no_std
State Machine Language DSL in Rust
smlang: A
A state machine language DSL based on the syntax of Boost-SML.
Aim
The aim of this DSL is to facilitate the use of state machines, as they quite fast can become overly complicated to write and get an overview of.
Transition DSL
The DSL is defined as follows:
statemachine!{
transitions: {
*SrcState1 + Event1 [ guard1 ] / action1 = DstState2, // * denotes starting state
SrcState2 + Event2 [ guard2 ] / action2 = DstState1,
}
// ...
}
Where guard
and action
are optional and can be left out. A guard
is a function which returns true
if the state transition should happen, and false
if the transition should not happen, while action
are functions that are run during the transition which are guaranteed to finish before entering the new state.
This implies that any state machine must be written as a list of transitions.
The DSL supports wildcards and pattern matching for input states similar to rust pattern matching:
statemachine!{
transitions: {
*State1 | State3 + ToState2 = State2,
State1 | State2 + ToState3 = State3,
_ + ToState4 = State4,
State4 + ToState1 = State1,
}
// ...
}
Which is equivalent to:
statemachine!{
transitions: {
*State1 + ToState2 = State2,
State3 + ToState2 = State2,
State1 + ToState3 = State3,
State2 + ToState3 = State3,
State1 + ToState4 = State4,
State2 + ToState4 = State4,
State3 + ToState4 = State4,
State4 + ToState4 = State4,
State4 + ToState1 = State1,
}
// ...
}
See example examples/input_state_pattern_match.rs
for a usage example.
State machine context
The state machine needs a context to be defined.
The StateMachineContext
is generated from the statemachine!
proc-macro and is what implements guards and actions, and data that is available in all states within the state machine and persists between state transitions:
statemachine!{
transitions: {
State1 + Event1 = State2,
}
// ...
}
pub struct Context;
impl StateMachineContext for Context {}
fn main() {
let mut sm = StateMachine::new(Context);
// ...
}
See example examples/context.rs
for a usage example.
State data
Any state may have some data associated with it:
pub struct MyStateData(pub u32);
statemachine!{
transitions: {
State1(MyStateData) + Event1 = State2,
}
// ...
}
See example examples/state_with_data.rs
for a usage example.
If the starting state contains data, this data must be provided after the context when creating a new machine.
pub struct MyStateData(pub u32);
statemachine!{
transitions: {
State2 + Event2 / action = State1(MyStateData),
*State1(MyStateData) + Event1 = State2,
// ...
}
// ...
}
// ...
let mut sm = StateMachine::new(Context, MyStateData(42));
State data may also have associated lifetimes which the statemachine!
macro will pick up and add the States
enum and StateMachine
structure. This means the following will also work:
pub struct MyStateData<'a>(&'a u32);
statemachine! {
transitions: {
*State1 + Event1 / action = State2,
State2(MyStateData<'a>) + Event2 = State1,
// ...
}
// ...
}
See example examples/state_with_reference_data.rs
for a usage example.
Event data
Data may be passed along with an event into the guard
and action
:
pub struct MyEventData(pub u32);
statemachine!{
transitions: {
State1 + Event1(MyEventData) [guard] = State2,
}
// ...
}
Event data may also have associated lifetimes which the statemachine!
macro will pick up and add the Events
enum. This means the following will also work:
pub struct MyEventData<'a>(pub &'a u32);
statemachine!{
transitions: {
State1 + Event1(MyEventData<'a>) [guard1] = State2,
State1 + Event2(&'a [u8]) [guard2] = State3,
}
// ...
}
See example examples/event_with_data.rs
for a usage example.
Guard and Action syntax
See example examples/guard_action_syntax.rs
for a usage-example.
Async Guard and Action
See example examples/async.rs
for a usage-example.
State Machine Examples
Here are some examples of state machines converted from UML to the State Machine Language DSL. Runnable versions of each example is available in the examples
folder.
The .png
s are generated with the graphviz
feature.
Linear state machine
DSL implementation:
statemachine!{
transitions: {
*State1 + Event1 = State2,
State2 + Event2 = State3,
}
}
This example is available in ex1.rs
.
Looping state machine
DSL implementation:
statemachine!{
transitions: {
*State1 + Event1 = State2,
State2 + Event2 = State3,
State3 + Event3 = State2,
}
}
This example is available in ex2.rs
.
Using guards and actions
DSL implementation:
statemachine!{
transitions: {
*State1 + Event1 [guard] / action = State2,
}
}
This example is available in ex3.rs
.
Helpers
Auto-derive certain traits for states and events
Setting derive_events
and derive_states
fields to an array of traits adds a derive expression to Events
and States
enums respectively. To derive Display, use derive_more::Display
.
use core::Debug;
use derive_more::Display;
// ...
statemachine!{
derive_states: [Debug, Display],
derive_events: [Debug, Display],
transitions: {
*State1 + Event1 = State2,
}
}
// ...
println!("Current state: {}", sm.state().unwrap());
println!("Expected state: {}", States::State1);
println!("Sending event: {}", Events::Event1);
// ...
Contributors
List of contributors in alphabetical order:
- Emil Fresk (@korken89)
- Mathias Koch (@MathiasKoch)
- Donny Zimmanck (@dzimmanck)
License
Licensed under either of
-
Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
-
MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.