Merge "SyncSM01: define SyncStateMachine user interface" into main
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/**
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* Copyright (C) 2023 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.networkstack.tethering.util;
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import android.annotation.NonNull;
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import android.annotation.Nullable;
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import android.util.Log;
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import com.android.internal.util.State;
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import java.util.List;
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/**
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* An implementation of a state machine, meant to be called synchronously.
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*
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* This class implements a finite state automaton based on the same State
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* class as StateMachine.
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* All methods of this class must be called on only one thread.
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*/
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public class SyncStateMachine {
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@NonNull private final String mName;
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@NonNull private final Thread mMyThread;
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private final boolean mDbg;
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// mCurrentState is the current state. mDestState is the target state that mCurrentState will
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// transition to. The value of mDestState can be changed when a state processes a message and
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// calls #transitionTo, but it cannot be changed during the state transition. When the state
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// transition is complete, mDestState will be set to mCurrentState. Both mCurrentState and
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// mDestState only be null before state machine starts and must only be touched on mMyThread.
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@Nullable private State mCurrentState;
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@Nullable private State mDestState;
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/**
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* A information class about a state and its parent. Used to maintain the state hierarchy.
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*/
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public static class StateInfo {
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/** The state who owns this StateInfo. */
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public final State state;
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/** The parent state. */
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public final State parent;
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// True when the state has been entered and on the stack.
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private boolean mActive;
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public StateInfo(@NonNull final State child, @Nullable final State parent) {
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this.state = child;
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this.parent = parent;
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}
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}
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/**
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* The constructor.
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*
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* @param name of this machine.
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* @param thread the running thread of this machine. It must either be the thread on which this
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* constructor is called, or a thread that is not started yet.
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*/
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public SyncStateMachine(@NonNull final String name, @NonNull final Thread thread) {
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this(name, thread, false /* debug */);
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}
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/**
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* The constructor.
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*
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* @param name of this machine.
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* @param thread the running thread of this machine. It must either be the thread on which this
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* constructor is called, or a thread that is not started yet.
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* @param dbg whether to print debug logs.
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*/
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public SyncStateMachine(@NonNull final String name, @NonNull final Thread thread,
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final boolean dbg) {
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mMyThread = thread;
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// Machine can either be setup from machine thread or before machine thread started.
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ensureCorrectOrNotStartedThread();
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mName = name;
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mDbg = dbg;
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}
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/**
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* Add all of states to the state machine. Different StateInfos which have same state but have
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* different parents are not allowed. A state can not have multiple parent states.
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* This can only be called once either from mMyThread or before mMyThread started.
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*/
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public final void addAllStates(@NonNull final List<StateInfo> stateInfos) {
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ensureCorrectOrNotStartedThread();
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if (mCurrentState != null) {
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throw new IllegalStateException("State only can be added before started");
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}
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}
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/**
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* Start the state machine. The initial state can't be child state.
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*/
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public final void start(@NonNull final State initialState) {
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ensureCorrectThread();
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mCurrentState = initialState;
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mDestState = initialState;
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}
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/**
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* Process the message synchronously then perform state transition.
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*/
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public final void processMessage(int what, int arg1, int arg2, @Nullable Object obj) {
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ensureCorrectThread();
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}
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/**
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* Transition to destination state. Upon returning from processMessage the automaton will
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* transition to the given destination state.
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*
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* This function can NOT be called inside the State enter and exit function. The transition
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* target is always defined and can never be changed mid-way of state transition.
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*
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* @param destState will be the state to transition to.
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*/
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public final void transitionTo(@NonNull final State destState) {
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if (mDbg) Log.d(mName, "transitionTo " + destState);
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ensureCorrectThread();
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if (mDestState == mCurrentState) {
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mDestState = destState;
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} else {
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throw new IllegalStateException("Destination already specified");
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}
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}
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private void ensureCorrectThread() {
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if (!mMyThread.equals(Thread.currentThread())) {
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throw new IllegalStateException("Called from wrong thread");
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}
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}
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private void ensureCorrectOrNotStartedThread() {
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if (!mMyThread.isAlive()) return;
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ensureCorrectThread();
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}
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}
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