//! Example implementation of a lockable door in Finito //! //! # What & why? //! //! This module serves as a (hopefully simple) example of how to //! implement finite-state machines using Finito. Note that the //! concepts of Finito itself won't be explained in detail here, //! consult its library documentation for that. //! //! Reading through this module should give you a rough idea of how to //! work with Finito and get you up and running modeling things //! *quickly*. //! //! Note: The generated documentation for this module will display the //! various components of the door, but it will not inform you about //! the actual transition logic and all that stuff. Read the source, //! too! //! //! # The Door //! //! My favourite example when explaining these state-machines //! conceptually has been to use a simple, lockable door. Our door has //! a keypad next to it which can be used to lock the door by entering //! a code, after which the same code must be entered to unlock it //! again. //! //! The door can only be locked if it is closed. Oh, and it has a few //! extra features: //! //! * whenever the door's state changes, an IRC channel receives a //! message about that //! //! * the door calls the police if the code is intered incorrectly more //! than a specified number of times (mhm, lets say, three) //! //! * if the police is called the door can not be interacted with //! anymore (and honestly, for the sake of this example, we don't //! care how its functionality is restored) //! //! ## The Door - Visualized //! //! Here's a rough attempt at drawing a state diagram in ASCII. The //! bracketed words denote states, the arrows denote events: //! //! ```text //! <--Open--- <--Unlock-- correct code? --Unlock--> //! [Opened] [Closed] [Locked] [Disabled] //! --Close--> ----Lock--> //! ``` //! //! I'm so sorry for that drawing. //! //! ## The Door - Usage example //! //! An interaction session with our final door could look like this: //! //! ```rust,ignore //! use finito_postgres::{insert_machine, advance}; //! //! let door = insert_machine(&conn, &DoorState::Opened)?; //! //! advance(&conn, &door, DoorEvent::Close)?; //! advance(&conn, &door, DoorEvent::Lock(1337))?; //! //! format!("Door is now: {}", get_machine(&conn, &door)?); //! ``` //! //! Here we have created, closed and then locked a door and inspected //! its state. We will see that it is locked, has the locking code we //! gave it and three remaining attempts to open it. //! //! Alright, enough foreplay, lets dive in! #[macro_use] extern crate serde_derive; extern crate failure; extern crate finito; use finito::FSM; /// Type synonym to represent the code with which the door is locked. This /// exists only for clarity in the signatures below and please do not email me /// about the fact that an integer is not actually a good representation of /// numerical digits. Thanks! type Code = usize; /// Type synonym to represent the remaining number of unlock attempts. type Attempts = usize; /// This type represents the possible door states and the data that they carry. /// We can infer this from the "diagram" in the documentation above. /// /// This type is the one for which `finito::FSM` will be implemented, making it /// the wooden (?) heart of our door. #[derive(Debug, PartialEq, Serialize, Deserialize)] pub enum DoorState { /// In `Opened` state, the door is wide open and anyone who fits through can /// go through. Opened, /// In `Closed` state, the door is shut but does not prevent anyone from /// opening it. Closed, /// In `Locked` state, the door is locked and waiting for someone to enter /// its locking code on the keypad. /// /// This state contains the code that the door is locked with, as well as /// the remaining number of attempts before the door calls the police and /// becomes unusable. Locked { code: Code, attempts: Attempts }, /// This state represents a disabled door after the police has been called. /// The police will need to unlock it manually! Disabled, } /// This type represents the events that can occur in our door, i.e. the input /// and interactions it receives. #[derive(Debug, PartialEq, Serialize, Deserialize)] pub enum DoorEvent { /// `Open` means someone is opening the door! Open, /// `Close` means, you guessed it, the exact opposite. Close, /// `Lock` means somebody has entered a locking code on the /// keypad. Lock(Code), /// `Unlock` means someone has attempted to unlock the door. Unlock(Code), } /// This type represents the possible actions, a.k.a. everything our door "does" /// that does not just impact itself, a.k.a. side-effects. /// /// **Note**: This type by itself *is not* a collection of side-effects, it /// merely describes the side-effects we want to occur (which are then /// interpreted by the machinery later). #[derive(Debug, PartialEq, Serialize, Deserialize)] pub enum DoorAction { /// `NotifyIRC` is used to display some kind of message on the /// aforementioned IRC channel that is, for some reason, very interested in /// the state of the door. NotifyIRC(String), /// `CallThePolice` does what you think it does. /// /// **Note**: For safety reasons, causing this action is not recommended for /// users inside the US! CallThePolice, } /// This trait implementation turns our 'DoorState' into a type actually /// representing a finite-state machine. To implement