17:49:41.092283 |
updated_at | 2022-05-15 09:54:47.097408 |
description | Static state machine generator for no_std and embedded environments |
homepage | |
repository | https://gitlab.com/sfsm/sfsm |
max_upload_size | |
id | 381406 |
size | 45,316 |
State machines are an essential part of many software architectures and are particularly common on low level systems such as embedded systems. They allow a complicated system to be broken down into many small states with clearly defined transitions between each other. But while they help to break down complexity, they must also be well documented to be understandable.
Rust is well suited to implementing state machines thanks the way its enums are designed. Unfortunately this still comes with a large amount of boilerplate.
Sfsm aims to let the user implement simple, efficient and easy to review state machines that are usable on embedded systems. The main objectives therefore are:
The main objectives therefore are:
Sfsm tries to achieve these objectives by providing a state machine generator in sfsm-proc and a transition as well as state trait in sfsm-proc. With this, the user can specify the whole state machine on a few lines that are easy to review. From this definition, the whole state machine can be generated without relying on dynamic mechanisms and thus allows to be fully static. All that is left to do is to implement the states and transition necessary to fulfill the Transition and State traits.
A state machine can be defined with the following macro call.
// Only relevant parts included.
add_state_machine!(
Rocket, // Name of the state machine. Accepts a visibility modifier.
WaitForLaunch, // The initial state the state machine will start in
[WaitForLaunch, Launch], // All possible states
[
WaitForLaunch => Launch, // All transitions
]
);
This will generate a state machine called Rocket
with an initial state in WaitForLaunch
.
There are two possible states the state machine will be in - WaitForLaunch
and Launch
.
WaitForLaunch
is the initial state and can transit to Launch
due to the WaitForLaunch => Launch
transition
definition. A state machine can have as many states and transitions as desired but all of them must implement the State
and the according Transition
traits.
With the add_fallible_state_machine
macro, a state machine with intrinsic error handling can be generated. As
soon as the specified error occurs, the state machine immediately jumps into the error state where the error can be handled.
// Only relevant parts included.
add_fallible_state_machine!(
Rocket, // Name of the state machine. Accepts a visibility modifier.
WaitForLaunch, // The initial state the state machine will start in
[WaitForLaunch, Launch, HandleMalfunction], // All possible states
[
WaitForLaunch => Launch, // All possible Transitions
HandleMalfunction => WaitForLaunch
],
RocketMalfunction, // The error type
HandleMalfunction // The error state
);
Similar to the normal state machine, this will generate a state machine for which the user has to implement the behavior
of the states and transitions. In the fallible state machine, the traits that have to be implemented are
TryState
and TryTransition
traits. Additionally, the error state must implement the
TryErrorState
trait to define how the error is handled.
In complex environments it is common to encapsulate smaller, inner state machines into larger outer ones to break down the complexity into more manageable parts. The following code shows how a nested state machine can be built.
// Only relevant parts included.
// Defines the Forward Observer top-level state machine.
add_state_machine!(
ForwardObserver,
Offline,
[Offline, Online],
[
Offline => Online,
Online => Offline,
]
);
// Defines the Online inner state machine.
add_state_machine!(
OnlineMachine,
Standby,
[Standby, Requesting, Observing, Reporting],
[
Standby => Requesting,
Requesting => Observing,
Observing => Reporting,
Reporting => Standby,
]
);
struct Online {
state_machine: OnlineMachine,
}
impl State for Online {
/// Executes the sub-state machine on each step.
fn execute(&mut self) {
self.state_machine.step().unwrap();
}
}
impl From<Offline> for Online {
/// Constructs, and starts, the [`Online`] state machine on a transition from Offline
fn from(_: Offline) -> Self {
let mut online = Self {
state_machine: OnlineMachine::new(),
};
online.state_machine.start(Standby {}).unwrap();
online
}
}
This encapsulated the smaller OnlineMachine
in the Online
state.
Additionally, messages to be pushed into or polled from the states, can be defined.
// Only relevant parts included.
add_messages!(
Rocket,
[
StartLaunch -> WaitForLaunch, // Command the WaitForLaunch state to liftoff
Status <- Launch, // Poll the status of the launch state
]
);
This creates the code to push StartLaunch
into the WaitForLaunch
state and to poll Status
from the Launch
state. Each state can have multiple receive and return messages.
They must implement the according ReturnMessage
and ReceiveMessage
traits.
While debugging a state machine, especially when field debugging, it is extremely helpful to have a log of how the state machine behaved, what transitions it went through and where an errors have occurred. With the trace feature, the sfsm state machines come with a built in mechanism to create such a log. To use it, simply enable the desired features and add a logger function.
The following tracing modes are available as a feature:
[dependencies]
sfsm = {
version = "*",
features = [
"trace", // Trace start, stop, transitions, entries and exits
"trace-messages", // Trace executes
"trace-steps" // Trace message push and polls
]}
The trace features can be combined how ever desired.
To get the tracing to work, a logger function must be provided by using the #[sfsm_trace]
macro like in the following code snipped where the state machine is defined:
#[sfsm_trace]
fn trace(log: &str) {
println!("{}", log);
}
Complete examples can be found here here and more information in the doc.