ts-fsm-fix
v1.3.3
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Finite state machine written in typescript
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🤖 Finite state machine written in typescript
❄️ ↔️ 🌊 ↔️ ♨️ Advanced control of entities' lifecycle.
npm install ts-fsm
yarn add ts-fsm
Simple usage
import StateMachine from "ts-fsm";
enum STATE {
SOLID = "SOLID",
LIQUID = "LIQUID",
GAS = "GAS",
}
enum TRANSITION {
MELT = "MELT",
VAPORIZE = "VAPORIZE",
CONDENSE = "CONDENSE",
FREEZE = "FREEZE",
}
interface IDATA {
temperature: number;
}
const states = [{
name: STATE.SOLID,
data: { temperature: -100 },
}, {
name: STATE.LIQUID,
data: { temperature: 50 },
}, {
name: STATE.GAS,
data: { temperature: 200 },
}];
const transitions = [{
name: TRANSITION.MELT,
from: STATE.SOLID,
to: STATE.LIQUID,
}, {
name: TRANSITION.FREEZE,
from: STATE.LIQUID,
to: STATE.SOLID,
}, {
name: TRANSITION.VAPORIZE,
from: STATE.LIQUID,
to: STATE.GAS,
}, {
name: TRANSITION.CONDENSE,
from: STATE.GAS,
to: STATE.LIQUID,
}];
const sm = new StateMachine<STATE, TRANSITION, IDATA>(STATE.SOLID, states, transitions);
sm.state // "SOLID"
sm.data // { temperature: -100 }
sm.transitTo(STATE.LIQUID) // Promise { sm }
.then(sm => {
sm.state; // "LIQUID"
sm.data; // { temperature: 50 }
});
sm.doTransition(TRANSITION.VAPORIZE) // Promise { sm }
.then(sm => {
sm.state; // "GAS"
sm.data; // { temperature: 200 }
});
🏁🏁 Initialization
ts-fsm
provide overloaded constructor and methods signature.
new StateMachine<STATE, TRANSITION, IDATA>(
STATE.SOLID,
states,
transitions
);
new StateMachine<STATE, TRANSITION, IDATA>(
STATE.SOLID, // initial state
{
before: () => {}, // beforeEachState
states,
after: [() => {}, () => {}], // afterEachState
}, {
before: () => {}, // beforeEachTransition
transitions,
after: [() => {}, () => {}], // afterEachTransition
}, {
onError: () => {};
timeout: 1000;
}
);
🍃🎣 Lifecycle Hooks
State machine provide several hooks for track or perform an action when a transition occurs.
As a handler, both a single function and an array of functions can be passed.
As a value, the handler takes transport
, from-state
, to-state
. this
- an instance of state machine.
transport
argument - mutable object, shared and passed through each hook handler.
Transition can be canceled from any handler with explicitly return false
or Promise { false }
, in this case, then the subsequent handlers are not called, and state machine return to previous state.
Each handler can be limited by time with passing timeout
setting into constructor.
| Hook | Define | Fired |
|------|--------|-------|
| afterEachState
| constructor: state: after | after any state
| afterState
| state: after | after specific state
| beforeEachTransition
| constructor: transition: before | before any transition
| beforeTransition
| transition: before | before specific transition
|-|-|-|
| afterTransition
| transition: after | after specific transition
| afterEachTransition
| constructor: transition: after | after any transition
| beforeState
| state: before | before specific state
| beforeEachState
| constructor: state: before | before any state
const increaseEntropy = ({ transport }: { transport: IObject }) => {
transport["entropy"] = transport["entropy"] === undefined ? 0 : transport["entropy"] + 1;
};
new StateMachine<STATE, TRANSITION, IDATA>(
STATE.SOLID,
{
before: increaseEntropy, // accept single function or array of functions
states,
after: [ // accept single function or array of functions
(transport, from, to) => {
console.log(transport["entropy"]); // 0
},
increaseEntropy,
(transport, from, to) => {
console.log(transport["entropy"]); // 1
},
]
},
transitions
);
Also additional aruments can be passed to transitTo
and doTransition
methods.
const handler = (transport, from, to, ...args) => { console.log(args); }
sm.transitTo(STATE.GAS, 1, null, "3"); // [1, null, "3"]
⏲️⏲️ Pending state
doTransition
and transitTo
methods set state machine into pending state.
sm.isPending; // false
sm.transitTo(STATE.GAS)
.then(sm => {
sm.isPending; // false
});
sm.isPending; // true
sm.transitTo(STATE.LIQUID) // throws: StateMachineError#PENDING_STATE
🏜️🌧️ Hydration \ dehydration
Hydration\dehydration mechanism allows save\recover current state of state machine.
Getter dehydrated
returns simple plain object-representation of state machine's state.
Method hydrate
accept object returned by dehydrated
and recover state.
const currentState = sm.hydrated;
console.log(currentState);
/* {
state: "GAS",
data: { temperature: 200 },
transport: { entropy: 2 }
} */
saveToAnywhere(currentState);
// ***********
// later
const savedState = getFromAnywhere();
sm.hydrate(savedState);
🚫⚠️ Custom error handling
By default ts-fsm
throw errors, but this behaviour mey be changed with onError
handler function implementation.
Each time, then ts-fsm
throw an error firstly will fire onError
handler with error passed with first argument.
onError
may throw it's custom error, otherwise ts-fsm
's error will thrown.
Anyway state machine throw error.
new StateMachine<STATE, TRANSITION, IDATA>(
STATE.SOLID,
states,
transitions,
{
onError(error) {
someAwesomeLogger(error);
makeSomeAction();
throw CustomError("Custom Error!");
}
}
);