Would anyone have an example of implementing a state machine in continuation passing style (CPS)? I'm looking for a simple example although it does not have to be.
I'd like to implement a state machine for a game lobby where on receipt of event-1 I would send game summaries, on event-2 player summaries, etc. I will then build on this example to implement a poker logic state machine.
In the game logic fsm there are events like player-joined and player-left and where the game would end when there are not enough players or begin when enough players joined and where it would otherwise state in the same state.
Thanks, Joel