1 unstable release

✓ Uses Rust 2018 edition

0.3.0 May 22, 2019

#10 in #fsm


Used in 1 crate

MIT license

9KB
228 lines

A framework for building finite state machines in Rust

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The rust-fsm crate provides a simple and universal framework for building state machines in Rust with minimum effort.

The essential part of this crate is the StateMachineImpl trait. This trait allows a developer to provide a strict state machine definition, e.g. specify its:

  • An input alphabet - a set of entities that the state machine takes as inputs and performs state transitions based on them.
  • Possible states - a set of states this machine could be in.
  • An output alphabet - a set of entities that the state machine may output as results of its work.
  • A transition function - a function that changes the state of the state machine based on its current state and the provided input.
  • An output function - a function that outputs something from the output alphabet based on the current state and the provided inputs.
  • The initial state of the machine.

Note that on the implementation level such abstraction allows build any type of state machines:

  • A classical state machine by providing only an input alphabet, a set of states and a transition function.
  • A Mealy machine by providing all entities listed above.
  • A Moore machine by providing an output function that do not depend on the provided inputs.

Use

Initially this library was designed to build an easy to use DSL for defining state machines on top of it. Using the DSL will require to connect an additional crate rust-fsm-dsl (this is due to limitation of the procedural macros system).

Using the DSL for defining state machines

The DSL is parsed by the state_machine macro. Here is a little example.

use rust_fsm::*;

state_machine! {
    CircuitBreaker(Closed)

    Closed(Unsuccessful) => Open [SetupTimer],
    Open(TimerTriggered) => HalfOpen,
    HalfOpen => {
        Successful => Closed,
        Unsuccessful => Open [SetupTimer],
    }
}

This code sample:

  • Defines a state machine called CircuitBreaker;
  • Sets the initial state of this state machine to Closed;
  • Defines state transitions. For example: on receiving the Successful input when in the HalfOpen state, the machine must move to the Closed state;
  • Defines outputs. For example: on receiving Unsuccessful in the Closed state, the machine must output SetupTimer.

This state machine can be used as follows:

// Initialize the state machine. The state is `Closed` now.
let mut machine: StateMachine<CircuitBreaker> = StateMachine::new();
// Consume the `Successful` input. No state transition is performed.
let _ = machine.consume(&CircuitBreakerInput::Successful);
// Consume the `Unsuccesful` input. The machine is moved to the `Open`
// state. The output is `SetupTimer`.
let output = machine.consume(&CircuitBreakerInput::Unsuccesful).unwrap();
// Check the output
if output == Some(CircuitBreakerOutput::SetupTimer) {
    // Set up the timer...
}
// Check the state
if machine.state() == &CircuitBreakerState::Open {
    // Do something...
}

As you can see, the following entities are generated:

  • An empty structure CircuitBreaker that implements the StateMachineImpl trait.
  • Enums CircuitBreakerState, CircuitBreakerInput and CircuitBreakerOutput that represent the state, the input alphabet and the output alphabet respectively.

Note that if there is no outputs in the specification, the output alphabet is set to (). The set of states and the input alphabet must be non-empty sets.

Without DSL

The state_machine macro has limited capabilities (for example, a state cannot carry any additional data), so in certain complex cases a user might want to write a more complex state machine by hand.

All you need to do to build a state machine is to implement the StateMachineImpl trait and use it in conjuctions with some of the provided wrappers (for now there is only StateMachine).

You can see an example of the Circuit Breaker state machine in the project repository.

Dependencies

~1MB
~27K SLoC