状态机介绍
在RM内部维护着所有Application的状态。对于每个Application都有一个RMApp对象与之对应。在RMApp的实现类RMAppImpl中,维护着对象的基本信息,包括起始时间、名字、用户、组等信息,其中最复杂的部分莫过于其维护的状态机。
状态与转换解释
-
NEW
RMApp的初始状态,当客户端通过RPC调用RM的submitApplication方法后,RM会初始化RMAppImpl,此时状态机的状态被设置为NEW。 -
NEW_SAVING
表示RM在处理客户端提交作业的请求期间状态为NEW_SAVING。RM的submitApplication方法中,在返回给客户端前,RM会创建START事件,当NEW状态遇到START事件后,RMAppImpl的状态转换为NEW_SAVING。
-
SUBMITTED
表示App已经提交成功,RM已经存下该App状态。两种情况下会转换为SUBMITTED状态:1.当RMAppImpl的状态由NEW转换为NEW_SAVING期间,会触发RMAppNewlySavingTransition的transition方法,在此方法中会调用RMStateStore存储RMAppImpl,事实上是在RMStateStore.ForwardingEventHandler中调用handleStoreEvent方法存储RMAppImpl,完成存储后会调用notifyDoneStoringApplication方法,在此方法中创建RMAppNewSavedEvent事件并交给rmDispatcher。RMAppImpl遇到RMAppNewSavedEvent(对应APP_NEW_SAVED)事件后,状态转换为SUBMITTED。
2.在NEW状态下,如果是Recover模式,且该App存储在RMStateStore中,则转换为SUBMITTED。
-
ACCEPTED
表示该App已经提交给调度器。
在NEW_SAVING转换为SUBMITTED状态的时候,RMAppImpl会触发StartAppAttemptTransition,这时会创建一个新的RMAppAttempt,然后新建RMAppAttemptEventType.START事件给处理器,经过RMAppAttempt处理机。当该RMAppAttempt交给调度器(的某个组)后,状态改为ACCEPTED。 -
RUNNING
AM已经启动并注册到RM上。两种情况下会转换为RUNNING状态:-
AM启动后会向RM注册,这时候会触发RMAppImpl状态转换为RUNNING状态。
-
RMAppImpl也有可能在Recovery模式下转换为RUNNING。
-
-
FINAL_SAVING
FINAL_SAVING状态表示正在保存RMAppImpl到存储器,目的是保证RMAppImpl的状态已经存储下来,当RMStateStore在完成App状态更新到存储器后会根据App的状态转换为最终状态,包括FAILED,FINISHED,FINISHING,KILLED。这个状态其实阻断了原来清晰的状态转换流程,如RUNNING在遇到RMAppEventType.ATTEMPT_FAILED时,转换为FINAL_SAVING状态,但是设置了targetedFinalState为RMAppState.FAILED,最终经过FINAL_SAVING后转换为RMAppState.FAILED状态。
-
FINISHING
FINISHING状态表示RM上相应的App状态已经完成存储工作,在等待RMAppEventType.ATTEMPT_FINISHED事件。因为只有RMAppAttempt结束后RMApp才能结束。在RMAppState.RUNNING状态遇到RMAppEventType.ATTEMPT_UNREGISTERED事件时,RMAppImpl转换为FINAL_SAVING,并存储targetedFinalState为RMAppState.FINISHING,遇到RMAppEventType.APP_UPDATE_SAVED事件后RMAppImpl转换为FINISHING状态。
-
FINISHED
RMAppImpl的结束状态(另外两个结束状态是KILLED和FAILED),正常情况下处于RUNNING的RMAppImpl成功结束后状态就是FINISHED,另外RM收到AM的REJECTED请求后最终状态也是FINISHED,即FINISHED状态是AM主动通知RM自己结束后的状态。 -
FAILED
处于FINAL_SAVING的RMAppImpl遇到RMAppEventType. FAILED事件后RMAppImpl转换为FAILED状态。 -
KILLING
RMAppImpl遇到客户端执行KILL操作后会转换为FINAL_SAVING状态,另外会设置RMAppImpl的targetedFinalState为RMAppEventType.KILL。 -
KILLED
处于FINAL_SAVING的RMAppImpl遇到RMAppEventType.APP_UPDATE_SAVED事件后RMAppImpl转换为KILLED状态。

状态机的构造过程
特点:
- yarn状态机工程StateMachineFactory采用类似于builder模式的fluent模式进行构建。
- 状态转换采用四元组方式表示,包括转换前状态(pre_state),转换后状态(post_state),事件(event_type),回调函数(hook 或者 transaction)。
- installTopology()方法负责构建状态机的Map对象。
public class RMAppImpl implements RMApp, Recoverable {
private static final StateMachineFactory<RMAppImpl,
RMAppState,
RMAppEventType,
RMAppEvent> stateMachineFactory
= new StateMachineFactory<RMAppImpl,
RMAppState,
RMAppEventType,
RMAppEvent>(RMAppState.NEW)
// Transitions from NEW state
.addTransition(RMAppState.NEW, RMAppState.NEW,
