You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
loop/fsm/fsm.md

3.6 KiB

Finite State Machine Module

This module provides a simple golang finite state machine (FSM) implementation.

Introduction

The state machine uses events and actions to transition between states. The events are used to trigger a transition and the actions are used to perform some work when entering a state. Actions return new events which are then used to trigger the next transition.

Usage

A simple way to use the FSM is to embed it into a struct:

type LightSwitchFSM struct {
	*StateMachine
}

In order to use the FSM you need to define the events, actions and statemaps for the FSM. events are defined as constants, actions are defined as functions on the LightSwitchFSM struct and statemaps are in a map of State to StateMap where StateMap is a map of Event to Action.

For the LightSwitchFSM we can first define the states

const (
	OffState = StateType("Off")
	OnState  = StateType("On")
)

const (
	SwitchOff = EventType("SwitchOff")
	SwitchOn  = EventType("SwitchOn")
)

Next we define the actions, here we're simply going to log from the action.

func (a *LightSwitchFSM) OffAction(_ EventContext) EventType {
	fmt.Println("The light has been switched off")
	return NoOp
}

func (a *LightSwitchFSM) OnAction(_ EventContext) EventType {
	fmt.Println("The light has been switched on")
	return NoOp
}

Next we define the statemap, here we're going to implement a getStates() function that returns the statemap.

func (l *LightSwitchFSM) getStates() States {
	return States{
		OffState: State{
			Action: l.OffAction,
			Transitions: Transitions{
				SwitchOn: OnState,
			},
		},
		OnState: State{
			Action: l.OnAction,
			Transitions: Transitions{
				SwitchOff: OffState,
			},
		},
	}
}

Finally, we can create the FSM and use it.

func NewLightSwitchFSM() *LightSwitchFSM {
	fsm := &LightSwitchFSM{}
	fsm.StateMachine = &StateMachine{
		States:  fsm.getStates(),
		Current: OffState,
	}
	return fsm
}

This is what it would look like to use the FSM:

func TestLightSwitchFSM(t *testing.T) {
	// Create a new light switch FSM.
	lightSwitch := NewLightSwitchFSM()

	// Expect the light to be off
	require.Equal(t, lightSwitch.Current, OffState)

	// Send the On Event
	err := lightSwitch.SendEvent(SwitchOn, nil)
	require.NoError(t, err)

	// Expect the light to be on
	require.Equal(t, lightSwitch.Current, OnState)

	// Send the Off Event
	err = lightSwitch.SendEvent(SwitchOff, nil)
	require.NoError(t, err)

	// Expect the light to be off
	require.Equal(t, lightSwitch.Current, OffState)
}

Observing the state machine

The state machine can be observed by registering an observer. The observer will be called when the state machine transitions between states. The observer is called with the old state, the new state and the event that triggered the transition.

An observer can be registered by calling the RegisterObserver function on the state machine. The observer must implement the Observer interface.

type Observer interface {
	Notify(Notification)
}

An example of a cached observer can be found in observer.go.

More Examples

A more elaborate example that uses error handling, event context and more elaborate actions can be found in here examples_fsm.go. With the tests in examples_fsm_test.go showing how to use the FSM.

Visualizing the FSM

The FSM can be visualized to mermaid markdown using the stateparser.go tool. The visualization for the exampleFSM can be found in example_fsm.md.