Name FSA::Rules - Build simple rules-based state machines in Perl Synopsis my $fsa = FSA::Rules->new( ping => { on_enter => sub { print "Entering ping\n" }, do => [ sub { print "ping!\n" }, sub { shift->notes(goto => 'pong'); }, sub { shift->machine->{count}++ } ], on_exit => sub { print "Exiting 'ping'\n" }, rules => [ pong => sub { shift->notes('goto') eq 'pong' }, ], }, pong => { on_enter => [ sub { print "Entering pong\n" }, sub { shift->notes(goto => 'ping') } ], do => sub { print "pong!\n"; }, on_exit => sub { print "Exiting 'pong'\n" }, rules => [ ping => [ sub { shift->notes('goto') eq 'ping' }, sub { print "pong to ping\n" }, ] ], }, ); $fsa->start; $fsa->done(sub { shift->{count} >= 21 }); $fsa->switch until $fsa->done; Description This class implements a simple state machine pattern, allowing you to quickly build rules-based state machines in Perl. As a simple implementation of a powerful concept, it differs slightly from an ideal DFA model in that it does not enforce a single possible switch from one state to another. Rather, it short circuits the evaluation of the rules for such switches, so that the first rule to return a true value will trigger its switch and no other switch rules will be checked. (But see the "strict" attribute and parameter to "new()".) It differs from an NFA model in that it offers no back-tracking. But in truth, you can use it to build a state machine that adheres to either model--hence the more generic FSA moniker. FSA::Rules uses named states so that it's easy to tell what state you're in and what state you want to go to. Each state may optionally define actions that are triggered upon entering the state, after entering the state, and upon exiting the state. They may also define rules for switching to other states, and these rules may specify the execution of switch-specific actions. All actions are defined in terms of anonymous subroutines that should expect the FSA::Rules object itself to be passed as the sole argument. FSA::Rules objects and the FSA::State objects that make them up are all implemented as empty hash references. This design allows the action subroutines can use the FSA::State object passed as the sole argument, as well as the FSA::Rules object available via its "machine()" method, to stash data for other states to access, without the possibility of interfering with the state or the state machine itself. Class Interface Constructor new my $fsa = FSA::Rules->new( foo_state => { ... }, bar_state => { ... }, ); $fsa = FSA::Rules->new( \%params, foo_state => { ... }, bar_state => { ... }, ); Constructs and returns a new FSA::Rules object. An optional first argument is a hash reference that may contain one or more of these keys: start Causes the "start()" method to be called on the machine before returning it. done A value to which to set the "done" attribute. strict A value to which to set the "strict" attribute. All other parameters define the state table, where each key is the name of a state and the following hash reference defines the state, its actions and its switch rules. These state specifications will be converted to FSA::State objects available via the "state()" method. The first state parameter is considered to be the start state; call the "start()" method to automatically enter that state. The supported keys in the state definition hash references are: on_enter on_enter => sub { ... } on_enter => [ sub {... }, sub { ... } ] Optional. A code reference or array reference of code references. These will be executed when entering the state, after any switch actions defined by the "rules" of the previous state. The FSA::State object which the state for which the "on_enter" actions are defined will be passed to each code reference as the sole argument. do do => sub { ... } do => [ sub {... }, sub { ... } ] Optional. A code reference or array reference of code references. These are the actions to be taken while in the state, and will execute after any "on_enter" actions. The FSA::State object for the state for which the "do" actions are defined will be passed to each code reference as the sole argument. on_exit on_exit => sub { ... } on_exit => [ sub {... }, sub { ... } ] Optional. A code reference or array reference of code references. These will be executed when exiting the state, before any switch actions (defined by "rules"). The FSA::State object for the state for which the "on_exit" actions are defined will be passed to each code reference as the sole argument. rules rules => [ state1 => \&state1_rule, state2 => [ \&state2_rule, \&action ], state3 => 1, state4 => [ 1, \&action ], ] Optional. The rules for switching from the state to other states. This is an array reference but shaped like a hash. The keys are the names of the states to consider moving to, while the values are the rules for switching to that state. The rules will be executed in the order specified in the array reference, and *they will short-circuit.* So for the sake of efficiency it's worthwhile to specify the switch rules most likely to evaluate to true before those more likely to evaluate to false. A rule may take the form of a code reference or an array reference of code references. The code reference (or first code reference in the array) must return a true value to trigger the switch to the new state, and false not to switch to the new state. When executed, it will be passed the FSA::State object for the state for which the rules were defined, along with any other arguments passed to "try_switch()" or "switch()"--the methods that execute the rule code references. These arguments may be inputs that are specifically tested to determine whether to switch states. To be polite, the rules should not transform the passed values if they're returning false, as other rules may need to evaluate them (unless you're building some sort of chaining rules--but those aren't really rules, are they?). Any other code references in the array will be executed during the switch, after the "on_exit" actions have been executed in the current state, but before the "on_enter" actions execute in the new state. Two arguments will be passed to these code references: the FSA::State object for the state for