history seems to be working

This commit is contained in:
Joeri Exelmans 2025-10-17 16:48:39 +02:00
parent b55cba198e
commit c07489080a
7 changed files with 292 additions and 222 deletions

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@ -1,170 +1,26 @@
import { computeArena2, computePath, ConcreteState, getDescendants, isOverlapping, OrState, StableState, Statechart, stateDescription, Transition } from "./abstract_syntax";
import { computeArena2, computePath, ConcreteState, getDescendants, HistoryState, isOverlapping, OrState, StableState, Statechart, stateDescription, Transition, transitionDescription } from "./abstract_syntax";
import { evalExpr } from "./actionlang_interpreter";
import { Action, EventTrigger, TransitionLabel } from "./label_ast";
import { BigStepOutput, Environment, initialRaised, Mode, RaisedEvents, RT_Event, RT_Statechart, TimerElapseEvent, Timers } from "./runtime_types";
import { BigStepOutput, Environment, initialRaised, Mode, RaisedEvents, RT_Event, RT_History, RT_Statechart, TimerElapseEvent, Timers } from "./runtime_types";
export function initialize(ast: Statechart): BigStepOutput {
let {enteredStates, environment, ...raised} = enterDefault(0, ast.root, {
let history = new Map();
let enteredStates, environment, raised;
({enteredStates, environment, history, ...raised} = enterDefault(0, ast.root, {
environment: new Environment([new Map([["_timers", []]])]),
history,
...initialRaised,
});
return handleInternalEvents(0, ast, {mode: enteredStates, environment, ...raised});
}));
return handleInternalEvents(0, ast, {mode: enteredStates, environment, history, ...raised});
}
type ActionScope = {
environment: Environment,
history: RT_History,
} & RaisedEvents;
type EnteredScope = { enteredStates: Mode } & ActionScope;
export function entryActions(simtime: number, state: ConcreteState, actionScope: ActionScope): ActionScope {
// console.log('enter', stateDescription(state), '...');
let {environment, ...rest} = actionScope;
// environment = environment.pushScope();
for (const action of state.entryActions) {
({environment, ...rest} = execAction(action, {environment, ...rest}));
}
// schedule timers
// we store timers in the environment (dirty!)
environment = environment.transform<Timers>("_timers", oldTimers => {
const newTimers = [
...oldTimers,
...state.timers.map(timeOffset => {
const futureSimTime = simtime + timeOffset;
return [futureSimTime, {kind: "timer", state: state.uid, timeDurMs: timeOffset}] as [number, TimerElapseEvent];
}),
];
newTimers.sort((a,b) => a[0] - b[0]);
return newTimers;
}, []);
// new nested scope
return {environment, ...rest};
}
export function exitActions(simtime: number, state: ConcreteState, actionScope: ActionScope): ActionScope {
// console.log('exit', stateDescription(state), '...');
for (const action of state.exitActions) {
(actionScope = execAction(action, actionScope));
}
let environment = actionScope.environment;
// cancel timers
environment = environment.transform<Timers>("_timers", oldTimers => {
// remove all timers of 'state':
return oldTimers.filter(([_, {state: s}]) => s !== state.uid);
}, []);
// environment = environment.popScope();
return {...actionScope, environment};
}
export function enterDefault(simtime: number, state: ConcreteState, rt: ActionScope): EnteredScope {
let actionScope = rt;
// execute entry actions
actionScope = entryActions(simtime, state, actionScope);
// enter children...
