'Why the boost msm calls the guard twice?
I'm implementing a state machine as the following diagram state machine diagram
I trigger "event1" and "event2" to the state machine, when "event1" triggered, the state machine exit "state1" state, enter "state3" sub-state machine and stay at "state3-state1" state. When "event2" triggered, the "state3" sub-state machine enter the exit pointer and enter "state1" state. After enter "state1" state, I find the "guard" is called twice. The following is my code
#include <boost/msm/back/state_machine.hpp>
#include <boost/msm/front/state_machine_def.hpp>
#include <boost/msm/front/internal_row.hpp>
#include <boost/msm/front/functor_row.hpp>
#include <string>
#include <iostream>
using namespace std;
namespace msmf = boost::msm::front;
namespace msmb = boost::msm::back;
namespace mpl = boost::mpl;
struct event1 {};
struct event2 {};
struct S_ : public msmf::state_machine_def<S_>
{
typedef msmb::state_machine<S_> S;
struct guard
{
template <class Event,class FSM,class SourceState,class TargetState>
bool operator()(const Event& event, FSM&, SourceState&, TargetState&)
{
std::cout << "guard.\n";
return false;
}
};
struct State1 : public msmf::state<>
{
template<class Event, class FSM>
void on_entry(const Event&, FSM&)
{
cout << "entering state: <state1>\n";
}
template <class Event,class FSM>
void on_exit(const Event&, FSM&)
{
cout << "leaving state: <state1>\n";
}
};
struct State2 : public msmf::state<>
{
template<class Event, class FSM>
void on_entry(const Event&, FSM&)
{
cout << "entering state: <state2>\n";
}
template <class Event,class FSM>
void on_exit(const Event&, FSM&)
{
cout << "leaving state: <state2>\n";
}
};
struct State3_ : public msmf::state_machine_def<State3_>
{
template<class Event,class FSM>
void on_entry(const Event&, FSM&)
{
cout << "entering state: <state3>\n";
}
template <class Event,class FSM>
void on_exit(const Event&, FSM&)
{
cout << "leaving state: <state3>\n";
}
struct State1 : public msmf::state<>
{
template<class Event, class FSM>
void on_entry(const Event&, FSM&)
{
cout << "entering state: <state3-state1>\n";
}
template <class Event,class FSM>
void on_exit(const Event&, FSM&)
{
cout << "leaving state: <state3-state1>\n";
}
};
struct Exit: msmf::exit_pseudo_state<event2>
{
};
typedef State1 initial_state;
struct transition_table : mpl::vector<
msmf::Row<State1, event2, Exit, msmf::none, msmf::none>
>{};
};
typedef msmb::state_machine<State3_> State3;
typedef State1 initial_state;
struct transition_table : mpl::vector<
msmf::Row<State1, event1, State3, msmf::none, msmf::none>,
msmf::Row<State1, msmf::none, State2, msmf::none, guard>,
msmf::Row<State3::exit_pt<State3_::Exit>, event2, State1, msmf::none, msmf::none>
>{};
};
typedef msmb::state_machine<S_> S;
int main()
{
S s;
s.start();
s.process_event(event1());
s.process_event(event2());
return 0;
}
The version of boost is 1.66, the output of the program is
entering state: <state1>
guard.
leaving state: <state1>
entering state: <state3>
entering state: <state3-state1>
leaving state: <state3-state1>
leaving state: <state3>
entering state: <state1>
guard.
guard.
I find a easier dome to show the same question, the state machine diagram is here and the code is
#include <boost/msm/back/state_machine.hpp>
#include <boost/msm/front/state_machine_def.hpp>
#include <boost/msm/front/internal_row.hpp>
#include <boost/msm/front/functor_row.hpp>
#include <string>
#include <iostream>
using namespace std;
namespace msmf = boost::msm::front;
namespace msmb = boost::msm::back;
namespace mpl = boost::mpl;
struct event1 {};
struct event2 {};
struct S_ : public msmf::state_machine_def<S_>
{
typedef msmb::state_machine<S_> S;
struct guard
{
template <class Event,class FSM,class SourceState,class TargetState>
bool operator()(const Event& event, FSM&, SourceState&, TargetState&)
{
std::cout << "guard.\n";
return false;
}
};
struct State1 : public msmf::state<>
{
template<class Event, class FSM>
void on_entry(const Event&, FSM&)
{
cout << "entering state: <state1>\n";
}
template <class Event,class FSM>
void on_exit(const Event&, FSM&)
{
cout << "leaving state: <state1>\n";
}
};
struct State2_ : public msmf::state_machine_def<State2_>
{
template<class Event,class FSM>
void on_entry(const Event&, FSM& fsm)
{
cout << "entering state: <state2>\n";
}
template <class Event,class FSM>
void on_exit(const Event&, FSM&)
{
cout << "leaving state: <state2>\n";
}
struct State1 : public msmf::state<>
{
template<class Event, class FSM>
void on_entry(const Event&, FSM&)
{
cout << "entering state: <state2-state1>\n";
}
template <class Event,class FSM>
void on_exit(const Event&, FSM&)
{
cout << "leaving state: <state2-state1>\n";
}
};
struct State2 : public msmf::state<>
{
template<class Event, class FSM>
void on_entry(const Event&, FSM&)
{
cout << "entering state: <state2-state2>\n";
}
template <class Event,class FSM>
void on_exit(const Event&, FSM&)
{
cout << "leaving state: <state2-state2>\n";
}
};
typedef State1 initial_state;
struct transition_table : mpl::vector<
msmf::Row<State1, msmf::none, State2, msmf::none, guard>
>{};
};
typedef msmb::state_machine<State2_> State2;
typedef State1 initial_state;
struct transition_table : mpl::vector<
msmf::Row<State1, msmf::none, State2, msmf::none, msmf::none>
>{};
};
typedef msmb::state_machine<S_> S;
int main()
{
S s;
s.start();
return 0;
}
The output of the program is
entering state: <state1>
leaving state: <state1>
entering state: <state2>
entering state: <state2-state1>
guard.