it, we need to do three /// main things: /// /// * Define what our associated `Event` and `Action` type should be /// /// * Define the event-handling and state-entering logic (i.e. the meat of the /// ... door) /// /// * Implement the interpretation of our actions, i.e. implement actual /// side-effects impl FSM for DoorState { const FSM_NAME: &'static str = "door"; // As you might expect, our `Event` type is 'DoorEvent' and our `Action` // type is 'DoorAction'. type Event = DoorEvent; type Action = DoorAction; type State = (); // For error handling, the door simply uses `failure` which provides a // generic, chainable error type. In real-world implementations you may want // to use a custom error type or similar. type Error = failure::Error; // The implementation of `handle` provides us with the actual transition // logic of the door. // // The door is conceptually not that complicated so it is relatively short. fn handle(self, event: DoorEvent) -> (Self, Vec<DoorAction>) { match (self, event) { // An opened door can be closed: (DoorState::Opened, DoorEvent::Close) => return (DoorState::Closed, vec![]), // A closed door can be opened: (DoorState::Closed, DoorEvent::Open) => return (DoorState::Opened, vec![]), // A closed door can also be locked, in which case the locking code // is stored with the next state and the unlock attempts default to // three: (DoorState::Closed, DoorEvent::Lock(code)) => { return (DoorState::Locked { code, attempts: 3 }, vec![]) } // A locked door receiving an `Unlock`-event can do several // different things ... (DoorState::Locked { code, attempts }, DoorEvent::Unlock(unlock_code)) => { // In the happy case, entry of a correct code leads to the door // becoming unlocked (i.e. transitioning back to `Closed`). if code == unlock_code { return (DoorState::Closed, vec![]); } // If the code wasn't correct and the fraudulent unlocker ran // out of attempts (i.e. there was only one attempt remaining), // it's time for some consequences. if attempts == 1 { return (DoorState::Disabled, vec![DoorAction::CallThePolice]); } // If the code wasn't correct, but there are still some // remaining attempts, the user doesn't have to face the police // quite yet but IRC gets to laugh about it. return ( DoorState::Locked { code, attempts: attempts - 1, }, vec![DoorAction::NotifyIRC("invalid code entered".into())], ); } // This actually already concludes our event-handling logic. Our // uncaring door does absolutely nothing if you attempt to do // something with it that it doesn't support, so the last handler is // a simple fallback. // // In a real-world state machine, especially one that receives // events from external sources, you may want fallback handlers to // actually do something. One example could be creating an action // that logs information about unexpected events, alerts a // monitoring service, or whatever else. (current, _) => (current, vec![]), } } // The implementation of `enter` lets door states cause additional actions // they are transitioned to. In the door example we use this only to notify // IRC about what is going on. fn enter(&self) -> Vec<DoorAction> { let msg = match self { DoorState::Opened => "door was opened", DoorState::Closed => "door was closed", DoorState::Locked { .. } => "door was locked", DoorState::Disabled => "door was disabled", }; vec![DoorAction::NotifyIRC(msg.into())] } // The implementation of `act` lets us perform actual side-effects. // // Again, for the sake of educational simplicity, this does not deal with // all potential (or in fact any) error cases that can occur during this toy // implementation of actions. // // Additionally the `act` function can return new events. This is useful for // a sort of "callback-like" pattern (cause an action to fetch some data, // receive it as an event) but is not used in this example. fn act(action: DoorAction, _state: &()) -> Result<Vec<DoorEvent>, failure::Error> { match action { DoorAction::NotifyIRC(msg) => { use std::fs::OpenOptions; use std::io::Write; let mut file = OpenOptions::new() .append(true) .create(true) .open("/tmp/door-irc.log")?; write!(file, "<doorbot> {}\n", msg)?; Ok(vec![]) } DoorAction::CallThePolice => { // TODO: call the police println!("The police was called! For real!"); Ok(vec![]) } } } } #[cfg(test)] mod tests { use super::*; use finito::advance; fn test_fsm<S: FSM>(initial: S, events: Vec<S::Event>) -> (S, Vec<S::Action>) { events.into_iter().fold((initial, vec![]), |(state, mut actions), event| { let (new_state, mut new_actions) = advance(state, event); actions.append(&mut new_actions); (new_state, actions) }) } #[test] fn test_door() { let initial = DoorState::Opened; let events = vec![ DoorEvent::Close, DoorEvent::Open, DoorEvent::Close, DoorEvent::Lock(1234), DoorEvent::Unlock(1234), DoorEvent::Lock(4567), DoorEvent::Unlock(1234), ]; let (final_state, actions) = test_fsm(initial, events); assert_eq!(final_state, DoorState::Locked { code: 4567, attempts: 2 }); assert_eq!(actions, vec![ DoorAction::NotifyIRC("door was closed".into()), DoorAction::NotifyIRC("door was opened".into()), DoorAction::NotifyIRC("door was closed".into()), DoorAction::NotifyIRC("door was locked".into()), DoorAction::NotifyIRC("door was closed".into()), DoorAction::NotifyIRC("door was locked".into()), DoorAction::NotifyIRC("invalid code entered".into()), ]); } }