Android蓝牙源码分析——StateMachine状态机

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StateMachine有自己单独的工作线程,

protected StateMachine(String name) {    mSmThread = new HandlerThread(name);    mSmThread.start();    Looper looper = mSmThread.getLooper();    initStateMachine(name, looper);}

StateMachine中一个很重要的角色就是SmHandler,SmHandler在构造伊始就添加了两个状态:

private SmHandler(Looper looper, StateMachine sm) {    super(looper);    mSm = sm;    addState(mHaltingState, null);    addState(mQuittingState, null);}

这两个状态意思是整个状态机的停止状态和退出状态,如下:

/** * State entered when transitionToHaltingState is called. */private class HaltingState extends State {    @Override    public boolean processMessage(Message msg) {        mSm.haltedProcessMessage(msg);        return true;    }}/** * State entered when a valid quit message is handled. */private class QuittingState extends State {    @Override    public boolean processMessage(Message msg) {        return NOT_HANDLED;    }}

可见这两个状态都是继承自State,这个状态机中的状态都是用State表示的,如下:

public class State implements IState {    protected State() {    }    @Override    public void enter() {    }    @Override    public void exit() {    }    @Override    public boolean processMessage(Message msg) {        return false;    }    @Override    public String getName() {        String name = getClass().getName();        int lastDollar = name.lastIndexOf('$');        return name.substring(lastDollar + 1);    }}

看起来很简单,主要就三个函数,enter表示进入状态的回调,exit表示离开状态的回调,processMessage表示收到消息的回调。

再来看State是如何添加到状态机中的,如下:

/** The map of all of the states in the state machine */private HashMap<State, StateInfo> mStateInfo = new HashMap<State, StateInfo>();private final StateInfo addState(State state, State parent) {    StateInfo parentStateInfo = null;    if (parent != null) {        parentStateInfo = mStateInfo.get(parent);        if (parentStateInfo == null) {            // Recursively add our parent as it's not been added yet.            parentStateInfo = addState(parent, null);        }    }    StateInfo stateInfo = mStateInfo.get(state);    if (stateInfo == null) {        stateInfo = new StateInfo();        mStateInfo.put(state, stateInfo);    }    // Validate that we aren't adding the same state in two different hierarchies.    if ((stateInfo.parentStateInfo != null)            && (stateInfo.parentStateInfo != parentStateInfo)) {        throw new RuntimeException("state already added");    }    stateInfo.state = state;    stateInfo.parentStateInfo = parentStateInfo;    stateInfo.active = false;    return stateInfo;}

可见每个State都只能有最多一个parent,或者没有parent,那这种带层级的State状态机有什么意义呢?因为以往我们认为的状态机都是若干完全独立的状态之间互相切换,不会有状态层级关系的,接下来我们就来看看这种层级关系的奥秘,从状态切换入手:

private final void transitionTo(IState destState) {    mDestState = (State) destState;}

只是设置了一个变量,不免让人有些失望,我们看这个变量在哪引用的,结果是在performTransitions中,而这个函数是在SmHandler的handleMessage中:

/** true if construction of the state machine has not been completed */private boolean mIsConstructionCompleted;@Overridepublic final void handleMessage(Message msg) {    if (!mHasQuit) {        /** Save the current message */        mMsg = msg;        /** State that processed the message */        State msgProcessedState = null;        if (mIsConstructionCompleted) {            /** Normal path */            msgProcessedState = processMsg(msg);        } else if (!mIsConstructionCompleted && (mMsg.what == SM_INIT_CMD)                && (mMsg.obj == mSmHandlerObj)) {            /** Initial one time path. */            mIsConstructionCompleted = true;            invokeEnterMethods(0);        } else {            throw new RuntimeException("StateMachine.handleMessage: "                    + "The start method not called, received msg: " + msg);        }        performTransitions(msgProcessedState, msg);    }}

