//! # 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!
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)]
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)]
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)]
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;
// 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) -> Vec<DoorEvent> {
match action {
DoorAction::NotifyIRC(msg) => {
// TODO: write to file in example
println!("IRC: {}", msg);
vec![]
}
DoorAction::CallThePolice => {
// TODO: call the police
println!("The police was called! For real!");
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()),
]);
}
}