Line data Source code
1 : /**
2 : * Copyright (c) 2025 Huawei Technologies Co., Ltd.
3 : * This program is free software, you can redistribute it and/or modify it under the terms and conditions of
4 : * CANN Open Software License Agreement Version 2.0 (the "License").
5 : * Please refer to the License for details. You may not use this file except in compliance with the License.
6 : * THIS SOFTWARE IS PROVIDED ON AN "AS IS" BASIS, WITHOUT WARRANTIES OF ANY KIND, EITHER EXPRESS OR IMPLIED,
7 : * INCLUDING BUT NOT LIMITED TO NON-INFRINGEMENT, MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
8 : * See LICENSE in the root of the software repository for the full text of the License.
9 : */
10 :
11 : #include "fsm/peek_state.h"
12 : #include "common/bqs_log.h"
13 : #include "entity.h"
14 : #include "state_manager.h"
15 : namespace dgw {
16 :
17 81 : FsmStatus PeekState::PreProcess(Entity &entity)
18 : {
19 81 : DGW_LOG_INFO("[FSM] Entity id:[%u] type:[%s] state:[%s] desc:[%s].",
20 : entity.GetId(), entity.GetTypeDesc().c_str(),
21 : entity.GetStateDesc(FsmState::FSM_PEEK_STATE).c_str(), entity.ToString().c_str());
22 81 : FsmStatus status = entity.Dequeue();
23 81 : if (status == FsmStatus::FSM_FAILED) {
24 31 : return entity.ChangeState(FsmState::FSM_IDLE_STATE);
25 50 : } else if (status == FsmStatus::FSM_KEEP_STATE) {
26 32 : return FsmStatus::FSM_SUCCESS;
27 18 : } else if (status == FsmStatus::FSM_ERROR_PENDING) {
28 3 : return entity.ChangeState(FsmState::FSM_ERROR_STATE);
29 : } else {
30 15 : return PostProcess(entity);
31 : }
32 : }
33 :
34 6 : FsmStatus PeekState::ProcessMessage(Entity &entity, const InnerMessage &msg)
35 : {
36 : (void)msg;
37 : // deque and schedule next data
38 6 : return PreProcess(entity);
39 : }
40 :
41 14 : FsmStatus PeekState::PostProcess(Entity &entity)
42 : {
43 : // entity in group not need change to TRY_PUSH state, group need change to TRY_PUSH state
44 14 : if (entity.GetHostGroupId() != -1) {
45 : // keep current PEEK state
46 1 : return FsmStatus::FSM_SUCCESS;
47 : }
48 :
49 13 : entity.ResetSrcSubState();
50 : // change to TRY_PUSH state
51 13 : return entity.ChangeState(FsmState::FSM_TRY_PUSH_STATE);
52 : }
53 :
54 1 : FsmStatus GroupPeekState::PostProcess(Entity &entity)
55 : {
56 : // change to TRY_PUSH state
57 1 : return entity.ChangeState(FsmState::FSM_TRY_PUSH_STATE);
58 : }
59 :
60 : REGISTER_STATE(FSM_PEEK_STATE, ENTITY_QUEUE, PeekState);
61 : REGISTER_STATE(FSM_PEEK_STATE, ENTITY_TAG, PeekState);
62 : REGISTER_STATE(FSM_PEEK_STATE, ENTITY_GROUP, GroupPeekState);
63 : } // namespace dgw
|