结构定义
1 struct state_machine {
2 int state;
3
4 };
5 6 enum {
7 s1,
8 s2,
9
10 sn
11 };
假设s1为初始状态,状态变迁为s1->s2->...->sn。
常规实现 状态机处理函数state_machine_handle通常在一个循环内或被事件驱动框架调用,输入data会随时序变化,从而引起状态的变迁,伪代码框架如下。
1
void handle_s1(struct state_machine *sm, void *data)
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{
3
//do something about state 1
4
if(is_satisfy_s2(data))
5
sm->state = s2;
6
}
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8
void handle_s2(struct state_machine *sm, void *data)
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{
10
//do something about state 2
11
if(is_satisfy_s3(data))
12
sm->state = s3;
13
}
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15
void handle_sn_1(struct state_machine *sm, void *data)
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{
17
//do something about state n-1
18
if(is_satisfy_sn(data))
19
sm->state = sn;
20
}
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22
void state_machine_handle(struct state_machine *sm, void *data)
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{
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switch(sm->state)
{
25
case s1:
26
handle_s1(sm,data);
27
break;
28
29
case s2:
30
handle_s2(sm,data);
31
break;
32
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33
case sn:
34
handle_sn(sm,data);
35
break;
36
}
37
} sm->state初始化为s1。
改进实现
为了免去丑陋的switch case分支结构,在state_machine内用成员函数指针handler替代了state,改进后的框架如下。
1
struct state_machine;
2
typedef void (*state_handler)(struct state_machine*,void*);
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struct state_machine
{
5
state_handler handler;
6
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7
};
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9
void handle_s1(struct state_machine *sm, void *data)
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{
11
//do something about state 1
12
if(is_satisfy_s2(data))
13
sm->handler = handle_s2;
14
}
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16
void handle_s2(struct state_machine *sm, void *data)
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{
18
//do something about state 2
19
if(is_satisfy_s3(data))
20
sm->handler = handle_s3;
21
}
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23
void handle_sn_1(struct state_machine *sm, void *data)
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{
25
//do something about state n-1
26
if(is_satisfy_sn(data))
27
sm->handler = handle_sn;
28
}
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30
void state_machine_handle(struct state_machine *sm, void *data)
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{
32
sm->handler(sm, data);
33
}
sm->handler初始化为handle_s1,该方法在性能上应略优于常规方法,而且逻辑更清晰自然,非常适合于网络流的处理,在nginx中分析http和email协议时,得到了广泛应用。
posted on 2016-05-05 09:46
春秋十二月 阅读(4035)
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