I use Boost MSM, and I have to pass data / use functions around my state machine. For this I use actions or on_entry hooks to get the data from the event, or get_state() to get data from a previous use state.
Howerver I cannot access the underlying state machine with this technique, and I cannot access at all at the main state machine when I am in a sub-statemachine.
For instance (with playground link):
#include <iostream>
#include <boost/msm/back/state_machine.hpp>
#include <boost/msm/front/functor_row.hpp>
#include <boost/msm/front/state_machine_def.hpp>
namespace msm = boost::msm;
namespace msmf = boost::msm::front;
namespace mpl = boost::mpl;
// ----- Events
struct Ev1 { int data; };
struct Ev2 {};
// ----- State machine
struct MainStateMachine_front : msmf::state_machine_def<MainStateMachine_front>
{
struct StartState: msmf::state<>
{};
struct SubStateMachine_front: msmf::state_machine_def<SubStateMachine_front>
{
struct StartSubState: msmf::state<>
{};
struct ProcessingState: msmf::state<>
{
template <class Event, class FSM>
void on_entry(const Event &, FSM &fsm)
{
const SubStateMachine_front &subSm = fsm.template get_state<const SubStateMachine_front&>(); // Doesn't compile
MainStateMachine_front &sm = fsm.template get_state<MainStateMachine_front&>(); // Doesn't compile
// Doesn't compile either
// const msmf::state_machine_def<SubStateMachine_front> &subSm = fsm.template get_state<const msmf::state_machine_def<SubStateMachine_front>&>(); // Doesn't compile
// msmf::state_machine_def<MainStateMachine_front> &sm = fsm.template get_state<msmf::state_machine_def<MainStateMachine_front>&>(); // Doesn't compile
Ev1 dataEvent = subSm.entry_event;
sm.my_awesome_function(dataEvent.data);
}
};
using initial_state = StartSubState;
struct transition_table:mpl::vector<
// Start Event Target
msmf::Row < StartSubState, Ev2, ProcessingState>
> {};
template <class FSM>
void on_entry(const Ev1 &evt, FSM &)
{
entry_event = evt;
}
Ev1 entry_event;
};
using SubStateMachine = msm::back::state_machine<SubStateMachine_front>;
// Set initial state
using initial_state = StartState;
// Transition table
struct transition_table:mpl::vector<
// Start Event Target
msmf::Row < StartState, Ev1, SubStateMachine>
> {};
void my_awesome_function(int data)
{
std::cout << "Awesome " << data << std::endl;
}
};
using MainStateMachine = msm::back::state_machine<MainStateMachine_front>;
int main()
{
MainStateMachine sm;
sm.start();
sm.process_event(Ev1 { .data = 42 } );
sm.process_event(Ev2 {});
}
In ProcessingState::on_entry, I cannot use get_state to get the SubStateMachine, nor the MainStateMachine.
I know FSM will resolve to SubStateMachine, but is there a way to get the MainStateMachine ?