let enteredStates = new Set([state.uid]);
if (state.kind === "and") {
// enter every child
for (const child of state.children) {
let enteredChildren;
({enteredStates: enteredChildren, ...actionScope} = enterDefault(simtime, child, actionScope));
enteredStates = enteredStates.union(enteredChildren);
}
}
else if (state.kind === "or") {
// same as AND-state, but we only enter the initial state(s)
if (state.initial.length > 0) {
if (state.initial.length > 1) {
console.warn(state.uid + ': multiple initial states, only entering one of them');
}
let enteredChildren;
({enteredStates: enteredChildren, ...actionScope} = enterDefault(simtime, state.initial[0][1], actionScope));
enteredStates = enteredStates.union(enteredChildren);
}
console.warn(state.uid + ': no initial state');
}
return {enteredStates, ...actionScope};
}
export function enterPath(simtime: number, path: ConcreteState[], rt: ActionScope): EnteredScope {
let actionScope = rt;
const [state, ...rest] = path;
// execute entry actions
actionScope = entryActions(simtime, state, actionScope);
// enter children...
let enteredStates = new Set([state.uid]);
if (state.kind === "and") {
// enter every child
for (const child of state.children) {
let enteredChildren;
if (rest.length > 0 && child.uid === rest[0].uid) {
({enteredStates: enteredChildren, ...actionScope} = enterPath(simtime, rest, actionScope));
}
else {
({enteredStates: enteredChildren, ...actionScope} = enterDefault(simtime, child, actionScope));
}
enteredStates = enteredStates.union(enteredChildren);
}
}
else if (state.kind === "or") {
if (rest.length > 0) {
let enteredChildren;
({enteredStates: enteredChildren, ...actionScope} = enterPath(simtime, rest, actionScope));
enteredStates = enteredStates.union(enteredChildren);
}
else {
// same as AND-state, but we only enter the initial state(s)
for (const [_, child] of state.initial) {
let enteredChildren;
({enteredStates: enteredChildren, ...actionScope} = enterDefault(simtime, child, actionScope));
enteredStates = enteredStates.union(enteredChildren);
}
}
}
return { enteredStates, ...actionScope };
}
// exit the given state and all its active descendants
export function exitCurrent(simtime: number, state: ConcreteState, rt: EnteredScope): ActionScope {
let {enteredStates, ...actionScope} = rt;
if (enteredStates.has(state.uid)) {
// exit all active children...
for (const child of state.children) {
actionScope = exitCurrent(simtime, child, {enteredStates, ...actionScope});
}
// execute exit actions
actionScope = exitActions(simtime, state, actionScope);
}
return actionScope;
}
export function exitPath(simtime: number, path: ConcreteState[], rt: EnteredScope): ActionScope {
let {enteredStates, ...actionScope} = rt;
const toExit = enteredStates.difference(new Set(path.map(s=>s.uid)));
const [state, ...rest] = path;
// exit state and all its children, *except* states along the rest of the path
actionScope = exitCurrent(simtime, state, {enteredStates: toExit, ...actionScope});
if (rest.length > 0) {
actionScope = exitPath(simtime, rest, {enteredStates, ...actionScope});
}
// execute exit actions
actionScope = exitActions(simtime, state, actionScope);
return actionScope;
}
export function execAction(action: Action, rt: ActionScope): ActionScope {
if (action.kind === "assignment") {
const rhs = evalExpr(action.rhs, rt.environment);
@ -197,7 +53,156 @@ export function execAction(action: Action, rt: ActionScope): ActionScope {
throw new Error("should never reach here");
}
export function handleEvent(simtime: number, event: RT_Event, statechart: Statechart, activeParent: StableState, {environment, mode, ...raised}: RT_Statechart & RaisedEvents): RT_Statechart & RaisedEvents {
export function entryActions(simtime: number, state: ConcreteState, actionScope: ActionScope): ActionScope {
// console.log('enter', stateDescription(state), '...');
let {environment, ...rest} = actionScope;
// environment = environment.pushScope();
for (const action of state.entryActions) {
({environment, ...rest} = execAction(action, {environment, ...rest}));
}
// schedule timers
// we store timers in the environment (dirty!)
