109 lines
2.9 KiB
Go
109 lines
2.9 KiB
Go
package statemachine
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import (
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"errors"
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"sync"
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)
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// This code has been shamelessly lifted from this blog post:
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// https://venilnoronha.io/a-simple-state-machine-framework-in-go
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// Many thanks to the author, Venil Norohnha
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// ErrEventRejected is the error returned when the state machine cannot process
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// an event in the state that it is in.
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var ErrEventRejected = errors.New("event rejected")
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const (
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// Default represents the default state of the system.
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Default StateType = ""
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// NoOp represents a no-op event.
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NoOp EventType = "NoOp"
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)
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// StateType represents an extensible state type in the state machine.
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type StateType string
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// EventType represents an extensible event type in the state machine.
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type EventType string
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// EventContext represents the context to be passed to the action implementation.
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type EventContext interface{}
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// Action represents the action to be executed in a given state.
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type Action interface {
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Execute(eventCtx EventContext) EventType
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}
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// Events represents a mapping of events and states.
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type Events map[EventType]StateType
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// State binds a state with an action and a set of events it can handle.
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type State struct {
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Action Action
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Events Events
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}
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// States represents a mapping of states and their implementations.
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type States map[StateType]State
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// StateMachine represents the state machine.
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type StateMachine struct {
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// Previous represents the previous state.
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Previous StateType
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// Current represents the current state.
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Current StateType
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// States holds the configuration of states and events handled by the state machine.
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States States
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// mutex ensures that only 1 event is processed by the state machine at any given time.
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mutex sync.Mutex
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}
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// getNextState returns the next state for the event given the machine's current
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// state, or an error if the event can't be handled in the given state.
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func (s *StateMachine) getNextState(event EventType) (StateType, error) {
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if state, ok := s.States[s.Current]; ok {
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if state.Events != nil {
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if next, ok := state.Events[event]; ok {
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return next, nil
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}
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}
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}
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return Default, ErrEventRejected
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}
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// SendEvent sends an event to the state machine.
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func (s *StateMachine) SendEvent(event EventType, eventCtx EventContext) error {
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s.mutex.Lock()
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defer s.mutex.Unlock()
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for {
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// Determine the next state for the event given the machine's current state.
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nextState, err := s.getNextState(event)
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if err != nil {
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return ErrEventRejected
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}
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// Identify the state definition for the next state.
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state, ok := s.States[nextState]
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if !ok || state.Action == nil {
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// configuration error
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}
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// Transition over to the next state.
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s.Previous = s.Current
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s.Current = nextState
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// Execute the next state's action and loop over again if the event returned
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// is not a no-op.
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nextEvent := state.Action.Execute(eventCtx)
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if nextEvent == NoOp {
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return nil
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}
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event = nextEvent
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}
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}
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