RMAppEventType.NODE_UPDATE, new RMAppNodeUpdateTransition())
.addTransition(RMAppState.NEW, RMAppState.NEW_SAVING,
RMAppEventType.START, new RMAppNewlySavingTransition())
.addTransition(RMAppState.NEW, EnumSet.of(RMAppState.SUBMITTED,
RMAppState.ACCEPTED, RMAppState.FINISHED, RMAppState.FAILED,
RMAppState.KILLED, RMAppState.FINAL_SAVING),
RMAppEventType.RECOVER, new RMAppRecoveredTransition())
.addTransition(RMAppState.NEW, RMAppState.KILLED, RMAppEventType.KILL,
new AppKilledTransition())
.addTransition(RMAppState.NEW, RMAppState.FINAL_SAVING,
RMAppEventType.APP_REJECTED,
new FinalSavingTransition(new AppRejectedTransition(),
RMAppState.FAILED))
// Transitions from NEW_SAVING state
.addTransition(RMAppState.NEW_SAVING, RMAppState.NEW_SAVING,
RMAppEventType.NODE_UPDATE, new RMAppNodeUpdateTransition())
.addTransition(RMAppState.NEW_SAVING, RMAppState.SUBMITTED,
RMAppEventType.APP_NEW_SAVED, new AddApplicationToSchedulerTransition())
.addTransition(RMAppState.NEW_SAVING, RMAppState.FINAL_SAVING,
RMAppEventType.KILL,
new FinalSavingTransition(
new AppKilledTransition(), RMAppState.KILLED))
.addTransition(RMAppState.NEW_SAVING, RMAppState.FINAL_SAVING,
RMAppEventType.APP_REJECTED,
new FinalSavingTransition(new AppRejectedTransition(),
RMAppState.FAILED))
.addTransition(RMAppState.NEW_SAVING, RMAppState.NEW_SAVING,
RMAppEventType.MOVE, new RMAppMoveTransition())
// Transitions from SUBMITTED state
.addTransition(RMAppState.SUBMITTED, RMAppState.SUBMITTED,
RMAppEventType.NODE_UPDATE, new RMAppNodeUpdateTransition())
.addTransition(RMAppState.SUBMITTED, RMAppState.SUBMITTED,
RMAppEventType.MOVE, new RMAppMoveTransition())
.addTransition(RMAppState.SUBMITTED, RMAppState.FINAL_SAVING,
RMAppEventType.APP_REJECTED,
new FinalSavingTransition(
new AppRejectedTransition(), RMAppState.FAILED))
.addTransition(RMAppState.SUBMITTED, RMAppState.ACCEPTED,
RMAppEventType.APP_ACCEPTED, new StartAppAttemptTransition())
.addTransition(RMAppState.SUBMITTED, RMAppState.FINAL_SAVING,
RMAppEventType.KILL,
new FinalSavingTransition(
new AppKilledTransition(), RMAppState.KILLED))
// Transitions from ACCEPTED state
.addTransition(RMAppState.ACCEPTED, RMAppState.ACCEPTED,
RMAppEventType.NODE_UPDATE, new RMAppNodeUpdateTransition())
.addTransition(RMAppState.ACCEPTED, RMAppState.ACCEPTED,
RMAppEventType.MOVE, new RMAppMoveTransition())
.addTransition(RMAppState.ACCEPTED, RMAppState.RUNNING,
RMAppEventType.ATTEMPT_REGISTERED)
.addTransition(RMAppState.ACCEPTED,
EnumSet.of(RMAppState.ACCEPTED, RMAppState.FINAL_SAVING),
// ACCEPTED state is possible to receive ATTEMPT_FAILED/ATTEMPT_FINISHED
// event because RMAppRecoveredTransition is returning ACCEPTED state
// directly and waiting for the previous AM to exit.
