Static state machine generator for no_std environments

State machines are an essential part of many software architectures and are particularly common on low level systems such as embedded systems. They allow a complicated system to be broken down into many small states with clearly defined transitions between each other. But while they help to break down complexity, they must also be well documented to be understandable.

Rust is well suited to implementing state machines thanks the way its enums are designed. Unfortunately this still comes with a large amount of boilerplate.

Sfsm aims to let the user implement simple, efficient and easy to review state machines that are usable on embedded systems. The main objectives therefore are:

The main objectives therefore are: - no_std compatibility - Self documenting - Easy to use - Low cost

Sfsm tries to achieve these objectives by providing a state machine generator in sfsm-proc and a transition as well as state trait in sfsm-proc. With this, the user can specify the whole state machine on a few lines that are easy to review. From this definition, the whole state machine can be generated without relying on dynamic mechanisms and thus allows to be fully static. All that is left to do is to implement the states and transition necessary to fulfill the Transition and State traits.

Usage

Normal state machine

A state machine can be defined with the following macro call. ignore add_state_machine!( Rocket, // Name of the state machine. Accepts a visibility modifier. WaitForLaunch, // The initial state the state machine will start in [WaitForLaunch, Launch], // All possible states [ WaitForLaunch => Launch, // All transitions ] ); This will generate a state machine called Rocket with an initial state in WaitForLaunch. There are two possible states the state machine will be in - WaitForLaunch and Launch. WaitForLaunch is the initial state and can transit to Launch due to the WaitForLaunch => Launch transition definition. A state machine can have as many states and transitions as desired but all of them must implement the State and the according Transition traits.

Error handling state machine

With the add_fallible_state_machine macro, a state machine with intrinsic error handling can be generated. As soon as the specified error occurs, the state machine immediately jumps into the error state where the error can be handled. ignore add_fallible_state_machine!( Rocket, // Name of the state machine. Accepts a visibility modifier. WaitForLaunch, // The initial state the state machine will start in [WaitForLaunch, Launch, HandleMalfunction], // All possible states [ WaitForLaunch => Launch, // All possible Transitions HandleMalfunction => WaitForLaunch ], RocketMalfunction, // The error type HandleMalfunction // The error state ); Similar to the normal state machine, this will generate a state machine for which the user has to implement the behavior of the states and transitions. In the fallible state machine, the traits that have to be implemented are TryState and TryTransition traits. Additionally, the error state must implement the TryErrorState trait to define how the error is handled.

Messaging system

Additionally, messages to be pushed into or polled from the states, can be defined. ignore add_messages!( Rocket, [ StartLaunch -> WaitForLaunch, // Command the WaitForLaunch state to liftoff Status <- Launch, // Poll the status of the launch state ] ); This creates the code to push StartLaunch into the WaitForLaunch state and to poll Status from the Launch state. Each state can have multiple receive and return messages. They must implement the according ReturnMessage and ReceiveMessage traits.

Examples

Complete examples can be found here here and more information in the doc.