StateMachine supports creating productive State Machines In Go
- Introduction
- Usage
- About
State machines provide an alternative way of thinking about how we code any job/process/workflow.
Using a state machine for an object, that reacts to events differently based on its current state, reduces the amount of boilerplate and duct-taping you have to introduce to your code.
StateMachine package provides a feature complete implementation of finite-state machines in Go.
What Is A Finite-State Machine Even?
A finite-state machine (FSM) is an abstract machine that can be in exactly one of a finite number of states at any given time. The FSM can change from one state to another in response to some external inputs; the change from one state to another is called a transition. An FSM is defined by a list of its states, its initial state, and the conditions for each transition.
- Finite-state Machine on Wikipedia
- Coding State Machines in C or C++ by Miro Samek
- Statecharts
- state_machines Ruby Gem
- State Charts XML Notation
- Flying Spaghetti Monster
Run this in your project directory:
go get -u https://github.com/Gurpartap/statemachine-go
Import StateMachine with this line in your Go code:
import "github.com/Gurpartap/statemachine-go"
A complex system that works is invariably found to have evolved from a simple system that worked. A complex system designed from scratch never works and cannot be patched up to make it work. You have to start over with a working simple system.
StateMachine is simple in its specification, DSL, and internal implementation. And it works. There are no plans to introduce advanced FSM features such as regions, submachines, history based transitions, join, fork, etc., unless there's a simple way to do so without affecting the rest of the implementation. Well, submachines have already been implemented (partially and is in flux).
Performance is generally a significant factor when considering the use of a third party package. However, an API that I can actually code and design in my mind, ahead of using it, is just as important to me.
StateMachine's API design and developer productivity take precedence over its benchmark numbers (especially when compared to a bare metal switch statement based state machine implementation, which may not take you as far).
For this, StateMachine provides a DSL using its builder objects. These builders compute and validate the state definitions, and then inject the result (states, events, transitions, callbacks, etc.) into the state machine during its initialization. Subsequently, these builders are free to be garbage collected.
Moreover, the state machinery is not dependent on these DSL builders. State machines may also be initialized from directly allocating definition structs, or even parsing them from JSON, along with pre-registered callback references.
StateMachine definitions comprise of the following basic components:
These, and some additional components are covered below, along with their example usage code.
Adding a state machine is as simple as embedding statemachine.Machine in your struct, defining states and events, along with their transitions.
type Process struct {
statemachine.Machine
// or
Machine statemachine.Machine
}
func NewProcess() *Process {
process := &Process{}
process.Machine = statemachine.NewMachine()
process.Machine.Build(func(m statemachine.MachineBuilder) {
// ...
})
// or
process.Machine = statemachine.BuildNewMachine(func(m statemachine.MachineBuilder) {
// ...
})
return process
}
States, events, and transitions are defined using a DSL composed of "builders",
including statemachine.MachineBuilder
and
statemachine.EventBuilder
. These builders provide a clean and type-safe DSL
for writing the specification of how the state machine functions.
The subsequent examples are a close port of my experience with using the state_machines Ruby gem, from which StateMachine Go package's DSL is highly inspired.
The example represented in the diagram above is implemented in examples/cognizant/process.go
.
If, instead of the builders DSL, you would rather want to specify the StateMachine directly using definition structs, take a look at the ExampleMachineDef test function. The same may also be imported from JSON or HCL.
Possible states in the state machine may be manually defined, along with the initial state. However, states are also inferred from event transition definitions.
Initial state is set during the initialization of the state machine, and is required to be defined in the builder.
process.Machine.Build(func(m statemachine.MachineBuilder) {
m.States("unmonitored", "running", "stopped")
m.States("starting", "stopping", "restarting")
// Initial state must be defined.
m.InitialState("unmonitored")
})
Events act as a virtual function which when fired, trigger a state transition.
process.Machine.Build(func(m statemachine.MachineBuilder) {
m.Event("monitor", ... )
m.Event("start", ... )
m.Event("stop", ... )
m.Event("restart", ... )
m.Event("unmonitor", ... )
m.Event("tick", ... )
})
Currently there one one timed event available:
Makes the event fire automatically at every specified duration.
process.Machine.Build(func(m statemachine.MachineBuilder) {
m.Event("tick", func(e statemachine.EventBuilder) {
e.TimedEvery(1 * time.Second)
// e.Transition().From(...).To(...)
}
// or
m.Event("tick").
TimedEvery(1 * time.Second).
// e.Transition().From(...).To(...)
}
Choice assists in choosing event transition(s) based on a boolean condition.
