import { evalExpr } from "./actionlang_interpreter"; import { computeArena, ConcreteState, getDescendants, isAncestorOf, isOverlapping, OrState, Statechart, stateDescription, Transition } from "./ast"; import { Action } from "./label_ast"; import { Environment, RaisedEvents, Mode, RT_Statechart, initialRaised, BigStep } from "./runtime_types"; export function initialize(ast: Statechart): BigStep { let {enteredStates, environment, ...raised} = enterDefault(ast.root, { environment: new Map(), ...initialRaised, }); return handleInternalEvents(ast, {mode: enteredStates, environment, ...raised}); } type ActionScope = { environment: Environment, } & RaisedEvents; type EnteredScope = { enteredStates: Mode } & ActionScope; export function enterDefault(state: ConcreteState, rt: ActionScope): EnteredScope { let actionScope = rt; // execute entry actions for (const action of state.entryActions) { (actionScope = execAction(action, 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(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(state.initial[0][1], actionScope)); enteredStates = enteredStates.union(enteredChildren); } console.warn(state.uid + ': no initial state'); } return {enteredStates, ...actionScope}; } export function enterPath(path: ConcreteState[], rt: ActionScope): EnteredScope { let actionScope = rt; const [state, ...rest] = path; // execute entry actions for (const action of state.entryActions) { (actionScope = execAction(action, 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(rest, actionScope)); } else { ({enteredStates: enteredChildren, ...actionScope} = enterDefault(child, actionScope)); } enteredStates = enteredStates.union(enteredChildren); } } else if (state.kind === "or") { if (rest.length > 0) { let enteredChildren; ({enteredStates: enteredChildren, ...actionScope} = enterPath(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(child, actionScope)); enteredStates = enteredStates.union(enteredChildren); } } } return { enteredStates, ...actionScope }; } // exit the given state and all its active descendants export function exitCurrent(state: ConcreteState, rt: EnteredScope): ActionScope { let {enteredStates, ...actionScope} = rt; // exit all active children... for (const child of state.children) { if (enteredStates.has(child.uid)) { actionScope = exitCurrent(child, {enteredStates, ...actionScope}); } } // execute exit actions for (const action of state.exitActions) { (actionScope = execAction(action, actionScope)); } return actionScope; } export function exitPath(path: ConcreteState[], rt: EnteredScope): ActionScope { let {enteredStates, ...actionScope} = rt; const toExit = enteredStates.difference(new Set(path)); const [state, ...rest] = path; // exit state and all its children, *except* states along the rest of the path actionScope = exitCurrent(state, {enteredStates: toExit, ...actionScope}); if (rest.length > 0) { actionScope = exitPath(rest, {enteredStates, ...actionScope}); } // execute exit actions for (const action of state.exitActions) { (actionScope = execAction(action, actionScope)); } return actionScope; } export function execAction(action: Action, rt: ActionScope): ActionScope { if (action.kind === "assignment") { const rhs = evalExpr(action.rhs, rt.environment); const newEnvironment = new Map(rt.environment); newEnvironment.set(action.lhs, rhs); return { ...rt, environment: newEnvironment, }; } else if (action.kind === "raise") { if (action.event.startsWith('_')) { // append to internal events return { ...rt, internalEvents: [...rt.internalEvents, action.event], }; } else { // append to output events return { ...rt, outputEvents: [...rt.outputEvents, action.event], } } } throw new Error("should never reach here"); } export function handleEvent(event: string, statechart: Statechart, activeParent: ConcreteState, {environment, mode, ...raised}: 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 triggered = outgoing.filter(transition => transition.label[0].trigger.kind === "event" && transition.label[0].trigger.event === event); const enabled = triggered.filter(transition => evalExpr(transition.label[0].guard, environment) ); if (enabled.length > 0) { if (enabled.length > 1) { console.warn('nondeterminism!!!!'); } const t = enabled[0]; console.log('enabled:', transitionDescription(t)); const {arena, srcPath, tgtPath} = computeArena(t); let overlapping = false; for (const alreadyFired of arenasFired) { if (isOverlapping(arena, alreadyFired)) { overlapping = true; } } if (!overlapping) { console.log('^ firing'); ({mode, environment, ...raised} = fireTransition(t, arena, srcPath, tgtPath, {mode, environment, ...raised})); arenasFired.add(arena); } else { console.log('skip (overlapping arenas)'); } } else { // no enabled outgoing transitions, try the children: ({environment, mode, ...raised} = handleEvent(event, statechart, state, {environment, mode, ...raised})); } } } return {environment, mode, ...raised}; } export function handleInputEvent(event: string, statechart: Statechart, {mode, environment}: {mode: Mode, environment: Environment}): BigStep { let raised = initialRaised; ({mode, environment, ...raised} = handleEvent(event, statechart, statechart.root, {mode, environment, ...raised})); return handleInternalEvents(statechart, {mode, environment, ...raised}); } export function handleInternalEvents(statechart: Statechart, {mode, environment, ...raised}: RT_Statechart & RaisedEvents): BigStep { while (raised.internalEvents.length > 0) { const [internalEvent, ...rest] = raised.internalEvents; ({mode, environment, ...raised} = handleEvent(internalEvent, statechart, statechart.root, {mode, environment, internalEvents: rest, outputEvents: raised.outputEvents})); } return {mode, environment, outputEvents: raised.outputEvents}; } function transitionDescription(t: Transition) { return stateDescription(t.src) + ' ➔ ' + stateDescription(t.tgt); } export function fireTransition(t: Transition, arena: OrState, srcPath: ConcreteState[], tgtPath: ConcreteState[], {mode, environment, ...raised}: RT_Statechart & RaisedEvents): RT_Statechart & RaisedEvents { // console.log('fire ', transitionDescription(t), {arena, srcPath, tgtPath}); // exit src ({environment, ...raised} = exitPath(srcPath.slice(1), {environment, enteredStates: mode, ...raised})); const toExit = getDescendants(arena); toExit.delete(arena.uid); // do not exit the arena itself const exitedMode = mode.difference(toExit); // exec transition actions for (const action of t.label[0].actions) { ({environment, ...raised} = execAction(action, {environment, ...raised})); } // enter tgt let enteredStates; ({enteredStates, environment, ...raised} = enterPath(tgtPath.slice(1), {environment, ...raised})); const enteredMode = exitedMode.union(enteredStates); return {mode: enteredMode, environment, ...raised}; }