RMAppEventType.ATTEMPT_FAILED,
new AttemptFailedTransition(RMAppState.ACCEPTED))
.addTransition(RMAppState.ACCEPTED, RMAppState.FINAL_SAVING,
RMAppEventType.ATTEMPT_FINISHED,
new FinalSavingTransition(FINISHED_TRANSITION, RMAppState.FINISHED))
.addTransition(RMAppState.ACCEPTED, RMAppState.KILLING,
RMAppEventType.KILL, new KillAttemptTransition())
.addTransition(RMAppState.ACCEPTED, RMAppState.FINAL_SAVING,
RMAppEventType.ATTEMPT_KILLED,
new FinalSavingTransition(new AppKilledTransition(), RMAppState.KILLED))
.addTransition(RMAppState.ACCEPTED, RMAppState.ACCEPTED,
RMAppEventType.APP_RUNNING_ON_NODE,
new AppRunningOnNodeTransition())
// Transitions from RUNNING state
.addTransition(RMAppState.RUNNING, RMAppState.RUNNING,
RMAppEventType.NODE_UPDATE, new RMAppNodeUpdateTransition())
.addTransition(RMAppState.RUNNING, RMAppState.RUNNING,
RMAppEventType.MOVE, new RMAppMoveTransition())
.addTransition(RMAppState.RUNNING, RMAppState.FINAL_SAVING,
RMAppEventType.ATTEMPT_UNREGISTERED,
new FinalSavingTransition(
new AttemptUnregisteredTransition(),
RMAppState.FINISHING, RMAppState.FINISHED))
.addTransition(RMAppState.RUNNING, RMAppState.FINISHED,
// UnManagedAM directly jumps to finished
RMAppEventType.ATTEMPT_FINISHED, FINISHED_TRANSITION)
.addTransition(RMAppState.RUNNING, RMAppState.RUNNING,
RMAppEventType.APP_RUNNING_ON_NODE,
new AppRunningOnNodeTransition())
.addTransition(RMAppState.RUNNING,
EnumSet.of(RMAppState.ACCEPTED, RMAppState.FINAL_SAVING),
RMAppEventType.ATTEMPT_FAILED,
new AttemptFailedTransition(RMAppState.ACCEPTED))
.addTransition(RMAppState.RUNNING, RMAppState.KILLING,
RMAppEventType.KILL, new KillAttemptTransition())
// Transitions from FINAL_SAVING state
.addTransition(RMAppState.FINAL_SAVING,
EnumSet.of(RMAppState.FINISHING, RMAppState.FAILED,
RMAppState.KILLED, RMAppState.FINISHED), RMAppEventType.APP_UPDATE_SAVED,
new FinalStateSavedTransition())
.addTransition(RMAppState.FINAL_SAVING, RMAppState.FINAL_SAVING,
RMAppEventType.ATTEMPT_FINISHED,
new AttemptFinishedAtFinalSavingTransition())
.addTransition(RMAppState.FINAL_SAVING, RMAppState.FINAL_SAVING,
RMAppEventType.APP_RUNNING_ON_NODE,
new AppRunningOnNodeTransition())
// ignorable transitions
.addTransition(RMAppState.FINAL_SAVING, RMAppState.FINAL_SAVING,
EnumSet.of(RMAppEventType.NODE_UPDATE, RMAppEventType.KILL,
RMAppEventType.APP_NEW_SAVED, RMAppEventType.MOVE))
// Transitions from FINISHING state
.addTransition(RMAppState.FINISHING, RMAppState.FINISHED,
RMAppEventType.ATTEMPT_FINISHED, FINISHED_TRANSITION)
.addTransition(RMAppState.FINISHING, RMAppState.FINISHING,
RMAppEventType.APP_RUNNING_ON_NODE,
new AppRunningOnNodeTransition())
// ignorable transitions
.addTransition(RMAppState.FINISHING, RMAppState.FINISHING,
EnumSet.of(RMAppEventType.NODE_UPDATE,
// ignore Kill/Move as we have already saved the final Finished state
// in state store.
