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- using System;
- using System.Diagnostics;
- using System.Threading;
- using System.Collections.Generic;
- using System.Collections.Concurrent;
- using Aitex.Core.RT.Log;
- using Aitex.Core.Utilities;
- namespace Aitex.Core.RT.Fsm
- {
- /// <summary>
- /// FSM transition function
- /// 返回值: true 需要转换状态
- /// false 保持状态不变
- /// </summary>
- /// <param name="param"></param>
- /// <returns></returns>
- public enum FSM_MSG
- {
- TIMER = 0x0FFFFFF0,
- NONE,
- WARNING,
- ALARM,
- }
- public enum FSM_STATE
- {
- UNDEFINE = 0x0FFFFFF0,
- SAME,
- ANY,
- }
- public class StateMachine : StateMachine<object>
- {
- public StateMachine(string name = "FSM", int initState = (int)FSM_STATE.UNDEFINE, int interval = 100) : base(name, initState, interval)
- {
- }
- }
- public class StateMachine<T> : IStateMachine
- {
- public string Name { get; set; }
- public int ElapsedTime
- {
- get
- {
- int ticket = Environment.TickCount;
- return ticket > enterTime ? ticket - enterTime : 0x7FFFFFFF + ticket - enterTime;
- }
- }
- public int EnterTime { set { enterTime = value; } }
- public int State { get; set; }
- public int PrevState { get; set; }
- public int LastMsg { get; private set; }
- private int enterTime;
- private int interval;
- private CancellationTokenSource cancelToken;
- private BlockingCollection<KeyValuePair<int, object[]>> _msgQueue;
- private object _lockerMsgQueue = new object();
- private KeyValuePair<int, object[]> timeoutMsg = new KeyValuePair<int, object[]>((int)FSM_MSG.TIMER, null);
- /// <summary>
- /// 状态迁移表 当前状态, 消息, 函数, 迁移状态
- /// AnyState迁移表 消息, 函数, 迁移状态
- /// 状态进入/退出迁移表 状态,进入函数,进入消息,退出函数,
- /// </summary>
- private Dictionary<int, Dictionary<int, Tuple<FsmFunc, int>>> transition;
- private Dictionary<int, Tuple<FsmFunc, int>> anyStateTransition;
- private Dictionary<int, Tuple<FsmFunc, int, FsmFunc>> enterExitTransition;
- private Dictionary<int, string> _stringState = new Dictionary<int, string>();
- private Dictionary<int, string> _stringMessage = new Dictionary<int, string>();
- private KeyValuePair<int, object[]> _msgInProcess = new KeyValuePair<int, object[]>((int)FSM_MSG.TIMER, null);
- private long _msgCounter = 0;
- public StateMachine(string name, int initState = (int)FSM_STATE.UNDEFINE, int interval = 100)
- {
- Name = name + " FSM";
- this.State = initState;
- this.PrevState = initState;
- this.interval = interval;
- cancelToken = new CancellationTokenSource();
- _msgQueue = new BlockingCollection<KeyValuePair<int, object[]>>();
- transition = new Dictionary<int, Dictionary<int, Tuple<FsmFunc, int>>>();
- anyStateTransition = new Dictionary<int, Tuple<FsmFunc, int>>();
- enterExitTransition = new Dictionary<int, Tuple<FsmFunc, int, FsmFunc>>();
- EnumLoop<FSM_STATE>.ForEach((item) =>
- {
- MapState((int)item, item.ToString());
- });
- EnumLoop<FSM_MSG>.ForEach((item) =>
- {
- MapMessage((int)item, item.ToString());
- });
- }
- #region Interface
- public void Init(int initState, int intervalTimeMs)
- {
- State = initState;
- interval = intervalTimeMs;
- }
- public void Start()
- {
- OnEnterState(this.State);
- }
- public void Loop()
- {
- while (!cancelToken.IsCancellationRequested)
- {
- //_msgInProcess = timeoutMsg;
- try
- {
- KeyValuePair<int, object[]> msg = timeoutMsg;
- lock (_lockerMsgQueue)
- {
- if (!_msgQueue.TryTake(out msg, interval, cancelToken.Token))
- _msgInProcess = timeoutMsg;
- else
- {
- _msgInProcess = msg;
- }
- }
- //Loop AnyState迁移表
- if (anyStateTransition.ContainsKey(_msgInProcess.Key))
- {
