Name
FSA::Rules - Build simple rules-based state machines in Perl
Synopsis
my $fsa = FSA::Rules->new(
ping => {
do => sub {
print "ping!\n";
my $state = shift;
$state->result('pong');
$state->machine->{count}++;
},
rules => [
game_over => sub { shift->machine->{count} >= 20 },
pong => sub { shift->result eq 'pong' },
],
},
pong => {
do => sub { print "pong!\n" },
rules => [ ping => 1, ], # always goes back to ping
},
game_over => { do => sub { print "Game Over\n" } }
);
$fsa->start;
$fsa->switch until $fsa->at('game_over');
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 an FSA::State 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 to 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.
Serialization
As of version 0.24, FSA::Rules supports serialization by Storable 2.05
and later. In other words, FSA::Rules can function as a persistent state
machine.
However, FSA::Rules stores data outside of FSA::Rules objects, in
private data structures inside the FSA::Rules module itself. Therefore,
unless you want to clone your FSA::Rules object, you must let it fall
out of scope after you serialize it, so that its data will be cleared
from memory. Otherwise, if you freeze and thaw an FSA::Rules object in a
single process without "undef"ing the original, there will be *two*
copies of the object stored by FSA::Rules.
So how does it work? Because the rules are defined as code references,
you must use Storable 2.05 or later and set its $Deparse and $Eval
variables to true values:
use Storable qw(freeze thaw);
local $Storable::Deparse = 1;
local $Storable::Eval = 1;
my $frozen = freeze($fsa);
$fsa = thaw($frozen);
The only caveat is that, while Storable can serialize code references,
it doesn't properly reference closure variables. So if your rules code
references are closures, you'll have to serialize the data that they
refer to yourself.
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.
state_class
The name of the class to use for state objects. Defaults to
"FSA::State". Use this parameter if you want to use a subclass of
FSA::State.
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 "states()" 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
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
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 which the
"on_exit" actions are defined will be passed to each code reference
as the sole argument.
rules
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* unless the "strict" attribute has been set to a true
value. 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.
Rules themselves are best specified as hash references with the
following keys:
rule
A code reference or value that will be evaluated to determine
whether to switch to the specified state. The value must be true
or the code reference 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, 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?).
message
An optional message that will be added to the current state when
the rule specified by the "rule" parameter evaluates to true.
The message will also be used to label switches in the output of
the "graph()" method.
action
A code reference or an array reference of code references to 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 couple of examples:
rules => [
foo => {
rule => 1
},
bar => {
rule => \&goto_bar,
message => 'Have we got a bar?',
},
yow => {
rule => \&goto_yow,
message => 'Yow!',
action => [ \&action_one, \&action_two],
}
]
A rule may also simply be a code reference or value that will be
evaluated when FSA::Rules is determining whether to switch to the
new state. You might want just specify a value or code reference if
you don't need a message label or switch actions to be executed. For
example, this "rules" specification:
rules => [
foo => 1
]
Is equivalent to this "rules" specification:
rules => [
foo => { rule => 1 }
]
And finally, you can specify a rule as an array reference. In this
case, the first item in the array will be evaluated to determine
whether to switch to the new state, and any other items must be code
references that will be executed during the switch. For example,
this "rules" specification:
rules => [
yow => [ \&check_yow, \&action_one, \&action_two ]
]
Is equivalent to this "rules" specification:
rules => [
yow => {
rule => \&check_yow,
action => [ \&action_one, \&action_two ],
}
]
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.
at
$fsa->switch until $fsa->at('game_over');
Requires a statename. Returns false if the current machine state does
not match the name. Otherwise, it returns the state.
curr_state
my $curr_state = $fsa->curr_state;
$fsa->curr_state($curr_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 current state.
state
Deprecated alias for "curr_state()". This method will issue a warning
and will be removed in a future version of FSA::Rules. Use
"curr_state()", instead.
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.
If called with any state names that did not exist in the original
definition of the state machine, this method will "croak()".
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 <strict> 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 "curr_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 => [ foo => 1 ],
}
);
Or this:
my $fsa = FSA::Rules->new(
foo => {
do => { ++shift->machine->{count} },
rules => [ foo => 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.
Note that "done" will be reset to "undef" by a call to "reset()" when
it's not a code reference. If it *is* a code reference, you need to be
sure to write it in such a way that it knows that things have been reset
(by examining states, for example, all of which will have been removed
by "reset()").
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->curr_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, sets the current state
to "undef", and sets "done" to "undef" (unless "done" is a code
reference). Also clears any temporary data stored directly in the
machine hash reference and the state hash references. 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->{miscellaneous} = 42;
$fsa->reset->run;
# $fsa->{miscellaneous} does not exist
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:
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
}
graph
my $graph_viz = $fsa->graph(@graph_viz_args);
$graph_viz = $fas->(\%params, @graph_viz_args);
Constructs and returns a GraphViz object useful for generating graphical
representations of the complete rules engine. The parameters to
"graph()" are all those supported by the GraphViz constructor; consult
the GraphViz documentation for details.
An optional hash ref of parameters may be passed as the first argument
to "graph()". The supported parameters are:
text_wrap
The text wrap length for graphs. There's a lot of text on the graph.
This property will set the wrap length for all text to the given
length using the "Text::Wrap" module.
Each edge on the graph has a "label." If the rules for a given state
were specified as hash references in the call to "new()", the
"message" key will be used as the label; otherwise the label is
blank. When used as labels, messages are wrapped in order to make
labels fit better. The default maximum line length is 25. However,
you may set a different line length using this parameter.
Note: By default, text wrapping for graphs is disabled. You must
explicitly specify what text you want wrapped with either the
"wrap_nodes" or "wrap_labels" parameters.
wrap_nodes
This parameter, if set to true, will wrap the node text.
Due to an obscure bug that has been difficult to track down, this
parameter sometimes causes graphs to not display properly. Use with
caution.
wrap_labels
This parameter, if set to true, will wrap the label text. This
property is always safe to use.
Note: If "GraphViz" is not available on your system, this method will
warn and return.
DESTROY
This method cleans up an FSA::Rules object's internal data when it is
released from memory. In general, you don't have to worry about the
"DESTROY()" method unless you're subclassing FSA::Rules. In that case,
if you implement youre own "DESTROY()" method, just be sure to call
"SUPER::DESTROY()" to preven memory leaks.
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 their hash data directly.
Constructor
new
my $state = FSA::State->new;
Constructs and returns a new FSA::State object. Not intended to be
called directly, but by FSA::Rules.
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 messages 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
"curr_state()" method, and not intended to be called directly.
do
Executes all of the "do" actions. Called by FSA::Rules's "curr_state()"
method, and not intended to be called directly.
exit
Executes all of the "on_exit" actions. Called by FSA::Rules's
"curr_state()" method, and not intended to be called directly.
DESTROY
This method cleans up an FSA::State object's internal data when it is
released from memory. In general, you don't have to worry about the
"DESTROY()" method unless you're subclassing FSA::State. In that case,
if you implement youre own "DESTROY()" method, just be sure to call
"SUPER::DESTROY()" to preven memory leaks.
To Do
Factor FSA::Class into a separate file.
Bugs
Please send bug reports to <bug-fsa-rules@rt.cpan.org>.
Authors
David Wheeler <david@kineticode.com> Curtis "Ovid" Poe
<eop_divo_sitruc@yahoo.com> (reverse the name to email him)
Copyright and License
Copyright (c) 2004-2006 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.