which they were defined, and the FSA::State object for the new state (which will not yet be the current state). A rule may also be simply specify scalar variable, in which case that value will be used to determine whether the rule evaluates to a true or false value. You may also use a simple scalar as the first item in an array reference if you also need to specify switch actions. Either way, a true value always triggers the switch, while a false value never will. Instance Interface Instance Methods start my $state = $fsa->start; Starts the state machine by setting the state to the first state defined in the call to "new()". If the machine is already in a state, an exception will be thrown. Returns the start state FSA::State object. state my $state = $fsa->state; $fsa->state($state); Get or set the current FSA::State object. Pass a state name or object to set the state. Setting a new state will cause the "on_exit" actions of the current state to be executed, if there is a current state, and then execute the "on_enter" and "do" actions of the new state. Returns the new FSA::State object when setting the state. prev_state my $prev_state = $fsa->prev_state; Returns the FSA::State object representing the previous state. This is useful in states where you need to know what state you came from, and can be very useful in "fail" states. states my @states = $fsa->states; my $states = $fsa->states; my $state = $fsa->states($state_name); @states = $fsa->states(@state_names); $states = $fsa->states(@state_names); Called with no arguments, this method returns a list or array reference of all of the FSA::State objects that represent the states defined in the state machine. When called with a single state name, it returns the FSA::State object object for that state. When called with more than one state name arguments, it returns a list or array reference of those states. try_switch my $state = $fsa->try_switch; $state = $fsa->try_switch(@inputs); Checks the switch rules of the current state and switches to the first new state for which a rule returns a true value. The evaluation of switch rules short-circuits to switch to the first state for which a rule evaluates to a true value unless the "strict" attribute is set to a true value. If is set to a true value, *all* rules will be evaluated, and if more than one returns a true statement, an exception will be thrown. This approach guarntees that every attempt to switch from one state to another will have one and only one possible destination state to which to switch, thus satisfying the DFA pattern. All arguments passed to "try_switch" will be passed to the switch rule code references as inputs. If a switch rule evaluates to true and there are additional switch actions for that rule, these actions will be executed after the "on_exit" actions of the current state (if there is one) but before the "on_enter" actions of the new state. They will be passed the current state object and the new state object as arguments. Returns the FSA::State object representing the state to which it switched and "undef" if it cannot switch to another state. switch my $state = eval { $fsa->switch(@inputs) }; print "No can do" if $@; The fatal form of "try_switch()". This method attempts to switch states and returns the FSA::State object on success and throws an exception on failure. done my $done = $fsa->done; $fsa->done($done); $fsa->done( sub {...} ); Get or set a value to indicate whether the engine is done running. Or set it to a code reference to have that code reference called each time "done()" is called without arguments and have *its* return value returned. A code reference should expect the FSA::Rules object passed in as its only argument. Note that this varies from the pattern for state actions, which should expect the relevant FSA::State object to be passed as the argument. Call the "state()" method on th FSA::Rules object if you want the current state in your done code reference. This method can be useful for checking to see if your state engine is done running, and calling "switch()" when it isn't. States can set it to a true value when they consider processing complete, or you can use a code reference that evaluates "done-ness" itself. Something like this: my $fsa = FSA::Rules->new( foo => { do => { $_[0]->machine->done(1) if ++$_[0]->{count} >= 5 }, rules => [ do => 1 ], } ); Or this: my $fsa = FSA::Rules->new( foo => { do => { ++shift->machine->{count} }, rules => [ do => 1 ], } ); $fsa->done( sub { shift->{count} >= 5 }); Then you can just run the state engine, checking "done()" to find out when it's, uh, done. $fsa->start; $fsa->switch until $fsa->done; Although you could just use the "run()" method if you wanted to do that. strict my $strict = $fsa->strict; $fsa->strict(1); Get or set the "strict" attribute of the state machine. When set to true, the strict attribute disallows the short-circuiting of rules and allows a transfer if only one rule returns a true value. If more than one rule evaluates to true, an exception will be thrown. run $fsa->run; This method starts the FSA::Rules engine (if it hasn't already been set to a state) by calling "start()", and then calls the "switch()" method repeatedly until "done()" returns a true value. In other words, it's a convenient shortcut for: $fsa->start unless $self->state; $fsa->switch until $self->done; But be careful when calling this method. If you have no failed switches between states and the states never set the "done" attribute to a true value, then this method will never die or return, but run forever. So plan carefully! Returns the FSA::Rules object. reset $fsa->reset; The "reset()" method clears the stack and notes and sets the current state to "undef". Use this method when you want to reuse your state machine. Returns the DFA::Rules object. my $fsa = FSA::Rules->new(@state_machine); $fsa->done(sub {$done}); $fsa->run; # do a bunch of stuff $fsa->reset->run; notes $fsa->notes($key => $value); my $val = $fsa->notes($key); my $notes = $fsa->notes; The "notes()" method provides a place to store arbitrary data in the state machine, just in case you're not comfortable using the FSA::Rules object itself, which is an empty hash. Any data