这个mHasQuit从字面意思上就是状态机quit了,状态切换到QuitState时整个状态机就要destroy了,这时候再发消息也不会处理了。再看mIsConstructionCompleted,这个字面意思是状态机的初始化构造是否结束了,用到的地方也就是handleMessage中,而构造指令就是SM_INIT_CMD,发出指令的地方在状态机启动的时候,如下:

public void start() {    // mSmHandler can be null if the state machine has quit.    SmHandler smh = mSmHandler;    if (smh == null) return;    /** Send the complete construction message */    smh.completeConstruction();}

我们参考AdapterState状态机,如下:

public static AdapterState make(AdapterService service, AdapterProperties adapterProperties) {    Log.d(TAG, "make() - Creating AdapterState");    AdapterState as = new AdapterState(service, adapterProperties);    as.start();    return as;}

就是创建好状态机之后调用其start函数启动状态机。我们接下来看看start函数中completeConstruction的实现,如下:

private final void completeConstruction() {    /**     * Determine the maximum depth of the state hierarchy     * so we can allocate the state stacks.     */    int maxDepth = 0;    for (StateInfo si : mStateInfo.values()) {        int depth = 0;        for (StateInfo i = si; i != null; depth++) {            i = i.parentStateInfo;        }        if (maxDepth < depth) {            maxDepth = depth;        }    }    mStateStack = new StateInfo[maxDepth];    mTempStateStack = new StateInfo[maxDepth];    setupInitialStateStack();    /** Sending SM_INIT_CMD message to invoke enter methods asynchronously */    sendMessageAtFrontOfQueue(obtainMessage(SM_INIT_CMD, mSmHandlerObj));}

这里首先遍历所有的状态,算出最大的深度,然后初始化状态栈mStateStack和mTempStateStack,再调用setupInitialStateStack,最后才发送了SM_INIT_CMD到消息队列的头。

状态机的切换中非常重要的角色就是这个状态栈了,所以我们要重点关注状态栈的初始化。不过这里还是先分析SM_INIT_CMD,发消息的时候还带上了mSmHandlerObj,这个东西就是一个普通的Object,每次状态机自身发的消息都会带上这个Object以区分是外面的消息还是状态机自身的消息,比如关于INIT和QUIT都会带上这个Object。在handleMessage中收到SM_INIT_CMD后会给mIsConstructionCompleted置为true,表示初始化过了,然后调用invokeEnterMethods(0),如下:

private final void invokeEnterMethods(int stateStackEnteringIndex) {    for (int i = stateStackEnteringIndex; i <= mStateStackTopIndex; i++) {        mStateStack[i].state.enter();        mStateStack[i].active = true;    }}

这个函数会从stateStackEnteringIndex到mStateStackTopIndex遍历调用enter函数,这个mStateStackTopIndex是什么呢?要搞清楚这个问题我们就得回到setupInitialStateStack函数了。

private final void setupInitialStateStack() {    StateInfo curStateInfo = mStateInfo.get(mInitialState);    for (mTempStateStackCount = 0; curStateInfo != null; mTempStateStackCount++) {        mTempStateStack[mTempStateStackCount] = curStateInfo;        curStateInfo = curStateInfo.parentStateInfo;    }    // Empty the StateStack    mStateStackTopIndex = -1;    moveTempStateStackToStateStack();}

这里从initial state开始遍历其父state一直到头,遍历路径记录在mTempStateStack中,而将StateStack栈顶index置为-1,然后moveTempStateStackToStateStack。

private final int moveTempStateStackToStateStack() {    int startingIndex = mStateStackTopIndex + 1;    int i = mTempStateStackCount - 1;    int j = startingIndex;    while (i >= 0) {        mStateStack[j] = mTempStateStack[i];        j += 1;        i -= 1;    }    mStateStackTopIndex = j - 1;    return startingIndex;}

这个函数相当于将TempStateStack倒序copy到StateStack中。在TempStateStack中先入栈的是底层的状态,后入栈的是顶层的状态,而StateStack刚好相反,先入栈的是顶层parent状态,后入栈的是底层状态。现在我们回到invokeEnterMethods(0),这里会从StateStack的0开始到mStateStackTopIndex调用enter,也就是从状态机的初始状态的最顶层parent层层往下调到最底层状态的enter。