environment = environment.transform<Timers>("_timers", oldTimers => {
const newTimers = [
...oldTimers,
...state.timers.map(timeOffset => {
const futureSimTime = simtime + timeOffset;
return [futureSimTime, {kind: "timer", state: state.uid, timeDurMs: timeOffset}] as [number, TimerElapseEvent];
}),
];
newTimers.sort((a,b) => a[0] - b[0]);
return newTimers;
}, []);
// new nested scope
return {environment, ...rest};
}
export function exitActions(simtime: number, state: ConcreteState, {enteredStates, ...actionScope}: EnteredScope): ActionScope {
// console.log('exit', stateDescription(state), '...');
for (const action of state.exitActions) {
(actionScope = execAction(action, actionScope));
}
let environment = actionScope.environment;
// cancel timers
environment = environment.transform<Timers>("_timers", oldTimers => {
// remove all timers of 'state':
return oldTimers.filter(([_, {state: s}]) => s !== state.uid);
}, []);
// environment = environment.popScope();
return {...actionScope, environment};
}
// recursively enter the given state's default state
export function enterDefault(simtime: number, state: ConcreteState, rt: ActionScope): EnteredScope {
let actionScope = rt;
// execute entry actions
actionScope = entryActions(simtime, state, actionScope);
// enter children...
let enteredStates = new Set([state.uid]);
if (state.kind === "and") {
// enter every child
for (const child of state.children) {
let enteredChildren;
({enteredStates: enteredChildren, ...actionScope} = enterDefault(simtime, child, actionScope));
enteredStates = enteredStates.union(enteredChildren);
}
}
else if (state.kind === "or") {
// same as AND-state, but we only enter the initial state(s)
if (state.initial.length > 0) {
if (state.initial.length > 1) {
console.warn(state.uid + ': multiple initial states, only entering one of them');
}
let enteredChildren;
({enteredStates: enteredChildren, ...actionScope} = enterDefault(simtime, state.initial[0][1], actionScope));
enteredStates = enteredStates.union(enteredChildren);
}
console.warn(state.uid + ': no initial state');
}
return {enteredStates, ...actionScope};
}
// recursively enter the given state and, if children need to be entered, preferrably those occurring in 'toEnter' will be entered. If no child occurs in 'toEnter', the default child will be entered.
export function enterStates(simtime: number, state: ConcreteState, toEnter: Set<string>, actionScope: ActionScope): EnteredScope {
// execute entry actions
actionScope = entryActions(simtime, state, actionScope);
// enter children...
let enteredStates = new Set([state.uid]);
if (state.kind === "and") {
// every child must be entered
for (const child of state.children) {
let enteredChildren;
({enteredStates: enteredChildren, ...actionScope} = enterStates(simtime, child, toEnter, actionScope));
enteredStates = enteredStates.union(enteredChildren);
}
}
else if (state.kind === "or") {
// only one child can be entered
const childToEnter = state.children.filter(child => toEnter.has(child.uid));
if (childToEnter.length === 1) {
// good
let enteredChildren;
({enteredStates: enteredChildren, ...actionScope} = enterStates(simtime, childToEnter[0], toEnter, actionScope));
enteredStates = enteredStates.union(enteredChildren);
}
else if (childToEnter.length === 0) {
// also good, enter default child
for (const [_, defaultChild] of state.initial) {
let enteredChildren;
({enteredStates: enteredChildren, ...actionScope} = enterDefault(simtime, defaultChild, actionScope));
enteredStates = enteredStates.union(enteredChildren);
break; // one is enough
}
}
else {
throw new Error("can only enter one child of an OR-state, stupid!");
}
}
return { enteredStates, ...actionScope };
}
// exit the given state and all its active descendants
export function exitCurrent(simtime: number, state: ConcreteState, rt: EnteredScope): ActionScope {
let {enteredStates, history, ...actionScope} = rt;
if (enteredStates.has(state.uid)) {
// exit all active children...