- if (anyStateTransition[_msgInProcess.Key].Item1 != null)
- {
- if (anyStateTransition[_msgInProcess.Key].Item1(_msgInProcess.Value)) //need ChangeState
- {
- if (anyStateTransition[_msgInProcess.Key].Item2 != State && anyStateTransition[_msgInProcess.Key].Item2 != (int)FSM_STATE.SAME)
- {
- OnExitState((int)FSM_STATE.ANY);
- OnExitState(State);
- enterTime = Environment.TickCount;
- LastMsg = msg.Key;
- PrevState = State;
- State = anyStateTransition[_msgInProcess.Key].Item2;
- OnEnterState((int)FSM_STATE.ANY);
- OnEnterState((int)State);
- TraceState(PrevState, State, "anyStateTransition 过程");
- }
- }
- }
- if (_msgInProcess.Key != timeoutMsg.Key)
- {
- Interlocked.Decrement(ref _msgCounter);
- //System.Diagnostics.Trace.WriteLine($"message out1: {Name}--> {_msgCounter}");
- }
- continue;
- }
- if (!transition.ContainsKey(State))
- {
- if (_msgInProcess.Key != (int)FSM_MSG.TIMER)
- {
- LOG.Warning($"StateMachine [{Name}] no definition of state [{GetStringState(State)}] ");
- }
- if (_msgInProcess.Key != timeoutMsg.Key)
- {
- Interlocked.Decrement(ref _msgCounter);
- //System.Diagnostics.Trace.WriteLine($"message out2: {Name} --> {_msgCounter}");
- }
- continue;
- }
- if (!transition[State].ContainsKey(_msgInProcess.Key))
- {
- if (_msgInProcess.Key != (int)FSM_MSG.TIMER)
- {
- LOG.Warning($"StateMachine {Name} no definition of [state={GetStringState(State)}], [message={GetStringMessage(_msgInProcess.Key)}]");
- }
- if (_msgInProcess.Key != timeoutMsg.Key)
- {
- Interlocked.Decrement(ref _msgCounter);
- // System.Diagnostics.Trace.WriteLine($"message out3:{Name}--> {_msgCounter}");
- }
- continue;
- }
- //Loop Transition
- //if fun is null or fun return true need change
- if (transition[State][_msgInProcess.Key].Item1 == null || transition[State][_msgInProcess.Key].Item1(_msgInProcess.Value))
- {
- if (transition[State][_msgInProcess.Key].Item2 != State && transition[State][_msgInProcess.Key].Item2 != (int)FSM_STATE.SAME)
- {
- OnExitState((int)FSM_STATE.ANY);
- OnExitState(State);
- enterTime = Environment.TickCount;
- PrevState = State;
- State = transition[State][_msgInProcess.Key].Item2;
- OnEnterState((int)FSM_STATE.ANY);
- OnEnterState((int)State);
- TraceState(PrevState, State, "transition 过程");
- }
- }
- if (_msgInProcess.Key != timeoutMsg.Key)
- {
- Interlocked.Decrement(ref _msgCounter);
- //System.Diagnostics.Trace.WriteLine($"message out4: {Name}--> {_msgCounter}");
- }
- _msgInProcess = timeoutMsg;
- }
- catch (OperationCanceledException)
- {
- LOG.Info($"FSM {Name} is canceled");
- }
- catch (Exception ex)
- {
- LOG.Error(ex.StackTrace, ex);
- }
- }
- }
- public void Stop()
- {
- cancelToken.Cancel();
- }
- string GetStringState(int state)
- {
- if (_stringState.ContainsKey(state))
- return _stringState[state];
- return state.ToString();
- }
- string GetStringMessage(int message)
- {
- if (_stringMessage.ContainsKey(message))
- return _stringMessage[message];
- return message.ToString();
- }
- public void MapState(int state, string stringState)
- {
- System.Diagnostics.Debug.Assert(!_stringState.ContainsKey(state));
- _stringState[state] = stringState;
- }
- public void MapMessage(int message, string stringMessage)
- {
- System.Diagnostics.Debug.Assert(!_stringMessage.ContainsKey(message));
- _stringMessage[message] = stringMessage;
- }
- public bool FindTransition(int state, int msg)
- {
- if (anyStateTransition.ContainsKey(msg))
- return true;
- if (transition.ContainsKey(state) && transition[state] != null)
- {
- Dictionary<int, Tuple<FsmFunc, int>> table = transition[state];
- if (table.ContainsKey(msg))
