[Erlang Systems]

3 Gen_Fsm Behaviour

This chapter should be read in conjunction with gen_fsm(3), where all interface functions and callback functions are described in detail.

3.1 Finite State Machines

A finite state machine, FSM, can be described as a set of relations of the form:

State(S) x Event(E) -> Actions(A), State(S')
    

These relations are interpreted as meaning:

If we are in state S and the event E occurs, we should perform the actions A and make a transition to the state S'.

For an FSM implemented using the gen_fsm behaviour, the state transition rules are written as a number of Erlang functions which conform to the following convention:

StateName(Event, StateData) ->
    .. code for actions here ...
    {next_state, StateName', StateData'}
    

3.2 Example

A door with a code lock could be viewed as an FSM. Initially, the door is closed. When someone presses a button, this generates an event. If the button sequence pressed so far is the correct code, the door is opened and held open for 30 seconds (30000 milliseconds). If the button sequence is incomplete, the door remains closed and we wait for another button to be pressed. If the button sequence is wrong, we start all over, waiting for a new button sequence.

Implementing the code lock FSM using gen_fsm results in this callback module:

-module(code_lock).
-behaviour(gen_fsm).

-export([start_link/1]).
-export([button/1]).
-export([init/1, closed/2, open/2]).

start_link(Code) ->
    gen_fsm:start_link({local, code_lock}, code_lock, Code, []).

button(Digit) ->
    gen_fsm:send_event(code_lock, {button, Digit}).

init(Code) ->
    {ok, closed, {[], Code}}.

closed({button, Digit}, {SoFar, Code}) ->
    case [Digit|SoFar] of
        Code ->
            do_open(),
            {next_state, open, {[], Code}, 3000};
        Incomplete when length(Incomplete)<length(Code) ->
            {next_state, closed, {Incomplete, Code}};
        _Wrong ->
            {next_state, closed, {[], Code}};
    end.

open(timeout, State) ->
    do_close(),
    {next_state, closed, State}.
    

The code is explained in the next sections.

3.3 Starting a Gen_Fsm

In the example in the previous section, the gen_fsm is started by calling code_lock:start_link(Code):

start_link(Code) ->
    gen_fsm:start_link({local, code_lock}, code_lock, Code, []).
    

start_link calls the function gen_fsm:start_link/4. This function spawns and links to a new process, a gen_fsm.

If name registration succeeds, the new gen_fsm process calls the callback function code_lock:init(Code). init is expected to return {ok, StateName, StateData}, where StateName is the name of the initial state of the gen_fsm. In this case closed, assuming the door is closed to begin with. StateData is the internal state of the gen_fsm. (For gen_fsms, the internal state is often referred to 'state data' to distinguish it from the state as in states of a state machine.) In this case, the state data is the button sequence so far (empty to begin with) and the correct code of the lock.

init(Code) ->
    {ok, closed, {[], Code}}.
    

Note that gen_fsm:start_link is synchronous. It does not return until the gen_fsm has been initialized and is ready to receive notifications.

3.4 Notifying About Events

The function notifying the code lock about a button event is implemented using gen_fsm:send_event/2:

button(Digit) ->
    gen_fsm:send_event(code_lock, {button, Digit}).
    

code_lock is the name of the gen_fsm and must agree with the name used to start it. {button, Digit} is the actual event.

The event is made into a message and sent to the gen_fsm. When the event is received, the gen_fsm calls StateName(Event, StateData) which is expected to return a tuple {next_state, StateName1, StateData1}. StateName is the name of the current state and StateName1 is the name of the next state to go to. StateData1 is a new value for the state data of the gen_fsm.

closed({button, Digit}, {SoFar, Code}) ->
    case [Digit|SoFar] of
        Code ->
            do_open(),
            {next_state, open, {[], Code}, 30000};
        Incomplete when length(Incomplete)<length(Code) ->
            {next_state, closed, {Incomplete, Code}};
        _Wrong ->
            {next_state, closed, {[], Code}};
    end.

open(timeout, State) ->
    do_close(),
    {next_state, closed, State}.
    

If the door is closed and a button is pressed, the complete button sequence so far is compared with the correct code for the lock and, depending on the result, the door is either opened and the gen_fsm goes to state open, or the door remains in state closed.

3.5 Timeouts

When a correct code has been givened, the door is opened and the following tuple is returned from closed/2:

{next_state, open, {[], Code}, 30000};
    

30000 is a timeout value in milliseconds. After 30000 milliseconds, i.e. 30 seconds, a timeout occurs. Then StateName(timeout, StateData) is called. In this case, the timeout occurs when the door has been in state open for 30 seconds and then the door is closed:

open(timeout, State) ->
    do_close(),
    {next_state, closed, State}.
    

3.6 All State Events

Sometimes an event can arrive at any state of the gen_fsm. Instead of sending the message with gen_fsm:send_event/2 and writing one clause handling the event for each state function, the message can be sent with gen_fsm:send_all_state_event/2 and handled with Module:handle_event/3:

-module(code_lock).
...
-export([stop/0]).
...

stop() ->
    gen_fsm:send_all_state_event(code_lock, stop).

...

handle_event(stop, _StateName, StateData) ->
    {stop, normal, StateData}.
    

3.7 Stopping

If the gen_fsm is part of a supervision tree, no stop function is needed. The gen_fsm will automatically be terminated by its supervisor calling exit(Pid, shutdown).

The gen_fsm process does not trap exit signals. If it is necessary to do some cleaning up before termination, it should be set to trap exit signals in the init function and another callback function terminate(Reason, State) should be implemented doing the cleaning up:

init(Args) ->
    ...,
    process_flag(trap_exit, true),
    ...,
    {ok, StateName, StateData}.

...

terminate(shutdown, StateName, StateData) ->
    ..code for cleaning up here..
    ok.
    

If the gen_fsm is not part of a supervision tree, a stop function may be useful. The gen_fsm will automatically call the callback function terminate(Reason, StateName, StateData) if another of the callback functions returns {stop, Reason, State2} instead of {next_state,...}. Example:

-module(code_lock).
...
-export([stop/0]).
...

stop() ->
    gen_fsm:send_all_state_event(code_lock, stop).

...

handle_event(stop, _StateName, StateData) ->
    {stop, normal, StateData}.

...

terminate(normal, _StateName, _StateData) ->
    ok.
    

3.8 Handling Other Messages

If the gen_fsm should be able to receive other messages than events, the callback function handle_info(Info, StateName, StateData) must be implemented to handle them. Examples on other messages could be exit messages, if the gen_fsm is linked to other processes (than the supervisor) and trapping exit signals.

handle_info({'EXIT', Pid, Reason}, StateName, StateData) ->
    ..code to handle exits here..
    {next_state, StateName1, StateData1}.
    

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