11 releases (5 breaking)
0.7.0 | Oct 15, 2024 |
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0.5.3 | Aug 23, 2024 |
0.5.1 |
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0.4.0 | Mar 28, 2024 |
#232 in Algorithms
633 downloads per month
115KB
2.5K
SLoC
rex-sm 👑
Design Features
- Make state machines modular units that can be reused
- State machines that use other state machines are aware of who they can use, but state machines that are being used are not aware of state machines that use them
- No tasking/threading
- Handle multiple state machines concurrently
- Trigger other state machines, and wait for their completion, then resume
- Create/delete timers
- Send notifications outside the state machine group
- Send events to themselves
- Accept events from outside the state machine group
- Encourage state machine implementations to be represented in a
(<State>, <Event>)
format
Inspiration
Overview
StateMachine
s are first registered with the StateMachineManager
, which I will refer
to as simply the Manager
. Every call to Manager::cycle()
processes a single event.
A single event corresponds to running on a single state machine. The Manager
accesses
the contents of the Controller
and manipulates it. A single Controller
is shared
amongst all state machines registered with the Manager
.
There are two types of events UserEvent
s and SystemEvent
s. UserEvent
s are passed to
StateMachine::cycle()
while SystemEvent
s are not. StateMachine::cycle()
accepts a
&mut Controller
and a UserEvent
. The StateMachine
uses the functions in the Controller
to add/remove events from the event queue; all functions do this except for timer related functions.
SystemEvent
s are consumed by the manager and used to modify the Controller
internals or send
data or notifications to outside the state machine group.
Node based StateMachine Manager (in development)
Goals
- decoupling state machine input processing from a given state’s current enumerations
- state signaling that all feeds into the same sink (the manager’s
signal_queue
) ; this allows lifts and transits to be processed homogeneously thus avoiding type opacity throughBox<dyn Signal>
In practice the design should give at most three message streams connected to a particular state machine down:
I/O
- One
Input
(handles both external and internal events)
Signal {
id: StateId<K>,
input: I,
}
Two outputs:
Signal
output (events meant to be processed as inputs for other state machines)Notification
output (events meant to be processed by anything that is not a state machine fed by a givensignal_queue
)
The StateMachineManager
owns:
- The state storage layer (using
StateStore
) - the input event stream
- The state machine processors
The StateMachineManager
is responsible for:
- routing
Signal
s to the appropriate state machines - Injecting
ProcessorContext
s into the state machines: this action is what allows state machines to cycle concurrently
StateStore
is responsible for:
- inserting & updating various state hierarchies
- operations are done concurrently by holding all node trees in
Arc<Mutex<_>>
containers.
This allows StateStore
storage to:
- Create multiple indices (Through fresh
DashMap
key insertions) pointing to the same tree by incrementing theArc
count and inserting a new entry per child node - Allows independent interior mutability per state tree, decoupling unrelated states from resource contention
Node based TimeoutManager
(in development)
Considerations:
- only one timer is active per
StateId<K>
, State machines should not have to keep track ofOperation::Set(Instant::now())
emitted to notifications. Thus, all timers should be indexable byStateId<K>
. - A newer
Operation::Set
for the sameStateId<K>
should override an old timer. - A timeout should emit a
Signal
that is pertinent to the related state machine.
Approach:
TimeoutManager
implements a per tick polling approach to resolving timeouts- TimeoutManager accepts two types of inputs, set and cancel (timeout)
- Timeouts are stored within the
TimeoutLedger
TimeoutLedger
contains aBTreeMap
that indexes IDs byInstant
and aHashMap
that indexesInstant
s by ID This double indexing allows timeout cancellations to go through without providing theInstant
that they were meant to remove
Dependencies
~5–12MB
~122K SLoC