Index: ps/trunk/source/network/FSM.cpp
===================================================================
--- ps/trunk/source/network/FSM.cpp (revision 27986)
+++ ps/trunk/source/network/FSM.cpp (revision 27987)
@@ -1,253 +1,190 @@
/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "FSM.h"
-CFsmEvent::CFsmEvent(unsigned int type)
+CFsmEvent::CFsmEvent(unsigned int type, void* pParam)
{
m_Type = type;
- m_Param = nullptr;
+ m_Param = pParam;
}
CFsmEvent::~CFsmEvent()
{
m_Param = nullptr;
}
-void CFsmEvent::SetParamRef(void* pParam)
-{
- m_Param = pParam;
-}
-
CFsmTransition::CFsmTransition(const unsigned int state, const CallbackFunction action)
: m_CurrState{state},
m_Action{action}
{}
-void CFsmTransition::SetEvent(CFsmEvent* pEvent)
+void CFsmTransition::SetEventType(const unsigned int eventType)
{
- m_Event = pEvent;
+ m_EventType = eventType;
}
void CFsmTransition::SetNextState(unsigned int nextState)
{
m_NextState = nextState;
}
-bool CFsmTransition::RunAction() const
+bool CFsmTransition::RunAction(CFsmEvent& event) const
{
- return !m_Action.pFunction || m_Action.pFunction(m_Action.pContext, m_Event);
+ return !m_Action.pFunction || m_Action.pFunction(m_Action.pContext, &event);
}
CFsm::CFsm()
{
m_Done = false;
m_FirstState = FSM_INVALID_STATE;
m_CurrState = FSM_INVALID_STATE;
m_NextState = FSM_INVALID_STATE;
}
CFsm::~CFsm()
{
Shutdown();
}
void CFsm::Setup()
{
// Does nothing by default
}
void CFsm::Shutdown()
{
// Release transitions
TransitionList::iterator itTransition = m_Transitions.begin();
for (; itTransition < m_Transitions.end(); ++itTransition)
delete *itTransition;
- // Release events
- EventMap::iterator itEvent = m_Events.begin();
- for (; itEvent != m_Events.end(); ++itEvent)
- delete itEvent->second;
-
m_States.clear();
- m_Events.clear();
m_Transitions.clear();
m_Done = false;
m_FirstState = FSM_INVALID_STATE;
m_CurrState = FSM_INVALID_STATE;
m_NextState = FSM_INVALID_STATE;
}
void CFsm::AddState(unsigned int state)
{
m_States.insert(state);
}
-CFsmEvent* CFsm::AddEvent(unsigned int eventType)
-{
- CFsmEvent* pEvent = nullptr;
-
- // Lookup event by type
- EventMap::iterator it = m_Events.find(eventType);
- if (it != m_Events.end())
- {
- pEvent = it->second;
- }
- else
- {
- pEvent = new CFsmEvent(eventType);
-
- // Store new event into internal map
- m_Events[eventType] = pEvent;
- }
-
- return pEvent;
-}
-
CFsmTransition* CFsm::AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState,
Action* pAction /* = nullptr */, void* pContext /* = nullptr*/)
{
// Make sure we store the current state
AddState(state);
// Make sure we store the next state
AddState(nextState);
- // Make sure we store the event
- CFsmEvent* pEvent = AddEvent(eventType);
- if (!pEvent)
- return nullptr;
-
// Create new transition
CFsmTransition* pNewTransition = new CFsmTransition(state, {pAction, pContext});
// Setup new transition
- pNewTransition->SetEvent(pEvent);
+ pNewTransition->SetEventType(eventType);
pNewTransition->SetNextState(nextState);
// Store new transition
m_Transitions.push_back(pNewTransition);
return pNewTransition;
}
CFsmTransition* CFsm::GetTransition(unsigned int state, unsigned int eventType) const
{
if (!IsValidState(state))
return nullptr;
- if (!IsValidEvent(eventType))
- return nullptr;
-
TransitionList::const_iterator it = m_Transitions.begin();
for (; it != m_Transitions.end(); ++it)
{
CFsmTransition* pCurrTransition = *it;
if (!pCurrTransition)
continue;
- CFsmEvent* pCurrEvent = pCurrTransition->GetEvent();
- if (!pCurrEvent)
- continue;
-
// Is it our transition?
- if (pCurrTransition->GetCurrState() == state && pCurrEvent->GetType() == eventType)
+ if (pCurrTransition->GetCurrState() == state && pCurrTransition->GetEventType() == eventType)
return pCurrTransition;
}
// No transition found
return nullptr;
}
void CFsm::SetFirstState(unsigned int firstState)
{
m_FirstState = firstState;
}
void CFsm::SetCurrState(unsigned int state)
{
m_CurrState = state;
}
bool CFsm::IsFirstTime() const
{
return (m_CurrState == FSM_INVALID_STATE);
}
bool CFsm::Update(unsigned int eventType, void* pEventParam)
{
- if (!IsValidEvent(eventType))
- return false;
-
if (IsFirstTime())
m_CurrState = m_FirstState;
// Lookup transition
CFsmTransition* pTransition = GetTransition(m_CurrState, eventType);
if (!pTransition)
return false;
- // Setup event parameter
- EventMap::iterator it = m_Events.find(eventType);
- if (it != m_Events.end())
- {
- CFsmEvent* pEvent = it->second;
- if (pEvent)
- pEvent->SetParamRef(pEventParam);
- }
+ CFsmEvent event{eventType, pEventParam};
// Save the default state transition (actions might call SetNextState
// to override this)
SetNextState(pTransition->GetNextState());
- if (!pTransition->RunAction())
+ if (!pTransition->RunAction(event))
return false;
SetCurrState(GetNextState());
// Reset the next state since it's no longer valid
SetNextState(FSM_INVALID_STATE);
return true;
}
bool CFsm::IsDone() const
{
// By default the internal flag m_Done is tested
return m_Done;
}
bool CFsm::IsValidState(unsigned int state) const
{
StateSet::const_iterator it = m_States.find(state);
if (it == m_States.end())
return false;
return true;
}
-
-bool CFsm::IsValidEvent(unsigned int eventType) const
-{
- EventMap::const_iterator it = m_Events.find(eventType);
- if (it == m_Events.end())
- return false;
-
- return true;
-}
Index: ps/trunk/source/network/FSM.h
===================================================================
--- ps/trunk/source/network/FSM.h (revision 27986)
+++ ps/trunk/source/network/FSM.h (revision 27987)
@@ -1,262 +1,240 @@
/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#ifndef FSM_H
#define FSM_H
#include
-#include