for (const child of state.children) {
({history, ...actionScope} = exitCurrent(simtime, child, {enteredStates, history, ...actionScope}));
}
// execute exit actions
({history, ...actionScope} = exitActions(simtime, state, {enteredStates, history, ...actionScope}));
// record history
for (const h of state.history) {
if (h.kind === "shallow") {
history.set(h.uid, new Set(state.children
.filter(child => enteredStates.has(child.uid))
.map(child => child.uid)));
}
else if (h.kind === "deep") {
// horribly inefficient (i don't care)
history.set(h.uid,
getDescendants(state)
.difference(new Set([state.uid]))
.intersection(enteredStates)
);
}
}
}
return {history, ...actionScope};
}
export function handleEvent(simtime: number, event: RT_Event, statechart: Statechart, activeParent: StableState, {environment, mode, history, ...raised}: RT_Statechart & RaisedEvents): RT_Statechart & RaisedEvents {
const arenasFired = new Set<OrState>();
for (const state of activeParent.children) {
if (mode.has(state.uid)) {
@ -249,7 +254,7 @@ export function handleEvent(simtime: number, event: RT_Event, statechart: Statec
event.param,
);
}
({mode, environment, ...raised} = fireTransition2(simtime, t, statechart.transitions, l, arena, {mode, environment, ...raised}));
({mode, environment, history, ...raised} = fireTransition(simtime, t, statechart.transitions, l, arena, {mode, environment, history, ...raised}));
if (event.kind === "input" && event.param !== undefined) {
environment = environment.popScope();
}
@ -261,57 +266,53 @@ export function handleEvent(simtime: number, event: RT_Event, statechart: Statec
}
else {
// no enabled outgoing transitions, try the children:
({environment, mode, ...raised} = handleEvent(simtime, event, statechart, state, {environment, mode, ...raised}));
({environment, mode, history, ...raised} = handleEvent(simtime, event, statechart, state, {environment, mode, history, ...raised}));
}
}
}
return {environment, mode, ...raised};
return {environment, mode, history, ...raised};
}
export function handleInputEvent(simtime: number, event: RT_Event, statechart: Statechart, {mode, environment}: {mode: Mode, environment: Environment}): BigStepOutput {
export function handleInputEvent(simtime: number, event: RT_Event, statechart: Statechart, {mode, environment, history}: {mode: Mode, environment: Environment, history: RT_History}): BigStepOutput {
let raised = initialRaised;
({mode, environment, ...raised} = handleEvent(simtime, event, statechart, statechart.root, {mode, environment, ...raised}));
({mode, environment, ...raised} = handleEvent(simtime, event, statechart, statechart.root, {mode, environment, history, ...raised}));
return handleInternalEvents(simtime, statechart, {mode, environment, ...raised});
return handleInternalEvents(simtime, statechart, {mode, environment, history, ...raised});
}
export function handleInternalEvents(simtime: number, statechart: Statechart, {mode, environment, ...raised}: RT_Statechart & RaisedEvents): BigStepOutput {
export function handleInternalEvents(simtime: number, statechart: Statechart, {mode, environment, history, ...raised}: RT_Statechart & RaisedEvents): BigStepOutput {
while (raised.internalEvents.length > 0) {
const [internalEvent, ...rest] = raised.internalEvents;
({mode, environment, ...raised} = handleEvent(simtime,
{kind: "input", ...internalEvent}, // internal event becomes input event
statechart, statechart.root, {mode, environment, internalEvents: rest, outputEvents: raised.outputEvents}));
statechart, statechart.root, {mode, environment, history, internalEvents: rest, outputEvents: raised.outputEvents}));
}
return {mode, environment, outputEvents: raised.outputEvents};
return {mode, environment, history, outputEvents: raised.outputEvents};
}
function transitionDescription(t: Transition) {
return stateDescription(t.src) + ' ➔ ' + stateDescription(t.tgt);
