gen_statem: state and named timeouts, info events
Add the two timeout flavours, both surfacing as ordinary events matched in on-state arms: - cx.state_timeout(d): fires a state_timeout event after d in the current state, auto-reset by the loop on every real transition. - cx.timeout(name, d): fires a timeout(name) event after d, surviving state changes, keyed by name, with cx.cancel_timeout(name). Both ride the existing timer min-heap via send_after_to onto a new per-loop system channel, selected above the inbox so a fire can't be starved by inbox traffic. A local-id stamp on each fire lets a reset/cancel that loses the race discard a stale fire. The macro grows an info: clause and folds three internal Ev variants (Info, StateTimeout, Timeout) alongside cast/call, with new row keywords info / state_timeout / timeout. Unmatched info silently drops (the gen_server default); state/named timeouts have no default, so a state that can see one must handle it or the match is non-exhaustive. Rename the hand-written expansion-target example fused -> expanded, retire the deprecated Switch demo machine (its round-trip / enter / panic-down coverage moves onto the timer machine), and refresh the macro docs to the door machine. cargo build --all-targets warning-free; cargo test green.
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//! The hand-written **expansion target** of the `gen_statem!` macro: the same
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//! machine as `examples/gen_statem_macro.rs`, written out in full so the
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//! primitives can be judged standing on their own. The macro generates exactly
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//! this shape; nothing here needs the macro to be correct or safe.
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//!
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//! The design:
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//!
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//! * States and events are real enums. An invalid state is unrepresentable;
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//! there are no bitflags, no `u32` superpositions, no unsafe unions.
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//!
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//! * The dispatch `match (state, event)` IS the transition table. It is
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//! *total* — no catch-all `_` arm — so:
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//! - a forgotten (state, event) pair is a non-exhaustive `match` (E0004),
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//! - a duplicated/conflicting row is `unreachable_patterns` (denied below).
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//!
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//! * Single-target rows name their target in the table; the handler (if any)
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//! is side-effect-only. The table owns the target, so it cannot be wrong.
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//!
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//! * Branching rows have the handler return a per-row *successor enum*. A
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//! target outside that enum is E0599; a missing one is E0004. (See
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//! `UnlockOutcome` and `on_unlock`.)
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//!
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//! * Handlers are module-private. The only way to reach one is through the
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//! actor's message interface via this table, so a handler that is never
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//! wired in is dead code — and dead_code is denied below, making an orphan
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//! handler a compile error.
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//!
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//! * Drops onto the `Machine` / `Resolution` / `Cx` primitives with no change
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//! to `src/gen_statem.rs`.
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//!
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//! Default build is clean and runs. A BREAK-CASE MENU at the bottom documents
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//! how to make each of the four guarantees fire.
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//!
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//! Run: `cargo run --example gen_statem_expanded`
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#![deny(dead_code, unreachable_patterns)]
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use smarm::run;
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use smarm::gen_statem::{spawn, Cx, Machine, Reply, Resolution, GenStatemRef};
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// === user types ============================================================
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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enum Door {
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Open,
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Closed,
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Locked,
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}
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struct Data {
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enters: u32, // total state entries (incl. initial)
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pushes: u32, // times a push closed the door
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}
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enum Cast {
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Push,
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Pull,
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Lock,
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Unlock(u32), // carries a key
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}
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enum Call {
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GetState(Reply<Door>),
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GetEnters(Reply<u32>),
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GetPushes(Reply<u32>),
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}
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enum Ev {
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Cast(Cast),
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Call(Call),
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// The runtime's internal events. `Info` is out-of-band (here unused, so
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// `()`); `StateTimeout` / `Timeout` are timer fires the loop feeds back in.
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Info(()),
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StateTimeout,
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Timeout(&'static str),
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}
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const CODE: u32 = 1234;
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// === per-row successor enum for the one branching row ======================
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// `Locked + Unlock` may end in Closed (right key) or Locked (wrong key) — and
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// nothing else. This type IS that declared set; `on_unlock` cannot name Open.
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enum UnlockOutcome {
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Closed,
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Locked,
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}
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impl From<UnlockOutcome> for Door {
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fn from(o: UnlockOutcome) -> Door {
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match o {
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UnlockOutcome::Closed => Door::Closed,
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UnlockOutcome::Locked => Door::Locked,
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}
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}
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}
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// === module-private handlers (side effects / branch choice only) ===========
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// Reachable solely through the table below. Orphan one and it is dead_code.
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fn on_push(data: &mut Data) {
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data.pushes += 1;
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}
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fn on_unlock(key: u32) -> UnlockOutcome {
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if key == CODE {
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UnlockOutcome::Closed
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} else {
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UnlockOutcome::Locked // wrong key: caller will see this == current -> stay
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}
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}
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// === the machine ===========================================================
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struct DoorSm {
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state: Door,
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data: Data,
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}
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impl DoorSm {
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fn start(init: Door) -> GenStatemRef<DoorSm> {
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spawn(DoorSm {
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state: init,
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data: Data { enters: 0, pushes: 0 },
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})
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}
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fn enter(&mut self, cx: &mut Cx<Ev>) {
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self.data.enters += 1;
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// A state-timeout: an Open door auto-closes after a quiet window. The
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// loop auto-resets it on any transition, so it fires only if the door is
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// still Open when it elapses.
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if self.state == Door::Open {
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cx.state_timeout(std::time::Duration::from_millis(5));
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}
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}
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}
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impl Machine for DoorSm {
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type Ev = Ev;
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fn state_timeout_ev() -> Ev {
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Ev::StateTimeout
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}
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fn timeout_ev(name: &'static str) -> Ev {
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Ev::Timeout(name)
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}
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fn on_start(&mut self, cx: &mut Cx<Ev>) {
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self.enter(cx);
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}
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fn handle(&mut self, ev: Ev, cx: &mut Cx<Ev>) {
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let prev = self.state;
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// ---- the transition table -----------------------------------------
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// This match is total over (Door, Ev). Read it as the declared graph:
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// each `=> To(x)` is an edge, each `=> Unhandled` an explicit refusal.
