StateMachine有自己單獨的工作線程,
protected StateMachine(String name) {
mSmThread = new HandlerThread(name);
mSmThread.start();
Looper looper = mSmThread.getLooper();
initStateMachine(name, looper);
}
StateMachine中一個很重要的角色就是SmHandler,SmHandler在構造伊始就添加了兩個狀態:
private SmHandler(Looper looper, StateMachine sm) {
super(looper);
mSm = sm;
addState(mHaltingState, null);
addState(mQuittingState, null);
}
這兩個狀態意思是整個狀態機的停止狀態和退出狀態,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;
}
}
可見這兩個狀態都是繼承自State,這個狀態機中的狀態都是用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);
}
}
看起來很簡單,主要就三個函數,enter表示進入狀態的回調,exit表示離開狀態的回調,processMessage表示收到消息的回調。
再來看State是如何添加到狀態機中的,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;
}
可見每個State都只能有最多一個parent,或者沒有parent,那這種帶層級的State狀態機有什麼意義呢?因爲以往我們認爲的狀態機都是若干完全獨立的狀態之間互相切換,不會有狀態層級關係的,接下來我們就來看看這種層級關係的奧祕,從狀態切換入手:
private final void transitionTo(IState destState) {
mDestState = (State) destState;
}
只是設置了一個變量,不免讓人有些失望,我們看這個變量在哪引用的,結果是在performTransitions中,而這個函數是在SmHandler的handleMessage中:
/** true if construction of the state machine has not been completed */
private boolean mIsConstructionCompleted;
@Override
public 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);
}
}
這個mHasQuit從字面意思上就是狀態機quit了,狀態切換到QuitState時整個狀態機就要destroy了,這時候再發消息也不會處理了。再看mIsConstructionCompleted,這個字面意思是狀態機的初始化構造是否結束了,用到的地方也就是handleMessage中,而構造指令就是SM_INIT_CMD,發出指令的地方在狀態機啓動的時候,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();
}
我們參考AdapterState狀態機,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;
}
就是創建好狀態機之後調用其start函數啓動狀態機。我們接下來看看start函數中completeConstruction的實現,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));
}
這裏首先遍歷所有的狀態,算出最大的深度,然後初始化狀態棧mStateStack和mTempStateStack,再調用setupInitialStateStack,最後才發送了SM_INIT_CMD到消息隊列的頭。
狀態機的切換中非常重要的角色就是這個狀態棧了,所以我們要重點關注狀態棧的初始化。不過這裏還是先分析SM_INIT_CMD,發消息的時候還帶上了mSmHandlerObj,這個東西就是一個普通的Object,每次狀態機自身發的消息都會帶上這個Object以區分是外面的消息還是狀態機自身的消息,比如關於INIT和QUIT都會帶上這個Object。在handleMessage中收到SM_INIT_CMD後會給mIsConstructionCompleted置爲true,表示初始化過了,然後調用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;
}
}
這個函數會從stateStackEnteringIndex到mStateStackTopIndex遍歷調用enter函數,這個mStateStackTopIndex是什麼呢?要搞清楚這個問題我們就得回到setupInitialStateStack函數了。
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();
}
這裏從initial state開始遍歷其父state一直到頭,遍歷路徑記錄在mTempStateStack中,而將StateStack棧頂index置爲-1,然後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;
}
這個函數相當於將TempStateStack倒序copy到StateStack中。在TempStateStack中先入棧的是底層的狀態,後入棧的是頂層的狀態,而StateStack剛好相反,先入棧的是頂層parent狀態,後入棧的是底層狀態。現在我們回到invokeEnterMethods(0),這裏會從StateStack的0開始到mStateStackTopIndex調用enter,也就是從狀態機的初始狀態的最頂層parent層層往下調到最底層狀態的enter。
總結一下,狀態機初始化時會先addState,然後設置好initial state,然後start,在start中初始化StateStack,將initial state從祖先開始依次入棧,然後再從祖先開始依次調用他們的enter回調。
我們再回到handleMessage,在invokeEnterMethods之後還調用了performTransitions(msgProcessedState, msg); 這個是檢查狀態切換的,如果設置過mDestState則這裏要切換狀態了:
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();
}
}
}
由於是初始化,所以msgProcessedState爲null,而且mDestState也爲null,所以這裏其實什麼也沒有做。再回到handleMessage,如果是初始化之後則會調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;
}
從狀態棧中取出棧頂狀態,將msg交給該state處理,如果處理了返回true則直接返回當前處理的state,否則交給父state處理,如果一直沒有哪個state可以處理的話就調用SmHandler的unhandledMessage。
從processMsg返回到handleMessage後,還會調用performTransitions,不過可以看到如果mDestState爲空則什麼也不做。而mDestState是調transitionTo設置的,所以如果是單純的發消息不會涉及狀態的切換。
通常transitionState都是在某個state的processMsg中,這樣在processMsg返回後繼續調performTransitions時就會檢查切換狀態了。
不過注意的是切換狀態會依次將當前狀態棧出棧並將新狀態鏈入棧,不過如果兩者有共同的祖先結點,那祖先結點就沒必要折騰了,只是下面不同的子狀態才exit。我們分析performTransitions函數,首先通過setupTempStateStackWithStatesToEnter找到最低公共祖先,這裏面就是從目標state開始往上遍歷直到發現state是active爲止,因爲當前state的鏈上肯定都是active的。
接下來從當前狀態開始調用exit直到最低公共祖先,注意不包括這個祖先,路上的state的active都標爲false。
我們總結一下,當調enter的時候是從上往下,調exit的時候是從下往上,處理msg的時候也是從下往上。不過也可以理解,初始化的時候是先從上開始,退出的時候是反着來。處理消息也是先讓下處理,處理不好才往上走。