A framework and a DSL for building finite state machines in Rust

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The rust-fsm crate provides a simple and universal framework for building state machines in Rust with minimum effort.

The essential part of this crate is the StateMachineImpl trait. This trait allows a developer to provide a strict state machine definition, e.g. specify its:

Note that on the implementation level such abstraction allows build any type of state machines:

Feature flags

Default

Non-default

Usage in no_std environments

This library has the feature named std which is enabled by default. You may want to import this library as rust-fsm = { version = "0.7", default-features = false, features = ["dsl"] } to use it in a no_std environment. This only affects error types (the Error trait is only available in std).

The DSL implementation re-export is gated by the feature named dsl which is also enabled by default.

Use

Initially this library was designed to build an easy to use DSL for defining state machines on top of it. Using the DSL will require to connect an additional crate rust-fsm-dsl (this is due to limitation of the procedural macros system).

Using the DSL for defining state machines

The DSL is parsed by the state_machine macro. Here is a little example.

use rust_fsm::*;

state_machine! {
    #[derive(Debug)]
    #[repr(C)]
    /// A Circuit Breaker state machine.
    circuit_breaker(Closed)

    Closed(Unsuccessful) => Open [SetupTimer],
    Open(TimerTriggered) => HalfOpen,
    HalfOpen => {
        Successful => Closed,
        Unsuccessful => Open [SetupTimer]
    }
}

This code sample:

This state machine can be used as follows:

// Initialize the state machine. The state is `Closed` now.
let mut machine = circuit_breaker::StateMachine::new();
// Consume the `Successful` input. No state transition is performed.
let _ = machine.consume(&circuit_breaker::Input::Successful);
// Consume the `Unsuccesful` input. The machine is moved to the `Open`
// state. The output is `SetupTimer`.
let output = machine.consume(&circuit_breaker::Input::Unsuccessful).unwrap();
// Check the output
if let Some(circuit_breaker::Output::SetupTimer) = output {
    // Set up the timer...
}
// Check the state
if let circuit_breaker::State::Open = machine.state() {
    // Do something...
}

The following entities are generated:

Note that if there is no outputs in the specification, the output alphabet is an empty enum and due to technical limitations of many Rust attributes, no attributes (e.g. derive, repr) are applied to it.

Within the state_machine macro you must define at least one state transition.

Visibility

You can specify visibility like this:

use rust_fsm::*;

state_machine! {
    pub CircuitBreaker(Closed)

    Closed(Unsuccessful) => Open [SetupTimer],
    Open(TimerTriggered) => HalfOpen,
    HalfOpen => {
        Successful => Closed,
        Unsuccessful => Open [SetupTimer],
    }
}

The default visibility is private.

Custom alphabet types

You can supply your own types to use as input, output or state. All of them are optional: you can use only one of them or all of them at once if you want to. The current limitation is that you have to supply a fully qualified type path.

use rust_fsm::*;

pub enum Input {
    Successful,
    Unsuccessful,
    TimerTriggered,
}

pub enum State {
    Closed,
    HalfOpen,
    Open,
}

pub enum Output {
    SetupTimer,
}

state_machine! {
    #[state_machine(input(crate::Input), state(crate::State), output(crate::Output))]
    circuit_breaker(Closed)

    Closed(Unsuccessful) => Open [SetupTimer],
    Open(TimerTriggered) => HalfOpen,
    HalfOpen => {
        Successful => Closed,
        Unsuccessful => Open [SetupTimer]
    }
}

Diagrams

state_machine macro can document your state machines with diagrams. This is controlled by the diagram feature, which is non-default. The diagrams are generated in the Mermaid format. This feature includes the Mermaid script into the documentation page.

To see this in action, download the repository and run:

cargo doc -p doc-example --open

image

Without DSL

The state_machine macro has limited capabilities (for example, a state cannot carry any additional data), so in certain complex cases a user might want to write a more complex state machine by hand.

All you need to do to build a state machine is to implement the StateMachineImpl trait and use it in conjuctions with some of the provided wrappers (for now there is only StateMachine).

You can see an example of the Circuit Breaker state machine in the project repository.

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