RMAppEventType.KILL, RMAppEventType.MOVE))
// Transitions from KILLING state
.addTransition(RMAppState.KILLING, RMAppState.KILLING,
RMAppEventType.APP_RUNNING_ON_NODE,
new AppRunningOnNodeTransition())
.addTransition(RMAppState.KILLING, RMAppState.FINAL_SAVING,
RMAppEventType.ATTEMPT_KILLED,
new FinalSavingTransition(
new AppKilledTransition(), RMAppState.KILLED))
.addTransition(RMAppState.KILLING, RMAppState.FINAL_SAVING,
RMAppEventType.ATTEMPT_UNREGISTERED,
new FinalSavingTransition(
new AttemptUnregisteredTransition(),
RMAppState.FINISHING, RMAppState.FINISHED))
.addTransition(RMAppState.KILLING, RMAppState.FINISHED,
// UnManagedAM directly jumps to finished
RMAppEventType.ATTEMPT_FINISHED, FINISHED_TRANSITION)
.addTransition(RMAppState.KILLING,
EnumSet.of(RMAppState.FINAL_SAVING),
RMAppEventType.ATTEMPT_FAILED,
new AttemptFailedTransition(RMAppState.KILLING))
.addTransition(RMAppState.KILLING, RMAppState.KILLING,
EnumSet.of(
RMAppEventType.NODE_UPDATE,
RMAppEventType.ATTEMPT_REGISTERED,
RMAppEventType.APP_UPDATE_SAVED,
RMAppEventType.KILL, RMAppEventType.MOVE))
// Transitions from FINISHED state
// ignorable transitions
.addTransition(RMAppState.FINISHED, RMAppState.FINISHED,
RMAppEventType.APP_RUNNING_ON_NODE,
new AppRunningOnNodeTransition())
.addTransition(RMAppState.FINISHED, RMAppState.FINISHED,
EnumSet.of(
RMAppEventType.NODE_UPDATE,
RMAppEventType.ATTEMPT_UNREGISTERED,
RMAppEventType.ATTEMPT_FINISHED,
RMAppEventType.KILL, RMAppEventType.MOVE))
// Transitions from FAILED state
// ignorable transitions
.addTransition(RMAppState.FAILED, RMAppState.FAILED,
RMAppEventType.APP_RUNNING_ON_NODE,
new AppRunningOnNodeTransition())
.addTransition(RMAppState.FAILED, RMAppState.FAILED,
EnumSet.of(RMAppEventType.KILL, RMAppEventType.NODE_UPDATE,
RMAppEventType.MOVE))
// Transitions from KILLED state
// ignorable transitions
.addTransition(RMAppState.KILLED, RMAppState.KILLED,
RMAppEventType.APP_RUNNING_ON_NODE,
new AppRunningOnNodeTransition())
.addTransition(
RMAppState.KILLED,
RMAppState.KILLED,
EnumSet.of(RMAppEventType.APP_ACCEPTED,
RMAppEventType.APP_REJECTED, RMAppEventType.KILL,
RMAppEventType.ATTEMPT_FINISHED, RMAppEventType.ATTEMPT_FAILED,
RMAppEventType.NODE_UPDATE, RMAppEventType.MOVE))
// 初始化状态机
.installTopology();
private final StateMachine<RMAppState, RMAppEventType, RMAppEvent>
stateMachine;
}
StateMachineFactory
说明:
-
addTransition提供三个重载方法,分别:
1、一个初始状态、一个最终状态、一种事件
addTransition(STATE preState, STATE postState, EVENTTYPE eventType)2、一个初始状态、多个最终状态、一种事件;
addTransition(STATE preState, Set<STATE> postStates, EVENTTYPE eventType,MultipleArcTransition<OPERAND, EVENT, STATE> hook)3、一个初始状态、一个最终状态,多种事件;
addTransition(STATE preState, STATE postState, Set<EVENTTYPE> eventTypes,
SingleArcTransition<OPERAND, EVENT> hook) -
StateMachineFactory构造函数的参数对象包括自身对象和ApplicableSingleOrMultipleTransition对象。
-
StateMachineFactory构造函数参数ApplicableSingleOrMultipleTransition实现了ApplicableTransition接口。
-
ApplicableSingleOrMultipleTransition的构造函数参数之一为Transition接口对象。
-
TransitionsListNode的实现在多个addTransaction过程中串联了前后的StateMachineFactory对象。