总结一下,状态机初始化时会先addState,然后设置好initial state,然后start,在start中初始化StateStack,将initial state从祖先开始依次入栈,然后再从祖先开始依次调用他们的enter回调。

我们再回到handleMessage,在invokeEnterMethods之后还调用了performTransitions(msgProcessedState, msg); 这个是检查状态切换的,如果设置过mDestState则这里要切换状态了:

private void performTransitions(State msgProcessedState, Message msg) {    State destState = mDestState;    if (destState != null) {        /**         * Process the transitions including transitions in the enter/exit methods         */        while (true) {            /**             * Determine the states to exit and enter and return the             * common ancestor state of the enter/exit states. Then             * invoke the exit methods then the enter methods.             */            StateInfo commonStateInfo = setupTempStateStackWithStatesToEnter(destState);            invokeExitMethods(commonStateInfo);            int stateStackEnteringIndex = moveTempStateStackToStateStack();            invokeEnterMethods(stateStackEnteringIndex);            /**             * Since we have transitioned to a new state we need to have             * any deferred messages moved to the front of the message queue             * so they will be processed before any other messages in the             * message queue.             */            moveDeferredMessageAtFrontOfQueue();            if (destState != mDestState) {                // A new mDestState so continue looping                destState = mDestState;            } else {                // No change in mDestState so we're done                break;            }        }        mDestState = null;    }    /**     * After processing all transitions check and     * see if the last transition was to quit or halt.     */    if (destState != null) {        if (destState == mQuittingState) {            /**             * Call onQuitting to let subclasses cleanup.             */            mSm.onQuitting();            cleanupAfterQuitting();        } else if (destState == mHaltingState) {            /**             * Call onHalting() if we've transitioned to the halting             * state. All subsequent messages will be processed in             * in the halting state which invokes haltedProcessMessage(msg);             */            mSm.onHalting();        }    }}

由于是初始化,所以msgProcessedState为null,而且mDestState也为null,所以这里其实什么也没有做。再回到handleMessage,如果是初始化之后则会调processMsg,如下

private final State processMsg(Message msg) {    StateInfo curStateInfo = mStateStack[mStateStackTopIndex];    if (isQuit(msg)) {        transitionTo(mQuittingState);    } else {        while (!curStateInfo.state.processMessage(msg)) {            /**             * Not processed             */            curStateInfo = curStateInfo.parentStateInfo;            if (curStateInfo == null) {                /**                 * No parents left so it's not handled                 */                mSm.unhandledMessage(msg);                break;            }        }    }    return (curStateInfo != null) ? curStateInfo.state : null;}

从状态栈中取出栈顶状态,将msg交给该state处理,如果处理了返回true则直接返回当前处理的state,否则交给父state处理,如果一直没有哪个state可以处理的话就调用SmHandler的unhandledMessage。

从processMsg返回到handleMessage后,还会调用performTransitions,不过可以看到如果mDestState为空则什么也不做。而mDestState是调transitionTo设置的,所以如果是单纯的发消息不会涉及状态的切换。

通常transitionState都是在某个state的processMsg中,这样在processMsg返回后继续调performTransitions时就会检查切换状态了。

不过注意的是切换状态会依次将当前状态栈出栈并将新状态链入栈,不过如果两者有共同的祖先结点,那祖先结点就没必要折腾了,只是下面不同的子状态才exit。我们分析performTransitions函数,首先通过setupTempStateStackWithStatesToEnter找到最低公共祖先,这里面就是从目标state开始往上遍历直到发现state是active为止,因为当前state的链上肯定都是active的。

接下来从当前状态开始调用exit直到最低公共祖先,注意不包括这个祖先,路上的state的active都标为false。

我们总结一下,当调enter的时候是从上往下,调exit的时候是从下往上,处理msg的时候也是从下往上。不过也可以理解,初始化的时候是先从上开始,退出的时候是反着来。处理消息也是先让下处理,处理不好才往上走。

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