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\section{State Machine Code}
Both the PVFS client and server use a state machine model to control
execution. State machines are written in files with a .sm extention and
are compiled into C data structures for further compilation and linking.
A state machine consists of a set of states, with one state indicated as
the first state. Each state includes a state action followed by a set of
the possible transitions to other states. Each transtition includes the
name of the next state and the return code that is used to select that
transition.
Alternatively a state can specify another "nested" state machine rather
than a state action, in which case this new state machine is executed as
a subroutine. Upon return, the nested state machine returns to the
calling state machine. A state can also specify that multiple instances
of a state machine will be executed concurrently. When all of the
concurrent state machines have returned the caller continues.
Transitions can specify another state in the same machine, or to return
from a nested state machine, or to terminate the current state machine.
The following is a synopsis of the state machine language, showing the
various options by way of example:
\begin{verbatim}
/* beginning of .sm file */
/* code at the top of the file is plain C code. */
/* state actions must be declared here before the state machine */
static PINT_sm_action state_action_1 (
struct PINT_smcb *smcb, job_status_s *js_p);
static PINT_sm_action state_action_3 (
struct PINT_smcb *smcb, job_status_s *js_p);
static PINT_sm_action state_action_4 (
struct PINT_smcb *smcb, job_status_s *js_p);
/* helper functions and other declarations go here too */
#define RETVAL 1
%%
/* after the double percent goes the machine declaration */
machine my_machine_sm (
state_1,
state_2,
state_3)
{
state state_1
{
run state_action_1;
success => state_2; /* success is return value 0 */
default => state_4;
}
state state_2
{
jump a_nested_state_machine_sm;
RETVAL => state_3;
}
state state_3
{
pjmp state_action_3
{
/* values here are set up in state_action_3 */
4 => parallel_state_machine_1;
3 => parallel_state_machine_2;
RETVAL => parallel_state_machine_3;
}
default => state_4;
}
state state_4
{
/* this state action cleans up after the pjmp */
run state_action_4;
default => terminate;
}
}
%%
/* after the second double percent all code is in plain C */
/* here we implement all of the state actions */
static PINT_sm_action state_action_1 (
struct PINT_smcb *smcb, job_status_s *js_p)
{
PINT_server_op *sop = (PINT_server_op *)PINT_sm_frame(smcb, PINT_FRAME_CURRENT);
retrn SM_ACTION_COMPLETE;
}
static PINT_sm_action state_action_3 (
struct PINT_smcb *smcb, job_status_s *js_p)
{
PINT_server_op *sop = (PINT_server_op *)PINT_sm_frame(smcb, PINT_FRAME_CURRENT);
/* This state action sets up a pjmp. It needs to push one frame
onto the frame stack for each parallel task. Each time is pushes a
frame it needs to specify a tag that matches one of the tags in the
state machine code above (4, 3, or RETVAL).
*/
for (i = 0; i < sop->req.u.foo.num_servers; i++)
{
PINT_server_op *new = (PINT_server_op *)malloc(sizeof(PINT_server_op));
/* set up new for the new sm probably from the current frame */
new->req.u.foo.blah = sop->req.u.foo.blah;
/* determine which state machine to run */
if (i = 0)
tag = RETVAL; /* run parallel_state_machine_3 */
else
if (somevar > someval)
tag = 4; /* run parallel_state_machine_1 */
else
tag = 3; /* run parallel_state_machine_2 */
/* push frame */
PINT_push_frame(smcb,new,tag);
}
return SM_ACTION_DEFERED;
}
static PINT_sm_action state_action_4 (
struct PINT_smcb *smcb, job_status_s *js_p)
{
PINT_server_op *sop = (PINT_server_op *)PINT_sm_frame(smcb, PINT_FRAME_CURRENT);
/* This state action cleans up after the parallel SMs have been run with
pjmp. The frames pushed before the pjmp are still on the stack and must
be poped off. Presumably there is return information in each one that
must be aggrigated. In particular, error codes should be reviewed.
*/
return SM_ACTION_COMPLETE;
}
\end{verbatim}
\section{State Machine Stacks}
A running state machine has two stacks. One is used implicitly to control flow
in and out of nested state machines. When a state machine performs a jump it
automatically pushes information onto the state stack, and when a nested
state machine returns it automatically pops that information and uses it to
return to the calling state machine. Since this is all done by the built in
logic, we need not consider it further.
The second stack used by a running state machine is the frame stack. A frame
is a collection of data used by the state actions to store local variables and
is analogous to the frames created by compilers of high level languages for
holding local variables and function parameters. The first step of every
state action function is to call PINT_sm_frame() which retrives a frame from the
stack that will be used by the state action. Normally, this will be the
the "current" frame which is indexed by the macro PINT_FRAME_CURRENT or zero.
When a state machine begins execution one frame is allocated to it and pushed
on the stack, becomming the current frame. If no additional frames are pushed
this frame will be the current frame for all states and nested state machines.
Additional frames can be pushed on the stack. Pushing a frame on the stack
does not change the current frame. Frames pushed can be accessed by specifying
a positive index to PINT_sm_frame() and are indexed in the order pushed. Thus,
if a state action pushes 4 frames, they can be retrieved as index 1 (the first
frame pushed), 2, 3, and 4 (the last frame pushed, or top of stack). Of course
frames can also be poped from the stack in the usual LIFO manner.
When there are frames pushed on the frame stack and a state machine executes a
jump to a nested state machine it is assumed that the top frame on the stack
is intended as the new current frame. Once the jump is exected, inside the
nested state machine the top of stack becomes the current frame at index 0, and
there will be no frames on top of it (unless and until it chooses to push some).
When the nested state machine return, the frame stack is restored to its
previous configuration.
It is possible to access frames that were on the stack in the previous context
while inside a nested state machine. These frames are accessed using a negative
index. Thus the frame immediately below the current frame is -1, and the one
below it is -2, and so on. In general, all frames on the stack since the
initiation of the state machine can be accessed. The frame is organized as
follows. There is a linked list of frames accessible from the SMCB through the
field "frames" which is a struct with two fields "next" and "prev". The field
smcb->frames->next points to the top of stack, and the field smcb->frames->prev
points to the bottom of stack. The list is doubly linked and implemented with
the qlist facility in PVFS. All frames should be access via the PINT_sm_frame()
function which takes and SMCB and an integer index as arguments.
The frames can be though of as numbered starting at zero from the bottom of the
stack to N-1 at the top of the stack, where there are N frames in the stack.
The field smcb->frame_count is equal to N. The index passed in through
PINT_sm_frame() is NOT this number. Instead, there is a second field which
records the number of the current frame smcb->base_frame. The index passed to
the function is added to the base_frame to arrive at the number of the desired
frame, counting from the bottom of the stack. For example:
frame_count 6
base_frame 2
frame_number 0 1 2 3 4 5 <- top of stack
index -2 -1 0 1 2 3
In general, the index of the top of stack can be computed as:
(smcb->frame_count - 1) - smcb->base_frame
This should be included in src/common/misc/state_machine.h as a macro:
#define PINT_FRAME_TOP(smcb) (((smcb)->frame_count - 1) - (smcb)->base_frame)
So call to retrieve the frame on top of the stack would be:
top_frame = PINT_sm_frame(smcb,PINT_FRAME_TOP(smcb));
The current frame can be retrieved with the following macro:
current_frame = PINT_sm_frame(smcb,PINT_FRAME_CURRENT);
Offsets from the top or current frame can be made by either adding or subracting
from one of these macros. The bottom frame on the stack would be accessed as
the negative of the base_frame, but this is rarely needed and there isn't a
macro for it at this time.