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_History, RT_Statechart, TimerElapseEvent, Timers } from "./runtime_types"; export function initialize(ast: Statechart): BigStepOutput { let history = new Map(); let enteredStates, environment, rest; ({enteredStates, environment, history, ...rest} = enterDefault(0, ast.root, { environment: new Environment([new Map([ ["_timers", []], ["_log", (str: string) => console.log(str)], ])]), history, ...initialRaised, })); return handleInternalEvents(0, ast, {mode: enteredStates, environment, history, ...rest}); } type ActionScope = { environment: Environment, history: RT_History, } & RaisedEvents; type EnteredScope = { enteredStates: Mode } & ActionScope; export class RuntimeError extends Error { highlight: string[]; constructor(message: string, highlight: string[]) { super(message); this.highlight = highlight; } } export class NonDeterminismError extends RuntimeError {} export function execAction(action: Action, rt: ActionScope): ActionScope { if (action.kind === "assignment") { const rhs = evalExpr(action.rhs, rt.environment); const environment = rt.environment.set(action.lhs, rhs); return { ...rt, environment, }; } else if (action.kind === "raise") { const raisedEvent = { name: action.event, param: action.param && evalExpr(action.param, rt.environment), }; if (action.event.startsWith('_')) { // append to internal events return { ...rt, internalEvents: [...rt.internalEvents, raisedEvent], }; } else { // append to output events return { ...rt, outputEvents: [...rt.outputEvents, raisedEvent], } } } throw new Error("should never reach here"); } 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", 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", 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 {firedTransitions, ...actionScope} = rt; // execute entry actions ({firedTransitions, ...actionScope} = entryActions(simtime, state, {firedTransitions, ...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, firedTransitions, ...actionScope} = enterDefault(simtime, child, {firedTransitions, ...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) { throw new NonDeterminismError(`Non-determinism: state '${stateDescription(state)} has multiple (${state.initial.length}) initial states.`, [...state.initial.map(i => i[0]), state.uid]); } const [arrowUid, toEnter] = state.initial[0]; firedTransitions = [...firedTransitions, arrowUid]; let enteredChildren; ({enteredStates: enteredChildren, firedTransitions, ...actionScope} = enterDefault(simtime, toEnter, {firedTransitions, ...actionScope})); enteredStates = enteredStates.union(enteredChildren); } else { console.warn(state.uid + ': no initial state'); } } return {enteredStates, firedTransitions, ...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, 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 return enterDefault(simtime, state, {...actionScope}); } 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 history = new Map(history); // defensive copy 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, ...rest}: RT_Statechart & RaisedEvents): RT_Statechart & RaisedEvents { const arenasFired = new Set(); for (const state of activeParent.children) { if (mode.has(state.uid)) { const outgoing = statechart.transitions.get(state.uid) || []; const labels = outgoing.flatMap(t => t.label .filter(l => l.kind === "transitionLabel") .map(l => [t,l] as [Transition, TransitionLabel])); let triggered; if (event.kind === "input") { // get transitions triggered by event triggered = labels.filter(([_t,l]) => l.trigger.kind === "event" && l.trigger.event === event.name); } else { // get transitions triggered by timeout triggered = labels.filter(([_t,l]) => l.trigger.kind === "after" && l.trigger.durationMs === event.timeDurMs); } // eval guard const guardEnvironment = environment.set("inState", (stateLabel: string) => { for (const [uid, state] of statechart.uid2State.entries()) { if (stateDescription(state) === stateLabel) { return (mode.has(uid)); } } }); const enabled = triggered.filter(([t,l]) => evalExpr(l.guard, guardEnvironment)); if (enabled.length > 0) { if (enabled.length > 1) { throw new NonDeterminismError(`Non-determinism: state '${stateDescription(state)}' has multiple (${enabled.length}) enabled outgoing transitions: ${enabled.map(([t]) => transitionDescription(t)).join(', ')}`, [...enabled.map(([t]) => t.uid), state.uid]); } const [t,l] = enabled[0]; // just pick one transition const arena = computeArena2(t, statechart.transitions); let overlapping = false; for (const alreadyFired of arenasFired) { if (isOverlapping(arena, alreadyFired)) { overlapping = true; } } if (!overlapping) { if (event.kind === "input" && event.param !== undefined) { // input events may have a parameter // add event parameter to environment in new scope environment = environment.pushScope(); environment = environment.newVar( (l.trigger as EventTrigger).paramName as string, event.param, ); } ({mode, environment, ...rest} = fireTransition(simtime, t, statechart.transitions, l, arena, {mode, environment, ...rest})); if (event.kind === "input" && event.param !== undefined) { environment = environment.popScope(); } arenasFired.add(arena); } else { // console.log('skip (overlapping arenas)'); } } else { // no enabled outgoing transitions, try the children: ({environment, mode, ...rest} = handleEvent(simtime, event, statechart, state, {environment, mode, ...rest})); } } } return {environment, mode, ...rest}; } 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, history, ...raised})); return handleInternalEvents(simtime, statechart, {mode, environment, history, ...raised}); } export function handleInternalEvents(simtime: number, statechart: Statechart, {internalEvents, ...rest}: RT_Statechart & RaisedEvents): BigStepOutput { while (internalEvents.length > 0) { const [nextEvent, ...remainingEvents] = internalEvents; ({internalEvents, ...rest} = handleEvent(simtime, {kind: "input", ...nextEvent}, // internal event becomes input event statechart, statechart.root, {internalEvents: remainingEvents, ...rest})); } return rest; } export function fireTransition(simtime: number, t: Transition, ts: Map, label: TransitionLabel, arena: OrState, {mode, environment, history, ...rest}: RT_Statechart & RaisedEvents): RT_Statechart & RaisedEvents { console.log('fire', transitionDescription(t)); const srcPath = computePath({ancestor: arena, descendant: t.src as ConcreteState}).reverse() as ConcreteState[]; // console.log('arena:', arena, 'srcPath:', srcPath); // exit src and other states up to arena ({environment, history, ...rest} = exitCurrent(simtime, srcPath[0], {environment, enteredStates: mode, history, ...rest})) 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, history, environment, ...rest}); } // 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, label: TransitionLabel, arena: OrState, {mode, environment, history, firedTransitions, ...raised}: RT_Statechart & RaisedEvents): RT_Statechart & RaisedEvents { // exec transition actions for (const action of label.actions) { ({environment, history, firedTransitions, ...raised} = execAction(action, {environment, history, firedTransitions, ...raised})); } firedTransitions = [...firedTransitions, t.uid]; if (t.tgt.kind === "pseudo") { const outgoing = ts.get(t.tgt.uid) || []; for (const nextT of outgoing) { for (const nextLabel of nextT.label) { if (nextLabel.kind === "transitionLabel") { if (evalExpr(nextLabel.guard, environment)) { console.log('fire', transitionDescription(nextT)); // found ourselves an enabled transition return fireSecondHalfOfTransition(simtime, nextT, ts, nextLabel, arena, {mode, environment, history, firedTransitions, ...raised}); } } } } throw new Error("stuck in pseudo-state!!"); } 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; } else { toEnter = new Set(tgtPath.map(s=>s.uid)); } // enter tgt let enteredStates; ({enteredStates, environment, history, firedTransitions, ...raised} = enterStates(simtime, state, toEnter, {environment, history, firedTransitions, ...raised})); const enteredMode = mode.union(enteredStates); // console.log({enteredMode}); return {mode: enteredMode, environment, history, firedTransitions, ...raised}; } }