stored here persists for the lifetime of the state machine or until "reset()" is called. Conceptually, "notes()" contains a hash of key-value pairs. "$fsa->notes($key => $value)" stores a new entry in this hash. "$fsa->notes->($key)" returns a previously stored value. "$fsa->notes", called without arguments, returns a reference to the entire hash of key-value pairs. Returns the FSA::Rules object when setting a note value. last_message my $message = $fsa->last_message; $message = $fsa->last_message($state_name); Returns the last message of the current state. Pass in the name of a state to get the last message for that state, instead. last_result my $result = $fsa->last_result; $result = $fsa->last_result($state_name); Returns the last result of the current state. Pass in the name of a state to get the last result for that state, instead. stack my $stack = $fsa->stack; Returns an array reference of all states the machine has been in since it was created or since "reset()" was last called, beginning with the first state and ending with the current state. No state name will be added to the stack until the machine has entered that state. This method is useful for debugging. raw_stacktrace my $stacktrace = $fsa->raw_stacktrace; Similar to "stack()", this method returns an array reference of the states that the machine has been in. Each state is an array reference with two elements. The first element is the name of the state and the second element is a hash reference with two keys, "result" and "message". These are set to the values (if used) set by the "result()" and "message()" methods on the corresponding FSA::State objects. A sample state: [ some_state, { result => 7, message => 'A human readable message' } ] stacktrace my $trace = $fsa->stacktrace; Similar to "raw_stacktrace", except that the "result"s and "message"s are output in a human readable format with nicely formatted data (using Data::Dumper). Functionally there is no difference from "raw_stacktrace()" unless your states are storing references in their "result"s or "message"s For example, if your state machine ran for only three states, the output may resemble the following: print $fsa->stacktrace; State: foo { message => 'some message', result => 'a' } State: bar { message => 'another message', result => [0, 1, 2] } State: bar { message => 'and yet another message', result => 2 } FSA::State Interface FSA::State objects represent individual states in a state machine. They are passed as the first argument to state actions, where their methods can be called to handle various parts of the processing, set up messages and results, or access the state machine object itself. Like FSA::Rules objects, FSA::State objects are empty hashes, so you can feel free to stash data in them. But note that each state object is independent of all others, so if you want to stash data for other states to access, you'll likely have to stash it in the state machine object (in its hash implementation or via the "notes()" method), or retrieve other states from the state machine using its "states()" method and then access its hash data directly. Instance Methods name my $name = $state->name; Returns the name of the state. machine my $machine = $state->machine; Returns the FSA::Rules object for which the state was defined. result my $fsa = FSA::Rules->new( # ... some_state => { do => sub { my $state = shift; # Do stuff... $state->result(1); # We're done! }, rules => [ bad => sub { ! shift->result }, good => sub { shift->result }, ] }, # ... ); This is a useful method to store results on a per-state basis. Anything can be stored in the result slot. Each time the state is entered, it gets a new result slot. Call "result()" without arguments in a scalar context to get the current result; call it without arguments in an array context to get all of the reults for the state for each time it has been entered into, from first to last. The contents of each result slot can also be viewed in a "stacktrace" or "raw_stacktrace". message my $fsa = FSA::Rules->new( # ... some_state => { do => sub { my $state = shift; # Do stuff... $state->message("hello"); }, rules => [ bad => sub { ! shift->message }, good => sub { shift->message }, ] }, # ... ); This is a useful method to store messages on a per-state basis. Anything can be stored in the message slot. Each time the state is entered, it gets a new message slot. Call "message()" without arguments in a scalar context to get the current message; call it without arguments in an array context to get all of the reults for the state for each time it has been entered into, from first to last. The contents of each message slot can also be viewed in a "stacktrace" or "raw_stacktrace". There is no difference between the interface of this method and that of the "result()" method other than storing their values in different slots (that is, they don't get or set each other's values). prev_state my $prev = $state->prev_state; A shortcut for "$state->machine->prev_state". done my $done = $state->done; $state->done($done); A shortcut for "$state->machine->done". Note that, unlike "message" and "result", done-ness is stored machine-wide, rather than state-wide. You'll generally call it on the state object when you want to tell the machine that processing is complete. notes my $notes = $state->notes; $state->notes($notes); A shortcut for "$state->machine->notes". Note that, unlike "message" and "result", notes are stored machine-wide, rather than state-wide. It is therefore probably the most convenient way to stash data for other states to access. enter Executes all of the "on_enter" actions. Called by FSA::Rules's "state()" method, and not intended to be called directly. do Executes all of the "do". Called by FSA::Rules's "state()" method, and not intended to be called directly. exit Executes all of the "on_exit" actions. Called by FSA::Rules's "state()" method, and not intended to be called directly. To Do Add strict attribute. Bugs Please send bug reports to . Author David Wheeler Copyright and License Copyright (c) 2004 Kineticode, Inc. All Rights Reserved. This module is free software; you can redistribute it and/or modify it under the same terms as Perl itself.