Note that Choice is not executed if the event also specifies transitions of its own.
The example below runs the tick
event every second, and decides the state to
transition to based on based on whether the process is currently running on the
system or not, as long as we're also not set to SkipTicks
(for
start, stop, and restart grace times).
process.Machine.Build(func(m statemachine.MachineBuilder) {
// the nested way:
m.Event("tick", func(e statemachine.EventBuilder) {
e.Choice(&process.IsProcessRunning, func(c statemachine.ChoiceBuilder) {
c.Unless(process.SkipTick)
c.OnTrue(func(e statemachine.EventBuilder) {
// e.Transition().From(...).To(...)
})
c.OnFalse(func(e statemachine.EventBuilder) {
// e.Transition().From(...).To(...)
})
})
})
// preferred alternative syntax:
m.Event("tick").
TimedEvery(1 * time.Second).
Choice(&process.IsProcessRunning).Label("isRunning"). // Label helps with diagrams and debugging
Unless(process.SkipTick). // TODO: move this to SkipUntil
OnTrue(func(e statemachine.EventBuilder) {
e.Transition().From("starting").To("running")
e.Transition().From("restarting").To("running")
e.Transition().From("stopping").To("running")
e.Transition().From("stopped").To("running")
}).
OnFalse(func(e statemachine.EventBuilder) {
e.Transition().From("starting").To("stopped")
e.Transition().From("restarting").To("stopped")
e.Transition().From("running").To("stopped")
e.Transition().From("stopping").To("stopped")
e.Transition().From("stopped").To("starting").
If(&process.ShouldAutoStart).Label("shouldAutoStart")
})
}
Transitions represent the change in state when an event is fired.
Note that .From(states ...string)
accepts variadic args.
process.Machine.Build(func(m statemachine.MachineBuilder) {
m.Event("monitor", func(e statemachine.EventBuilder) {
e.Transition().From("unmonitored").To("stopped")
})
m.Event("start", func(e statemachine.EventBuilder) {
// from either of the defined states
e.Transition().From("unmonitored", "stopped").To("starting")
})
m.Event("stop", func(e statemachine.EventBuilder) {
e.Transition().From("running").To("stopping")
})
m.Event("restart", func(e statemachine.EventBuilder) {
e.Transition().From("running", "stopped").To("restarting")
})
m.Event("unmonitor", func(e statemachine.EventBuilder) {
e.Transition().FromAny().To("unmonitored")
})
m.Event("tick", func(e statemachine.EventBuilder) {
// ...
})
})
Transition Guards are conditional callbacks which expect a boolean return value, implying whether or not the transition in context should occur.
type TransitionGuardFnBuilder interface {
If(guardFunc ...TransitionGuardFunc)
Unless(guardFunc ...TransitionGuardFunc)
}
Valid TransitionGuardFunc signatures:
*bool
func() bool
func(transition statemachine.Transition) bool
// Assuming process.IsProcessRunning is a bool variable, and
// process.GetIsProcessRunning is a func returning a bool value.
m.Event("tick", func(e statemachine.EventBuilder) {
// If guard
e.Transition().From("starting").To("running").If(&process.IsProcessRunning)
// Unless guard
e.Transition().From("starting").To("stopped").Unless(process.GetIsProcessRunning)
// ...
e.Transition().From("stopped").To("starting").If(func(t statemachine.Transition) bool {
return process.ShouldAutoStart && !process.GetIsProcessRunning()
})
// or
e.Transition().From("stopped").To("starting").
If(&process.ShouldAutoStart).
AndUnless(&process.IsProcessRunning)
// ...
})
Transition Callback methods are called before, around, or after a transition.
Before Transition
callbacks do not act as a conditional, and a bool return
value will not impact the transition.
Valid TransitionCallbackFunc signatures:
func()
func(m statemachine.Machine)
func(t statemachine.Transition)
func(m statemachine.Machine, t statemachine.Transition)
process.Machine.Build(func(m statemachine.MachineBuilder) {
// ...
m.BeforeTransition().FromAny().To("stopping").Do(func() {
process.ShouldAutoStart = false
})
// ...
}
Around Transition
's callback provides a next func as input, which must be
called inside the callback. (TODO: Missing to call the method will trigger a runtime
failure with an appropriately described error.)
Valid TransitionCallbackFunc signatures:
func(next func())
func(m statemachine.Machine, next func())
func(t statemachine.Transition, next func())
func(m statemachine.Machine, t statemachine.Transition, next func())
process.Machine.Build(func(m statemachine.MachineBuilder) {
// ...
m.
AroundTransition().
