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machine_builder.go
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machine_builder.go
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package statemachine
// MachineBuildable implementation is able to consume the result of building
// features from dsl.MachineBuilder. MachineBuildable is oblivious to Machine or
// it's implementation.
type MachineBuildable interface {
SetMachineDef(def *MachineDef)
}
// MachineBuilder provides the ability to define all features of the state
// machine, including states, events, event transitions, and transition
// callbacks. MachineBuilder is oblivious to Machine or it's implementation.
type MachineBuilder interface {
// Build plugs the collected feature definitions into any object
// that understands them (implements MachineBuildable). Use this method
// if you're not using Machine.Build() to define the state machine.
Build(machine MachineBuildable)
SetEventDef(event string, def *EventDef)
ID(id string)
// States pre-defines the set of known states. This is optional because
// all known states will be identified from other definitions.
States(states ...string)
// InitialState defines the state that the machine initializes with.
// Initial state must be defined for every state machine.
InitialState(state string)
Submachine(state string, submachineBuilderFn func(submachineBuilder MachineBuilder))
// Event provides the ability to define possible transitions for an event.
Event(name string, eventBuilderFn ...func(eventBuilder EventBuilder)) EventBuilder
BeforeTransition() TransitionCallbackBuilder
AroundTransition() TransitionCallbackBuilder
AfterTransition() TransitionCallbackBuilder
AfterFailure() EventCallbackBuilder
}
// NewMachineBuilder returns a zero-valued instance of machineBuilder, which
// implements MachineBuilder.
func NewMachineBuilder() MachineBuilder {
return &machineBuilder{
def: NewMachineDef(),
}
}
// machineBuilder implements MachineBuilder.
type machineBuilder struct {
def *MachineDef
}
var _ MachineBuilder = (*machineBuilder)(nil)
func (m *machineBuilder) ID(id string) {
m.def.SetID(id)
}
func (m *machineBuilder) States(states ...string) {
m.def.SetStates(states...)
}
func (m *machineBuilder) InitialState(state string) {
m.def.SetInitialState(state)
}
func (m *machineBuilder) Submachine(state string, submachineBuilderFn func(submachineBuilder MachineBuilder)) {
submachineBuilder := &machineBuilder{def: NewMachineDef()}
submachineBuilderFn(submachineBuilder)
m.def.SetSubmachine(state, submachineBuilder.def)
}
func (m *machineBuilder) Event(name string, eventBuilderFuncs ...func(eventBuilder EventBuilder)) EventBuilder {
// TODO: Restrict public use of .Build(...) on this instance of eventBuilder.
eventBuilder := NewEventBuilder(name)
for _, eventBuilderFunc := range eventBuilderFuncs {
eventBuilderFunc(eventBuilder)
}
e := newEventImpl()
eventBuilder.Build(e)
m.def.AddEvent(name, e.def)
return eventBuilder
}
func (m *machineBuilder) BeforeTransition() TransitionCallbackBuilder {
transitionCallbackDef := &TransitionCallbackDef{validateFor: "BeforeTransition"}
m.def.AddBeforeCallback(transitionCallbackDef)
return newTransitionCallbackBuilder(transitionCallbackDef)
}
func (m *machineBuilder) AroundTransition() TransitionCallbackBuilder {
transitionCallbackDef := &TransitionCallbackDef{validateFor: "AroundTransition"}
m.def.AddAroundCallback(transitionCallbackDef)
return newTransitionCallbackBuilder(transitionCallbackDef)
}
func (m *machineBuilder) AfterTransition() TransitionCallbackBuilder {
transitionCallbackDef := &TransitionCallbackDef{validateFor: "AfterTransition"}
m.def.AddAfterCallback(transitionCallbackDef)
return newTransitionCallbackBuilder(transitionCallbackDef)
}
func (m *machineBuilder) AfterFailure() EventCallbackBuilder {
transitionCallbackDef := &EventCallbackDef{validateFor: "AfterFailure"}
m.def.AddFailureCallback(transitionCallbackDef)
return newEventCallbackBuilder(transitionCallbackDef)
}
func (m *machineBuilder) Build(machine MachineBuildable) {
machine.SetMachineDef(m.def)
}
func (m *machineBuilder) SetEventDef(event string, def *EventDef) {
m.def.AddEvent(event, def)
}