#state-machine #static #state-transition

no-std sfsm

Static state machine generator for no_std and embedded environments

13 unstable releases (3 breaking)

0.4.3 May 15, 2022
0.4.2 Oct 21, 2021
0.4.0 Sep 16, 2021
0.3.0 Aug 22, 2021
0.1.1 Apr 15, 2021

#1171 in Algorithms

MIT license

11KB

Static state machine generator for no_std and embedded environments

crates.io crates.io crates.io

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:

  • no_std compatibility
  • Self documenting
  • Easy to use
  • Low cost

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.

Usage

Normal state machine

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.

Error handling state machine

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.

Hierarchical state machines

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.

Messaging system

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.

Features

Tracing

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);
}

Examples

Complete examples can be found here here and more information in the doc.

Dependencies

~1.5MB
~38K SLoC