From("starting", "restarting").
To("running").
Do(func(next func()) {
start := time.Now()
// it'll trigger a failure if next is not called
next()
elapsed = time.Since(start)
log.Printf("it took %s to [re]start the process.\n", elapsed)
})
// ...
})
After Transition
callback is called when the state has successfully
transitioned.
Valid TransitionCallbackFunc signatures:
func()
func(m statemachine.Machine)
func(t statemachine.Transition)
func(m statemachine.Machine, t statemachine.Transition)
process.Machine.Build(func(m statemachine.MachineBuilder) {
// ...
// notify system admin
m.AfterTransition().From("running").ToAny().Do(process.DialHome)
// log all transitions
m.
AfterTransition().
Any().
Do(func(t statemachine.Transition) {
log.Printf("State changed from '%s' to '%s'.\n", t.From(), t.To())
})
// ...
})
There is only one Event Callback method, which is called after an event fails to transition the state.
After Failure
callback is called when there's an error with event firing.
Valid TransitionCallbackFunc signatures:
func()
func(err error)
func(m statemachine.Machine, err error)
func(t statemachine.Event, err error)
func(m statemachine.Machine, t statemachine.Event, err error)
process.Machine.Build(func(m statemachine.MachineBuilder) {
// ...
m.AfterFailure().OnAnyEvent().
Do(func(e statemachine.Event, err error) {
log.Printf(
"could not transition with event='%s' err=%+v\n",
e.Event(),
err
)
})
// ...
})
These may map from one or more from
states to exactly one to
state.
type TransitionBuilder interface {
From(states ...string) TransitionFromBuilder
FromAny() TransitionFromBuilder
FromAnyExcept(states ...string) TransitionFromBuilder
}
type TransitionFromBuilder interface {
ExceptFrom(states ...string) TransitionExceptFromBuilder
To(state string) TransitionToBuilder
}
type TransitionExceptFromBuilder interface {
To(state string) TransitionToBuilder
}
Examples:
e.Transition().From("first_gear").To("second_gear")
e.Transition().From("first_gear", "second_gear", "third_gear").To("stalled")
allGears := vehicle.GetAllGearStates()
e.Transition().From(allGears...).ExceptFrom("neutral_gear").To("stalled")
e.Transition().FromAny().To("stalled")
e.Transition().FromAnyExcept("neutral_gear").To("stalled")
These may map from one or more from
states to one or more to
states.
type TransitionCallbackBuilder interface {
From(states ...string) TransitionCallbackFromBuilder
FromAny() TransitionCallbackFromBuilder
FromAnyExcept(states ...string) TransitionCallbackFromBuilder
}
type TransitionCallbackFromBuilder interface {
ExceptFrom(states ...string) TransitionCallbackExceptFromBuilder
To(states ...string) TransitionCallbackToBuilder
ToSame() TransitionCallbackToBuilder
ToAny() TransitionCallbackToBuilder
ToAnyExcept(states ...string) TransitionCallbackToBuilder
}
type TransitionCallbackExceptFromBuilder interface {
To(states ...string) TransitionCallbackToBuilder
ToSame() TransitionCallbackToBuilder
ToAny() TransitionCallbackToBuilder
ToAnyExcept(states ...string) TransitionCallbackToBuilder
}
Examples:
m.BeforeTransition().From("idle").ToAny().Do(someFunc)
m.AroundTransition().From("state_x").ToAnyExcept("state_y").Do(someFunc)
m.AfterTransition().Any().Do(someFunc)
// ...is same as:
m.AfterTransition().FromAny().ToAny().Do(someFunc)
These may match on one or more events
.
type EventCallbackBuilder interface {
On(events ...string) EventCallbackOnBuilder
OnAnyEvent() EventCallbackOnBuilder
OnAnyEventExcept(events ...string) EventCallbackOnBuilder
}
type EventCallbackOnBuilder interface {
Do(callbackFunc EventCallbackFunc) EventCallbackOnBuilder
}
Examples:
m.AfterFailure().OnAnyEventExcept("event_z").Do(someFunc)
Any callback function's arguments (and return types) are dynamically set based on what types are defined (dependency injection). Setting any unavailable arg or return type will cause a panic during initialization.
For example, if your BeforeTransition() callback does not need access to the
statemachine.Transition
variable, you may just define the callback with a
blank function signature: func()
, instead of
func(t statemachine.Transition)
. Similarly, for an AfterFailure()
callback you can use func(err error)
, or
func(e statemachine.Event, err error)
, or even just func()
.
Copyright 2017 Gurpartap Singh
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.