mirror of
https://github.com/lightninglabs/loop
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139 lines
3.6 KiB
Markdown
139 lines
3.6 KiB
Markdown
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# Finite State Machine Module
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This module provides a simple golang finite state machine (FSM) implementation.
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## Introduction
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The state machine uses events and actions to transition between states. The
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events are used to trigger a transition and the actions are used to perform
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some work when entering a state. Actions return new events which are then
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used to trigger the next transition.
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## Usage
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A simple way to use the FSM is to embed it into a struct:
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```go
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type LightSwitchFSM struct {
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*StateMachine
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}
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```
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In order to use the FSM you need to define the events, actions and statemaps
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for the FSM. events are defined as constants, actions are defined as functions
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on the `LightSwitchFSM` struct and statemaps are in a map of `State` to `StateMap`
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where `StateMap` is a map of `Event` to `Action`.
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For the `LightSwitchFSM` we can first define the states
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```go
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const (
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OffState = StateType("Off")
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OnState = StateType("On")
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)
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const (
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SwitchOff = EventType("SwitchOff")
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SwitchOn = EventType("SwitchOn")
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)
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```
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Next we define the actions, here we're simply going to log from the action.
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```go
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func (a *LightSwitchFSM) OffAction(_ EventContext) EventType {
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fmt.Println("The light has been switched off")
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return NoOp
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}
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func (a *LightSwitchFSM) OnAction(_ EventContext) EventType {
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fmt.Println("The light has been switched on")
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return NoOp
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}
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```
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Next we define the statemap, here we're going to implement a getStates()
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function that returns the statemap.
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```go
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func (l *LightSwitchFSM) getStates() States {
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return States{
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OffState: State{
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Action: l.OffAction,
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Transitions: Transitions{
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SwitchOn: OnState,
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},
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},
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OnState: State{
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Action: l.OnAction,
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Transitions: Transitions{
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SwitchOff: OffState,
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},
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},
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}
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}
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```
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Finally, we can create the FSM and use it.
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```go
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func NewLightSwitchFSM() *LightSwitchFSM {
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fsm := &LightSwitchFSM{}
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fsm.StateMachine = &StateMachine{
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States: fsm.getStates(),
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Current: OffState,
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}
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return fsm
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}
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```
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This is what it would look like to use the FSM:
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```go
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func TestLightSwitchFSM(t *testing.T) {
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// Create a new light switch FSM.
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lightSwitch := NewLightSwitchFSM()
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// Expect the light to be off
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require.Equal(t, lightSwitch.Current, OffState)
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// Send the On Event
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err := lightSwitch.SendEvent(SwitchOn, nil)
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require.NoError(t, err)
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// Expect the light to be on
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require.Equal(t, lightSwitch.Current, OnState)
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// Send the Off Event
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err = lightSwitch.SendEvent(SwitchOff, nil)
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require.NoError(t, err)
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// Expect the light to be off
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require.Equal(t, lightSwitch.Current, OffState)
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}
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```
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## Observing the state machine
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The state machine can be observed by registering an observer. The observer
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will be called when the state machine transitions between states. The observer
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is called with the old state, the new state and the event that triggered the
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transition.
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An observer can be registered by calling the `RegisterObserver` function on
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the state machine. The observer must implement the `Observer` interface.
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```go
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type Observer interface {
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Notify(Notification)
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}
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```
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An example of a cached observer can be found in [observer.go](./observer.go).
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## More Examples
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A more elaborate example that uses error handling, event context and more
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elaborate actions can be found in here [examples_fsm.go](./example_fsm.go).
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With the tests in [examples_fsm_test.go](./example_fsm_test.go) showing how to
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use the FSM.
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## Visualizing the FSM
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The FSM can be visualized to mermaid markdown using the [stateparser.go](./stateparser/stateparser.go)
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tool. The visualization for the exampleFSM can be found in [example_fsm.md](./example_fsm.md).
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