This repository shows how to write complex Simpy process as a flat state machine class with one method per state, instead of as a single function with nested loops and try-blocks.
The more states a Simpy process has, and the more complicated the transition paths between them, the more you may get out of state machine notation. Returning the next state is a clearer way to specify a transition than breaking out of a loop, setting a sentinel variable, or treating another state as a child process. But for simple processes, state machine notation is probably overkill.
I'm still exploring the design space, so the repository contains multiple implementations that differ in their internals and/or their method signatures. Feedback is welcome! Leave a comment on this repo, or e-mail [email protected].
Here is a simple Simpy process that simulates a car with two states: parking and driving.
(The code snippets are shown side-by-side; scroll right if you can't see them both.)
Traditional Simpy process function:
import simpy
def old_car(env):
while True:
parking_duration = 2
yield env.timeout(parking_duration)
driving_duration = 5
yield env.timeout(driving_duration)
env = simpy.Environment()
env.process(old_car())
env.run(until=15)
|
Rephrased as a state machine:
import simpy
from simpy_fsm import FSM
class Car(FSM):
def parking(self):
parking_duration = 5
yield self.env.timeout(parking_duration)
return self.driving
def driving(self):
driving_duration = 2
yield self.env.timeout(driving_duration)
return self.parking
env = simpy.Environment()
car = Car(env, 'parking')
env.run(until=15) |
Here is a more complex example: it's a machine that usually produces parts. Sometimes it gets broken, and must await a repairman. The repairman subsequently needs some time to fix the machine.
To focus on the essence, the code below omits the repairman resource and the machine-breaking
process. You can find the full example at
examples/4-preemptive-resource
.
(The code snippets are shown side-by-side; scroll right if you can't see them both.)
Traditional Simpy process function:
import simpy
class Machine(object):
## Init method and other details omitted.
def run_machine(self, repairman):
"""Produce parts as long as the simulation runs.
While making a part, the machine may break,
multiple times. Request a repairman when this
happens.
"""
while True:
# Start making a new part
done_in = time_per_part()
while done_in:
try:
# Working on the part
start = self.env.now
yield self.env.timeout(done_in)
done_in = 0 # Set to 0 to exit the loop.
except simpy.Interrupt:
self.broken = True
# How much time left?
done_in -= self.env.now - start
# Request a repairman. This will preempt
# the UnimportantWork that otherwise
# occupies the repairman.
with repairman.request(priority=1) as req:
yield req
yield self.env.timeout(REPAIR_TIME)
self.broken = False
# Part is done.
self.parts_made += 1
|
Rephrased as a state machine:
import simpy
from simpy_fsm import FSM
class Machine(FSM):
## Init method and other details omitted.
def working(self):
"""Produce parts as long as the simulation runs.
While making a part, the machine may break multiple
times. Request a repairman when this happens.
"""
self.broken = False
start = self.env.now
try:
# Work on the part, finish it, start a new one
yield self.env.timeout(self.work_left)
self.parts_made += 1
self.work_left = time_per_part()
return self.working
except simpy.Interrupt:
# The machine broke. Record how much work was
# left, and await the repair man
self.work_left -= self.env.now - start
return self.awaiting_repairman
def awaiting_repairman(self):
# Request a repairman. This will preempt the
# UnimportantWork that otherwise occupies the
# repairman.
self.broken = True
self.repairman_request = \
self.repairman.request(priority=1)
yield self.repairman_request
return self.being_repaired
def being_repaired(self):
yield self.env.timeout(REPAIR_TIME)
self.repairman.release(self.repairman_request)
return self.working |
The purpose of this repository is to explore the design space for a finite state machine class and/or trampoline function that takes care of
- Exposing the current state for inspection
- Passing data from state to state
- Making sure the two items above work for hierarchical state machines, too.
Relevant files in this repository:
simpy_fsm/
: installed withpip install PATH_TO_REPO_ROOT/setup.py
, use withfrom simpy_fsm import FSM, SubstateFSM
. Needs Python 3.3 or later.examples/standalone_example.py
: a small self-contained example file that contains both an example state machine and the definition of its a trampoline function. Works in Python 2+3examples/hierarchical_fsm.py
: this example shows we can also write hierarchical FSMs by implementing a stoplight that has Red/Yellow/Green as substates of On.examples/{other folders}
Various examples from the simpy docs, both the original code and the FSM-style code. For comparison purposes.worklog.md
-- my working notes. Used to be README.md, until I decided to publish, at which point I thought a tidier front page might be a good idea.
The state machine code has one method per state, and uses a trampoline function to compose the methods into a single process.
The core trampoline function is so short that we can reproduce it here in its entirety.
It is a generator function: calling it returns a generator, so a Simpy environment can use it as a process.
The generator starts by yielding from the first state's subgenerator; when that subgenerator is done, it return
s the next generator function to yield from.
This lets you write a multi-state process as multiple subgenerators, one per state, that transition into each other.
def trampoline(data, initial_state):
state_generator = initial_state(data)
while True:
# Inside the brackets: `yield from` connects the state's generator
# directly to our process's driver, a Simpy Environment.
#
# Eventually, the generator will `return`; at that point, control
# returns here, and we use the return value as the next state function.
state_func = (yield from state_generator)
if state_func is None:
break
state_generator = state_func(data)
In the examples further above, starting the trampoline and creating a Simpy
process is handled by the FSM
superclas.
Here is an illustration of the resulting flow of control for the Car example. The 'hindmost', long, bars indicate for how long the generator objects exist. The smaller bars atop them show when the flow of control passes through each generator.
-
How shall we make sure that a nested FSM does not overwrite its parent's
state
variable, but appends the substate to thestate
list? (#1) -
Should the trampoline function always update the
obj.state
variable, or should we also offer a minimalist FSM class for people who Want To Go Fast? (#2) -
Should the trampoline function only be used as part of the FSM class, or should we make it public for people who want to compose multiple generators but don't want a class? (#3)
-
How to pass data around / what should the signature of every state be? (#4)
mystate(self) -> next_state
: pass data by mutating self; for CSMs (child state machines), parent setsnsm.parent = self
.mystate(self, obj) -> next_state
:obj
is the object representing the process/entity/actor: for top-level FSMsobj
isself
, but for CSMsobj
isparent
mystate(self, data) -> next_state
: usuallyobj
isself
, but for CSMsobj
isparent
mystate(self, arg1, arg2, kwarg3=...) -> next_state, next_state_args, next_state_kwargs
-
Should we use
return self.next_state
orraise Transition(self.next_state)
? (#5) The former is less noisy, the latter is Python 2-compatible. -
Should we choose
yield from mysubstate.generator
oryield from mysubstate
? (#6) In other words: should themysubstate
instance have a generator, or be a generator? -
TODO: benchmark the relative performance of a Simpy function, an FSM instance, and a DIY 'trampoline + generator functions' construction with no object. (#7)
-
TODO: benchmark the relative performance of an FSM instance with 4 states, and a hierarchical state machine where some of the states are moved onto a child FSM. (#8)