1 #ifndef BONDCPP__BONDSM_SM_H_ 2 #define BONDCPP__BONDSM_SM_H_ 12 #define SMC_USES_IOSTREAMS 131 : FSMContext(
SM::WaitingForSister),
142 getState().Entry(*
this);
158 return (dynamic_cast<BondSMState&>(*_state));
168 (getState()).
Die(*
this);
202 #endif // BONDCPP__BONDSM_SM_H_
virtual void enterStartState()
SM_Dead(const char *name, int stateId)
BondSMContext(BondSM &owner)
BondSMState(const char *name, int stateId)
virtual void Die(BondSMContext &context)
virtual void Default(BondSMContext &context)
virtual void SisterDead(BondSMContext &context)
virtual void DisconnectTimeout(BondSMContext &context)
BondSMState & getState() const
virtual void Exit(BondSMContext &)
virtual void SisterAlive(BondSMContext &context)
static SM_WaitingForSister WaitingForSister
BondSM & getOwner() const
virtual void Entry(BondSMContext &)
SM_WaitingForSister(const char *name, int stateId)
static SM_AwaitSisterDeath AwaitSisterDeath
BondSMContext(BondSM &owner, const statemap::State &state)
virtual void HeartbeatTimeout(BondSMContext &context)
SM_AwaitSisterDeath(const char *name, int stateId)
virtual void ConnectTimeout(BondSMContext &context)
SM_Default(const char *name, int stateId)
SM_Alive(const char *name, int stateId)