final public class StateMachineFactory
<OPERAND, STATE extends Enum<STATE>,
EVENTTYPE extends Enum<EVENTTYPE>, EVENT> {
private final TransitionsListNode transitionsListNode;
private Map<STATE, Map<EVENTTYPE, Transition<OPERAND, STATE, EVENTTYPE, EVENT>>> stateMachineTable;
private STATE defaultInitialState;
private final boolean optimized;
// 执行添加Transaction动作
public StateMachineFactory
<OPERAND, STATE, EVENTTYPE, EVENT>
addTransition(STATE preState, STATE postState, EVENTTYPE eventType) {
return addTransition(preState, postState, eventType, null);
}
public StateMachineFactory<OPERAND, STATE, EVENTTYPE, EVENT> addTransition(
STATE preState, STATE postState, Set<EVENTTYPE> eventTypes) {
return addTransition(preState, postState, eventTypes, null);
}
public StateMachineFactory<OPERAND, STATE, EVENTTYPE, EVENT> addTransition(
STATE preState, STATE postState, Set<EVENTTYPE> eventTypes,
SingleArcTransition<OPERAND, EVENT> hook) {
StateMachineFactory<OPERAND, STATE, EVENTTYPE, EVENT> factory = null;
for (EVENTTYPE event : eventTypes) {
if (factory == null) {
factory = addTransition(preState, postState, event, hook);
} else {
factory = factory.addTransition(preState, postState, event, hook);
}
}
return factory;
}
public StateMachineFactory
<OPERAND, STATE, EVENTTYPE, EVENT>
addTransition(STATE preState, STATE postState,
EVENTTYPE eventType,
SingleArcTransition<OPERAND, EVENT> hook){
return new StateMachineFactory<OPERAND, STATE, EVENTTYPE, EVENT>
(this, new ApplicableSingleOrMultipleTransition<OPERAND, STATE, EVENTTYPE, EVENT>
(preState, eventType, new SingleInternalArc(postState, hook)));
}
public StateMachineFactory
<OPERAND, STATE, EVENTTYPE, EVENT>
addTransition(STATE preState, Set<STATE> postStates,
EVENTTYPE eventType,
MultipleArcTransition<OPERAND, EVENT, STATE> hook){
return new StateMachineFactory<OPERAND, STATE, EVENTTYPE, EVENT>
(this,
new ApplicableSingleOrMultipleTransition<OPERAND, STATE, EVENTTYPE, EVENT>
(preState, eventType, new MultipleInternalArc(postStates, hook)));
}
public StateMachineFactory(STATE defaultInitialState) {
this.transitionsListNode = null;
this.defaultInitialState = defaultInitialState;
this.optimized = false;
this.stateMachineTable = null;
}
private StateMachineFactory
(StateMachineFactory<OPERAND, STATE, EVENTTYPE, EVENT> that,
ApplicableTransition<OPERAND, STATE, EVENTTYPE, EVENT> t) {
this.defaultInitialState = that.defaultInitialState;
this.transitionsListNode
= new TransitionsListNode(t, that.transitionsListNode);
this.optimized = false;
this.stateMachineTable = null;
}
// addTransition内部创建StateMachineFactory对象。
private StateMachineFactory
(StateMachineFactory<OPERAND, STATE, EVENTTYPE, EVENT> that,
ApplicableTransition<OPERAND, STATE, EVENTTYPE, EVENT> t) {
this.defaultInitialState = that.defaultInitialState;
this.transitionsListNode = new TransitionsListNode(t, that.transitionsListNode);
this.optimized = false;
this.stateMachineTable = null;
}
private class TransitionsListNode {
final ApplicableTransition<OPERAND, STATE, EVENTTYPE, EVENT> transition;