- return true;
- }
- return false;
- }
- public void Transition(int state, int msg, FsmFunc func, int next)
- {
- if (!transition.ContainsKey(state) || transition[state] == null)
- {
- transition[state] = new Dictionary<int, Tuple<FsmFunc, int>>();
- }
- transition[state][msg] = new Tuple<FsmFunc, int>(func, next);
- }
- public void AnyStateTransition(int msg, FsmFunc func, int next)
- {
- anyStateTransition[msg] = new Tuple<FsmFunc, int>(func, next);
- }
- public void EnterExitTransition(int state, FsmFunc enter, int msg, FsmFunc exit)
- {
- enterExitTransition[state] = new Tuple<FsmFunc, int, FsmFunc>(enter, msg, exit);
- }
- private const string PMBName = "PMB";
- private const string PMAName = "PMA";
- private const string TMName = "TM";
- private void TraceState(int prevState, int afterState, string title)
- {
- //if (Name != null && (Name.IndexOf(PMBName) > -1 || Name.IndexOf(PMAName) > -1 || Name.IndexOf(TMName) > -1))
- if (Name != null)
- {
- string preStateContent = _stringState.ContainsKey(prevState) ? _stringState[prevState] : prevState.ToString();
- string postStateContent = _stringState.ContainsKey(afterState)? _stringState[afterState] : afterState.ToString();
- LOG.Info($"StateMachine Name={Name} 状态转换前={preStateContent} 转换后={postStateContent} by {title}");
- }
- }
- public void PostMsg(int msg, params object[] args)
- {
- Interlocked.Increment(ref _msgCounter);
- //lock (_lockerMsgQueue)
- {
- _msgQueue.Add(new KeyValuePair<int, object[]>(msg, args));
- }
- //System.Diagnostics.Trace.WriteLine($"PostMsg: {msg}--> {_msgCounter}");
- }
- public void PostMsgWithoutLock(int msg, params object[] args)
- {
- Interlocked.Increment(ref _msgCounter);
- _msgQueue.Add(new KeyValuePair<int, object[]>(msg, args));
- //System.Diagnostics.Trace.WriteLine($"PostMsgWithoutLock: {msg}--> {_msgCounter}");
- }
- #endregion
- private void OnEnterState(int state)
- {
- if (enterExitTransition.ContainsKey(state))
- {
- if (enterExitTransition[state].Item1 != null)
- {
- enterExitTransition[state].Item1(null);
- }
- if (enterExitTransition[state].Item2 != (int)FSM_MSG.NONE)
- {
- PostMsg(enterExitTransition[state].Item2, null);
- }
- }
- }
- private void OnExitState(int state)
- {
- if (enterExitTransition.ContainsKey(state))
- {
- if (enterExitTransition[state].Item3 != null)
- {
- enterExitTransition[state].Item3(null);
- }
- }
- }
- public bool CheckExecuted(int msg)
- {
- return _msgCounter == 0;
- //lock (_lockerMsgQueue)
- //{
- // foreach (var keyValuePair in _msgQueue)
- // {
- // if (keyValuePair.Key == msg)
- // return false;
- // }
- // if (_msgInProcess.Key == msg)
- // return false;
- //}
- //return true;
- }
- public bool CheckExecuted()
- {
- //System.Diagnostics.Trace.WriteLine($"CheckExecuted: --> {_msgCounter}");
- return _msgCounter == 0;
- //return Interlocked.CompareExchange(ref _msgCounter, 0, 0) == 0;
- ////lock (_lockerMsgQueue)
- //{
- // return _msgQueue.Count == 0 && _msgInProcess.Key==(int)FSM_MSG.TIMER;
- //}
- }
- public bool CheckExecuted(int msg, out int currentMsg, out List<int> msgQueue)
- {
- currentMsg = 0;
- msgQueue = new List<int>();
- return _msgCounter == 0;
- //lock (_lockerMsgQueue)
- //{
- // currentMsg = 0;
- // msgQueue = new List<int>();
- // foreach (var keyValuePair in _msgQueue)
- // {
- // if (keyValuePair.Key == msg)
- // return false;
- // msgQueue.Add(keyValuePair.Key);
- // }
- // if (_msgInProcess.Key == msg)
- // {
- // return false;
- // }
- // currentMsg = _msgInProcess.Key;
- //}
- //return true;
- }
- }
- }
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