}
export function fireTransition2(simtime: number, t: Transition, ts: Map<string, Transition[]>, label: TransitionLabel, arena: OrState, {mode, environment, ...raised}: RT_Statechart & RaisedEvents): RT_Statechart & RaisedEvents {
export function fireTransition(simtime: number, t: Transition, ts: Map<string, Transition[]>, label: TransitionLabel, arena: OrState, {mode, environment, history, ...raised}: RT_Statechart & RaisedEvents): RT_Statechart & RaisedEvents {
console.log('fire', transitionDescription(t));
const srcPath = computePath({ancestor: arena, descendant: t.src as ConcreteState}).reverse();
const srcPath = computePath({ancestor: arena, descendant: t.src as ConcreteState}).reverse() as ConcreteState[];
// exit src and other states up to arena
({environment, ...raised} = exitPath(simtime, srcPath, {environment, enteredStates: mode, ...raised}));
({environment, history, ...raised} = exitCurrent(simtime, srcPath[0], {environment, enteredStates: mode, history, ...raised}))
const toExit = getDescendants(arena);
toExit.delete(arena.uid); // do not exit the arena itself
const exitedMode = mode.difference(toExit); // active states after exiting the states we need to exit
// console.log({exitedMode});
return fireSecondHalfOfTransition(simtime, t, ts, label, arena, {mode: exitedMode, environment, ...raised});
return fireSecondHalfOfTransition(simtime, t, ts, label, arena, {mode: exitedMode, history, environment, ...raised});
}
// assuming we've already exited the source state of the transition, now enter the target state
// IF however, the target is a pseudo-state, DON'T enter it (pseudo-states are NOT states), instead fire the first pseudo-outgoing transition.
export function fireSecondHalfOfTransition(simtime: number, t: Transition, ts: Map<string, Transition[]>, label: TransitionLabel, arena: OrState, {mode, environment, ...raised}: RT_Statechart & RaisedEvents): RT_Statechart & RaisedEvents {
export function fireSecondHalfOfTransition(simtime: number, t: Transition, ts: Map<string, Transition[]>, label: TransitionLabel, arena: OrState, {mode, environment, history, ...raised}: RT_Statechart & RaisedEvents): RT_Statechart & RaisedEvents {
// exec transition actions
for (const action of label.actions) {
({environment, ...raised} = execAction(action, {environment, ...raised}));
({environment, history, ...raised} = execAction(action, {environment, history, ...raised}));
}
if (t.tgt.kind === "pseudo") {
@ -322,7 +323,7 @@ export function fireSecondHalfOfTransition(simtime: number, t: Transition, ts: M
if (evalExpr(nextLabel.guard, environment)) {
console.log('fire', transitionDescription(nextT));
// found ourselves an enabled transition
return fireSecondHalfOfTransition(simtime, nextT, ts, nextLabel, arena, {mode, environment, ...raised});
return fireSecondHalfOfTransition(simtime, nextT, ts, nextLabel, arena, {mode, environment, history, ...raised});
}
}
}
@ -331,13 +332,25 @@ export function fireSecondHalfOfTransition(simtime: number, t: Transition, ts: M
}
else {
const tgtPath = computePath({ancestor: arena, descendant: t.tgt});
const state = tgtPath[0] as ConcreteState;
let toEnter;
if (t.tgt.kind === "deep" || t.tgt.kind === "shallow") {
toEnter = new Set([
...tgtPath.slice(0,-1).map(s => s.uid),
...history.get(t.tgt.uid)!
]) as Set<string>;
}
else {
toEnter = new Set(tgtPath.map(s=>s.uid));
}
// enter tgt
let enteredStates;
({enteredStates, environment, ...raised} = enterPath(simtime, tgtPath, {environment, ...raised}));
({enteredStates, environment, history, ...raised} = enterStates(simtime, state, toEnter, {environment, history, ...raised}));
const enteredMode = mode.union(enteredStates);
// console.log({enteredMode});
return {mode: enteredMode, environment, ...raised};
return {mode: enteredMode, environment, history, ...raised};
}
}