guard.
Solution 1:[1]
I'm currently facing exactly the same problem using boost's msm in the latest version 1.79.0.
However a gut feeling tells me it's not a bug but most likely some conceptual misunderstanding on my side.
What I observed upon entering the sub-state machine was:
- As long as there are no events required from one state to another and guards always return
true
the states are changed/processed immediately as expected. - As soon as there's an event 'in the way' that has not been triggered yet, execution stops and awaits the event as expected.
- If a guard is hit after entering the sub-state machine (without having (2) in the way before) and it returns
false
it gets invoked a second time - like in the OP's example.
I was playing around with the example and could get it somehow working as expected, however I don't think it's the advocated approach:
#include <boost/msm/back/state_machine.hpp>
#include <boost/msm/front/state_machine_def.hpp>
#include <boost/msm/front/internal_row.hpp>
#include <boost/msm/front/functor_row.hpp>
#include <string>
#include <iostream>
using namespace std;
namespace msmf = boost::msm::front;
namespace msmb = boost::msm::back;
namespace mpl = boost::mpl;
struct event1 {};
struct event2 {};
struct S_ : public msmf::state_machine_def<S_>
{
typedef msmb::state_machine<S_> S;
struct guard
{
template <class Event,class FSM,class SourceState,class TargetState>
bool operator()(const Event& event, FSM&, SourceState&, TargetState&)
{
std::cout << "guard.\n";
return false;
}
};
struct State1 : public msmf::state<>
{
template<class Event, class FSM>
void on_entry(const Event&, FSM& fsm)
{
cout << "entering state: <state1>\n";
}
template <class Event,class FSM>
void on_exit(const Event&, FSM&)
{
cout << "leaving state: <state1>\n";
}
};
struct State2_ : public msmf::state_machine_def<State2_>
{
template<class Event,class FSM>
void on_entry(const Event&, FSM& fsm)
{
cout << "entering state: <state2>\n";
}
template <class Event,class FSM>
void on_exit(const Event&, FSM&)
{
cout << "leaving state: <state2>\n";
}
struct State1 : public msmf::state<>
{
template<class Event, class FSM>
void on_entry(const Event&, FSM& fsm)
{
cout << "entering state: <state2-state1>\n";
cout << "raising event 'event1'\n";
fsm.process_event(event1()); // Immediately enqueue event1 to get out of this state...
}
template <class Event,class FSM>
void on_exit(const Event&, FSM&)
{
cout << "leaving state: <state2-state1>\n";
}
};
struct State2 : public msmf::state<>
{
template<class Event, class FSM>
void on_entry(const Event&, FSM&)
{
cout << "entering state: <state2-state2>\n";
}
template <class Event,class FSM>
void on_exit(const Event&, FSM&)
{
cout << "leaving state: <state2-state2>\n";
}
};
typedef State1 initial_state;
struct transition_table : mpl::vector<
msmf::Row<State1, event1, State2, msmf::none, guard>
>{};
};
typedef msmb::state_machine<State2_> State2;
typedef State1 initial_state;
struct transition_table : mpl::vector<
msmf::Row<State1, msmf::none, State2, msmf::none, msmf::none>
>{};
};
typedef msmb::state_machine<S_> S;
int main()
{
S s;
s.start();
return 0;
}
This now results in:
entering state: <state1>
leaving state: <state1>
entering state: <state2>
entering state: <state2-state1>
raising event 'event1'
guard.
What's changed is the required event event1
to trigger State1
to State2
inside the sub-state machine while additionally having the guard in place. The event itself however gets raised / enqueued in the State1::on_entry
handler.
I tried to find some hint on this in the documentation but was not really successful. To me I'm somewhere missing the point like "there's an additional event enqueued when entering a sub-state machine...". The above could be a 'fix', however I'm really not convinced of it myself and would love to see someone to shed some light on this...
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
Solution | Source |
---|---|
Solution 1 | Phlar |