Ejemplo n.º 1
0
func TestMachineTransition(t *testing.T) {
	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"pending", "started"})
	rules.AddTransition(fsm.T{"started", "finished"})

	some_thing := Thing{State: "pending"}
	the_machine := fsm.New(fsm.WithRules(rules), fsm.WithSubject(&some_thing))

	var err error

	// should not be able to transition to the current state
	err = the_machine.Transition("pending")
	st.Expect(t, err, fsm.InvalidTransition)
	st.Expect(t, some_thing.State, fsm.State("pending"))

	// should not be able to skip states
	err = the_machine.Transition("finished")
	st.Expect(t, err, fsm.InvalidTransition)
	st.Expect(t, some_thing.State, fsm.State("pending"))

	// should be able to transition to the next valid state
	err = the_machine.Transition("started")
	st.Expect(t, err, nil)
	st.Expect(t, some_thing.State, fsm.State("started"))
}
Ejemplo n.º 2
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func getLocationRules() fsm.Ruleset {
	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"town", "forest"})
	rules.AddTransition(fsm.T{"forest", "battle"})
	rules.AddRule(fsm.T{"town", "forest"}, func(subject fsm.Stater, goal fsm.State) bool {
		println("You must have enough energy to go to forest.")
		return true
	})

	return rules
}
Ejemplo n.º 3
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func BenchmarkRulesetTransitionInvalid(b *testing.B) {
	// This should be incredibly fast, since fsm.T{"pending", "finished"}
	// doesn't exist in the Ruleset. We expect some small overhead from creating
	// the transition to check the internal map, but otherwise, we should be
	// bumping up against the speed of a map lookup itself.

	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"pending", "started"})
	rules.AddTransition(fsm.T{"started", "finished"})

	some_thing := &Thing{State: "pending"}

	b.ResetTimer()

	for i := 0; i < b.N; i++ {
		rules.Permitted(some_thing, "finished")
	}
}
Ejemplo n.º 4
0
func TestRulesetParallelGuarding(t *testing.T) {
	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"pending", "started"})
	rules.AddTransition(fsm.T{"started", "finished"})

	// Add two failing rules, the slow should be caught first
	rules.AddRule(fsm.T{"started", "finished"}, func(subject fsm.Stater, goal fsm.State) bool {
		time.Sleep(1 * time.Second)
		t.Error("Slow rule should have been short-circuited")
		return false
	})

	rules.AddRule(fsm.T{"started", "finished"}, func(subject fsm.Stater, goal fsm.State) bool {
		return false
	})

	st.Expect(t, rules.Permitted(&Thing{State: "started"}, "finished"), false)
}
Ejemplo n.º 5
0
func BenchmarkRulesetTransitionPermitted(b *testing.B) {
	// Permitted a transaction requires the transition to be valid and all of its
	// guards to pass. Since we have to run every guard and there won't be any
	// short-circuiting, this should actually be a little bit slower as a result,
	// depending on the number of guards that must pass.
	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"pending", "started"})
	rules.AddTransition(fsm.T{"started", "finished"})

	some_thing := &Thing{State: "started"}

	b.ResetTimer()

	for i := 0; i < b.N; i++ {
		rules.Permitted(some_thing, "finished")
	}

}
Ejemplo n.º 6
0
func test39() {
	var err error

	some_thing := Thing{State: "pending"} // Our subject
	fmt.Println(some_thing)

	// Establish some rules for our FSM
	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"pending", "started"})
	rules.AddTransition(fsm.T{"started", "finished"})

	err = some_thing.Apply(&rules).Transition("started")
	if err != nil {
		log.Fatal(err)
	}

	fmt.Println(some_thing)
}
Ejemplo n.º 7
0
Archivo: attle.go Proyecto: tony/gorpg
func NewBattleRules() fsm.Ruleset {
	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"wait", "attack"})
	rules.AddTransition(fsm.T{"wait", "run"})
	rules.AddTransition(fsm.T{"wait", "use item"})
	rules.AddTransition(fsm.T{"wait", "end"})
	rules.AddRule(fsm.T{"wait", "attack"}, func(subject fsm.Stater, goal fsm.State) bool {
		return true
	})

	return rules
}
Ejemplo n.º 8
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func BenchmarkRulesetParallelGuarding(b *testing.B) {
	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"pending", "started"})
	rules.AddTransition(fsm.T{"started", "finished"})

	// Add two failing rules, one very slow and the other terribly fast
	rules.AddRule(fsm.T{"started", "finished"}, func(subject fsm.Stater, goal fsm.State) bool {
		time.Sleep(1 * time.Second)
		return false
	})

	rules.AddRule(fsm.T{"started", "finished"}, func(subject fsm.Stater, goal fsm.State) bool {
		return false
	})

	b.ResetTimer()

	for i := 0; i < b.N; i++ {
		rules.Permitted(&Thing{State: "started"}, "finished")
	}
}
Ejemplo n.º 9
0
func BenchmarkRulesetRuleForbids(b *testing.B) {
	// Here, we explicity create a transition that is forbidden. This simulates an
	// otherwise valid transition that would be denied based on a user role or the like.
	// It should be slower than a standard invalid transition, since we have to
	// actually execute a function to perform the check. The first guard to
	// fail (returning false) will short circuit the execution, getting some some speed.

	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"pending", "started"})

	rules.AddRule(fsm.T{"started", "finished"}, func(subject fsm.Stater, goal fsm.State) bool {
		return false
	})

	some_thing := &Thing{State: "started"}

	b.ResetTimer()

	for i := 0; i < b.N; i++ {
		rules.Permitted(some_thing, "finished")
	}
}
Ejemplo n.º 10
0
Archivo: window.go Proyecto: tony/gorpg
func NewWindowRules() fsm.Ruleset {
	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"title", "character selection"})
	rules.AddTransition(fsm.T{"character selection", "game"})
	rules.AddTransition(fsm.T{"character selection", "create character"})
	rules.AddRule(fsm.T{"title", "character selection"}, func(subject fsm.Stater, goal fsm.State) bool {
		return true
	})

	return rules
}
Ejemplo n.º 11
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func createTestCaseRules() fsm.Ruleset {
	rules := fsm.Ruleset{}

	rules.AddTransition(fsm.T{DESTROYED, SETUP})
	rules.AddTransition(fsm.T{SETUP, PROVISIONED})
	rules.AddTransition(fsm.T{PROVISIONED, VERIFIED})

	rules.AddTransition(fsm.T{SETUP, FAILED})
	rules.AddTransition(fsm.T{PROVISIONED, FAILED})
	rules.AddTransition(fsm.T{VERIFIED, FAILED})

	rules.AddTransition(fsm.T{SETUP, DESTROYED})
	rules.AddTransition(fsm.T{PROVISIONED, DESTROYED})
	rules.AddTransition(fsm.T{VERIFIED, DESTROYED})

	rules.AddTransition(fsm.T{PROVISIONED, SETUP})
	rules.AddTransition(fsm.T{PROVISIONED, PROVISIONED})
	rules.AddTransition(fsm.T{VERIFIED, VERIFIED})

	rules.AddTransition(fsm.T{FAILED, VERIFIED})
	rules.AddTransition(fsm.T{FAILED, PROVISIONED})
	rules.AddTransition(fsm.T{FAILED, DESTROYED})
	return rules
}