final TransitionsListNode next;
TransitionsListNode
(ApplicableTransition<OPERAND, STATE, EVENTTYPE, EVENT> transition,
TransitionsListNode next) {
this.transition = transition;
this.next = next;
}
}
// addTransition内StateMachineFactory的参数ApplicableSingleOrMultipleTransition
static private class ApplicableSingleOrMultipleTransition
<OPERAND, STATE extends Enum<STATE>,
EVENTTYPE extends Enum<EVENTTYPE>, EVENT>
implements ApplicableTransition<OPERAND, STATE, EVENTTYPE, EVENT> {
final STATE preState;
final EVENTTYPE eventType;
final Transition<OPERAND, STATE, EVENTTYPE, EVENT> transition;
// ApplicableSingleOrMultipleTransition的构造函数
// ApplicableSingleOrMultipleTransition的参数Transition之一
ApplicableSingleOrMultipleTransition
(STATE preState, EVENTTYPE eventType,
Transition<OPERAND, STATE, EVENTTYPE, EVENT> transition) {
this.preState = preState;
this.eventType = eventType;
this.transition = transition;
}
@Override
public void apply(StateMachineFactory<OPERAND, STATE, EVENTTYPE, EVENT> subject) {
Map<EVENTTYPE, Transition<OPERAND, STATE, EVENTTYPE, EVENT>> transitionMap
= subject.stateMachineTable.get(preState);
if (transitionMap == null) {
transitionMap = new HashMap<EVENTTYPE,
Transition<OPERAND, STATE, EVENTTYPE, EVENT>>();
subject.stateMachineTable.put(preState, transitionMap);
}
transitionMap.put(eventType, transition);
}
}
// SingleInternalArc 和 MultipleInternalArc 实现Transition的接口
private interface Transition<OPERAND, STATE extends Enum<STATE>,
EVENTTYPE extends Enum<EVENTTYPE>, EVENT> {
STATE doTransition(OPERAND operand, STATE oldState,
EVENT event, EVENTTYPE eventType);
}
private class SingleInternalArc
implements Transition<OPERAND, STATE, EVENTTYPE, EVENT> {
private STATE postState;
private SingleArcTransition<OPERAND, EVENT> hook; // transition hook
SingleInternalArc(STATE postState,
SingleArcTransition<OPERAND, EVENT> hook) {
this.postState = postState;
this.hook = hook;
}
@Override
public STATE doTransition(OPERAND operand, STATE oldState,
EVENT event, EVENTTYPE eventType) {
if (hook != null) {
hook.transition(operand, event);
}
return postState;
}
}
private class MultipleInternalArc
implements Transition<OPERAND, STATE, EVENTTYPE, EVENT>{
// Fields
private Set<STATE> validPostStates;
private MultipleArcTransition<OPERAND, EVENT, STATE> hook; // transition hook
MultipleInternalArc(Set<STATE> postStates,
MultipleArcTransition<OPERAND, EVENT, STATE> hook) {
this.validPostStates = postStates;
this.hook = hook;
}
@Override
public STATE doTransition(OPERAND operand, STATE oldState,
EVENT event, EVENTTYPE eventType)
throws InvalidStateTransitonException {
STATE postState = hook.transition(operand, event);
if (!validPostStates.contains(postState)) {
throw new InvalidStateTransitonException(oldState, eventType);
}
return postState;
}
}
private interface ApplicableTransition
<OPERAND, STATE extends Enum<STATE>,
EVENTTYPE extends Enum<EVENTTYPE>, EVENT> {
void apply(StateMachineFactory<OPERAND, STATE, EVENTTYPE, EVENT> subject);
}
}
状态机的Topo结构构建
说明:
- 针对StateMachineFactory的installTopology()操作用于构建状态机的Topo结构。