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let res: Resolution<Door> = match (self.state, ev) {
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// --- Open -------------------------------------------------------
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(Door::Open, Ev::Cast(Cast::Push)) => {
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on_push(&mut self.data);
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Resolution::To(Door::Closed)
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}
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(Door::Open, Ev::Cast(Cast::Pull | Cast::Lock | Cast::Unlock(_))) => {
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Resolution::Unhandled
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}
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// --- Closed -----------------------------------------------------
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(Door::Closed, Ev::Cast(Cast::Pull)) => Resolution::To(Door::Open),
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(Door::Closed, Ev::Cast(Cast::Lock)) => Resolution::To(Door::Locked),
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(Door::Closed, Ev::Cast(Cast::Push | Cast::Unlock(_))) => Resolution::Unhandled,
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// --- Locked (branching row: handler picks within UnlockOutcome) -
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(Door::Locked, Ev::Cast(Cast::Unlock(key))) => {
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Resolution::To(on_unlock(key).into())
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}
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(Door::Locked, Ev::Cast(Cast::Push | Cast::Pull | Cast::Lock)) => {
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Resolution::Unhandled
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}
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// --- state-independent queries (reply, then stay) ---------------
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(_, Ev::Call(Call::GetState(r))) => {
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r.reply(prev);
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Resolution::To(prev)
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}
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(_, Ev::Call(Call::GetEnters(r))) => {
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r.reply(self.data.enters);
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Resolution::To(prev)
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}
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(_, Ev::Call(Call::GetPushes(r))) => {
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r.reply(self.data.pushes);
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Resolution::To(prev)
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}
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// --- timeouts: an Open door auto-closes; others have none armed --
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(Door::Open, Ev::StateTimeout) => Resolution::To(Door::Closed),
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(_, Ev::StateTimeout) => Resolution::Unhandled,
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(_, Ev::Timeout(name)) => {
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// No named timeout is armed in this run; a real handler would
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// dispatch on `name`. Acknowledge it to exercise the field.
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let _ = name;
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Resolution::Unhandled
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}
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// --- out-of-band info: silent drop (the gen_server default) ------
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(_, Ev::Info(_)) => Resolution::Unhandled,
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};
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// ---- apply the resolution -----------------------------------------
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match res {
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Resolution::To(s) if s == prev => {} // stay: no enter
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Resolution::To(s) => {
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self.state = s; // sole writer of the state cell
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cx.__reset_state_timeout(); // auto-reset across transitions
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self.enter(cx);
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}
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Resolution::Postpone => unreachable!("postpone is not generated yet"),
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Resolution::Unhandled => cx.on_unhandled(),
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}
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}
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}
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fn main() {
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run(|| {
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let door = DoorSm::start(Door::Closed);
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door.send(Ev::Cast(Cast::Lock)).unwrap(); // Closed -> Locked
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door.send(Ev::Cast(Cast::Push)).unwrap(); // Locked: Push invalid -> Unhandled
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door.send(Ev::Cast(Cast::Unlock(0))).unwrap(); // Locked: wrong key -> stay
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door.send(Ev::Cast(Cast::Unlock(CODE))).unwrap(); // Locked -> Closed
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door.send(Ev::Cast(Cast::Push)).unwrap(); // Closed: Push invalid -> Unhandled
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door.send(Ev::Cast(Cast::Pull)).unwrap(); // Closed -> Open (arms 5ms auto-close)
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door.send(Ev::Info(())).unwrap(); // out-of-band: silently dropped
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// Wait past the auto-close window: the state-timeout fires and the door
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// closes itself, with no further input. (`smarm::sleep` parks the actor
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// without blocking a worker thread, so the timer wheel keeps turning.)
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smarm::sleep(std::time::Duration::from_millis(40));
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let st = door.call(|r| Ev::Call(Call::GetState(r))).unwrap();
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let enters = door.call(|r| Ev::Call(Call::GetEnters(r))).unwrap();
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let pushes = door.call(|r| Ev::Call(Call::GetPushes(r))).unwrap();
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println!("state={st:?} enters={enters} pushes={pushes}");
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assert_eq!(st, Door::Closed); // auto-closed by the state-timeout
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assert_eq!(enters, 5); // Closed(start) + Locked + Closed + Open + Closed
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assert_eq!(pushes, 0); // no push ever closed it this run
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println!("ok");
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});
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}
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// ===========================================================================
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// BREAK-CASE MENU — each makes one compile-time guarantee fire.
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//
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// 1. ORPHAN HANDLER (dead_code -> error):
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// add `fn on_slam(_d: &mut Data) {}` and don't reference it.
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// => error: function `on_slam` is never used
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//
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// 2. CONFLICTING ROW (unreachable_patterns -> error):
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// duplicate an arm, e.g. add a second
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// `(Door::Open, Ev::Cast(Cast::Push)) => Resolution::Unhandled,`
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// => error: unreachable pattern
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//
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// 3. MISSING PAIR (non-exhaustive match, E0004):
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// delete the `(Door::Locked, Ev::Cast(Cast::Push | Cast::Pull | Cast::Lock))`
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// arm.
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// => error[E0004]: non-exhaustive patterns: ... not covered
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//
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// 4. OUT-OF-SET TARGET (E0599):
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// in `on_unlock`, return `UnlockOutcome::Open`.
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// => error[E0599]: no variant ... named `Open` found for enum `UnlockOutcome`
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// ===========================================================================
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