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Go中的有限状态机FSM的详细介绍(二)
2023-07-23 13:29:42 】 浏览:65
Tags:FSM
LD_STATE> - called before leaving <OLD_STATE> // // 4. leave_state - called before leaving all states // // 5. enter_<NEW_STATE> - called after entering <NEW_STATE> // // 6. enter_state - called after entering all states // // 7. after_<EVENT> - called after event named <EVENT> // // 8. after_event - called after all events // // There are also two short form versions for the most commonly used callbacks. // They are simply the name of the event or state: // // 1. <NEW_STATE> - called after entering <NEW_STATE> // // 2. <EVENT> - called after event named <EVENT> // // If both a shorthand version and a full version is specified it is undefined // which version of the callback will end up in the internal map. This is due // to the pseudo random nature of Go maps. No checking for multiple keys is // currently performed.

从上面我们知道了,d.enterState(e) 是在called after entering all states 时执行的。

2.2.1 完整版书写的Callbacks执行顺序

从上面的注释能知道完整版书写的Callbacks的执行顺序如下:

2.2.2 简写版的Callbacks执行顺序

2.2.3 注意事项

虽然Callbacks的写法有两种,但是不能同时使用完整版和简写版,否则最终使用那个版本是不确定的。

2.3 较为完整的例子

package main

import (
	"context"
	"fmt"

	"github.com/looplab/fsm"
)

type Door struct {
	Name  string
	FSM *fsm.FSM
}

func NewDoor(name string) *Door {
	d := &Door{
		Name: name,
	}

	d.FSM = fsm.NewFSM(
		"closed",
		fsm.Events{
			{Name: "open", Src: []string{"closed"}, Dst: "open"},
			{Name: "close", Src: []string{"open"}, Dst: "closed"},
		},
		fsm.Callbacks{
			"before_open": func(_ context.Context, e *fsm.Event) { d.beforeOpen(e) },
			"before_event": func(_ context.Context, e *fsm.Event) { d.beforeEvent(e) },
			"leave_closed": func(_ context.Context, e *fsm.Event) { d.leaveClosed(e) },
			"leave_state": func(_ context.Context, e *fsm.Event) { d.leaveState(e) },
			"enter_open": func(_ context.Context, e *fsm.Event) { d.enterOpen(e) },
			"enter_state": func(_ context.Context, e *fsm.Event) { d.enterState(e) },
			"after_open": func(_ context.Context, e *fsm.Event) { d.afterOpen(e) },
			"after_event": func(_ context.Context, e *fsm.Event) { d.afterEvent(e) },
		},
	)

	return d
}

func (d *Door) beforeOpen(e *fsm.Event) {
	fmt.Printf("beforeOpen, current state:%s, Dst:%s \n", d.FSM.Current(), e.Dst)
}

func (d *Door) beforeEvent(e *fsm.Event) {
	fmt.Printf("beforeEvent, current state:%s, Dst:%s \n", d.FSM.Current(), e.Dst)
}

func (d *Door) leaveClosed(e *fsm.Event) {
	fmt.Printf("leaveClosed, current state:%s, Dst:%s \n", d.FSM.Current(), e.Dst)
}

func (d *Door) leaveState(e *fsm.Event) {
	fmt.Printf("leaveState, current state:%s, Dst:%s \n", d.FSM.Current(), e.Dst)
}


func (d *Door) enterOpen(e *fsm.Event) {
	fmt.Printf("enterOpen, current state:%s, Dst:%s \n", d.FSM.Current(), e.Dst)
}


func (d *Door) enterState(e *fsm.Event) {
	fmt.Printf("enterState, current state:%s, Dst:%s \n", d.FSM.Current(), e.Dst)
}


func (d *Door) afterOpen(e *fsm.Event) {
	fmt.Printf("afterOpen, current state:%s, Dst:%s \n", d.FSM.Current(), e.Dst)
}

func (d *Door) afterEvent(e *fsm.Event) {
	fmt.Printf(&qu
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