- installTopology()内部相当于重新创建了一个StateMachineFactory对象。
- 构建Stack<ApplicableTransition<OPERAND, STATE, EVENTTYPE, EVENT>> 对象并遍历TransitionsListNode进行压栈操作。
- 遍历Stack对象进行出栈操作并执行apply操作,每个ApplicableTransition对象都实现了apply操作,即ApplicableSingleOrMultipleTransition对象的apply操作。
- 创建stateMachineTable对象,并构建key为preState前置状态,value为transitionMap对象,transitionMap对象也是Map且key为EventType,value为Transition转换函数。

final public class StateMachineFactory
<OPERAND, STATE extends Enum<STATE>,
EVENTTYPE extends Enum<EVENTTYPE>, EVENT> {
public StateMachineFactory <OPERAND, STATE, EVENTTYPE, EVENT> installTopology() {
return new StateMachineFactory<OPERAND, STATE, EVENTTYPE, EVENT>(this, true);
}
private StateMachineFactory
(StateMachineFactory<OPERAND, STATE, EVENTTYPE, EVENT> that,
boolean optimized) {
this.defaultInitialState = that.defaultInitialState;
this.transitionsListNode = that.transitionsListNode;
this.optimized = optimized;
if (optimized) {
makeStateMachineTable();
} else {
stateMachineTable = null;
}
}
private void makeStateMachineTable() {
Stack<ApplicableTransition<OPERAND, STATE, EVENTTYPE, EVENT>> stack =
new Stack<ApplicableTransition<OPERAND, STATE, EVENTTYPE, EVENT>>();
Map<STATE, Map<EVENTTYPE, Transition<OPERAND, STATE, EVENTTYPE, EVENT>>>
prototype = new HashMap<STATE, Map<EVENTTYPE, Transition<OPERAND, STATE, EVENTTYPE, EVENT>>>();
prototype.put(defaultInitialState, null);
// I use EnumMap here because it'll be faster and denser. I would
// expect most of the states to have at least one transition.
stateMachineTable
= new EnumMap<STATE, Map<EVENTTYPE,
Transition<OPERAND, STATE, EVENTTYPE, EVENT>>>(prototype);
for (TransitionsListNode cursor = transitionsListNode;
cursor != null;
cursor = cursor.next) {
stack.push(cursor.transition);
}
while (!stack.isEmpty()) {
stack.pop().apply(this);
}
}
static private class ApplicableSingleOrMultipleTransition
<OPERAND, STATE extends Enum<STATE>,
EVENTTYPE extends Enum<EVENTTYPE>, EVENT>
implements ApplicableTransition<OPERAND, STATE, EVENTTYPE, EVENT> {
final STATE preState;
final EVENTTYPE eventType;
final Transition<OPERAND, STATE, EVENTTYPE, EVENT> transition;
ApplicableSingleOrMultipleTransition
(STATE preState, EVENTTYPE eventType,
Transition<OPERAND, STATE, EVENTTYPE, EVENT> transition) {
this.preState = preState;
this.eventType = eventType;
this.transition = transition;
}
@Override
public void apply
(StateMachineFactory<OPERAND, STATE, EVENTTYPE, EVENT> subject) {
Map<EVENTTYPE, Transition<OPERAND, STATE, EVENTTYPE, EVENT>> transitionMap
= subject.stateMachineTable.get(preState);
if (transitionMap == null) {
// I use HashMap here because I would expect most EVENTTYPE's to not
// apply out of a particular state, so FSM sizes would be
// quadratic if I use EnumMap's here as I do at the top level.
transitionMap = new HashMap<EVENTTYPE,
Transition<OPERAND, STATE, EVENTTYPE, EVENT>>();
subject.stateMachineTable.put(preState, transitionMap);
}
transitionMap.put(eventType, transition);
}
}
}
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