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) }
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") } }
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") } }
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") } }
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") } }
func testBasics(rules *fsm.Ruleset, char *Character) { permission := rules.Permitted(&char.location, "forest") log.Printf("Do I have energy to go to forest? %t", permission) log.Print(char.name) }