go-common/app/job/main/relation/fsm/fsm.go
2019-04-22 18:49:16 +08:00

433 lines
12 KiB
Go

// Copyright (c) 2013 - Max Persson <max@looplab.se>
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Package fsm implements a finite state machine.
//
// It is heavily based on two FSM implementations:
//
// Javascript Finite State Machine
// https://github.com/jakesgordon/javascript-state-machine
//
// Fysom for Python
// https://github.com/oxplot/fysom (forked at https://github.com/mriehl/fysom)
//
package fsm
import (
"strings"
"sync"
)
// transitioner is an interface for the FSM's transition function.
type transitioner interface {
transition(*FSM) error
}
// FSM is the state machine that holds the current state.
//
// It has to be created with NewFSM to function properly.
type FSM struct {
// current is the state that the FSM is currently in.
current string
// transitions maps events and source states to destination states.
transitions map[eKey]string
// callbacks maps events and targers to callback functions.
callbacks map[cKey]Callback
// transition is the internal transition functions used either directly
// or when Transition is called in an asynchronous state transition.
transition func()
// transitionerObj calls the FSM's transition() function.
transitionerObj transitioner
// stateMu guards access to the current state.
stateMu sync.RWMutex
// eventMu guards access to Event() and Transition().
eventMu sync.Mutex
}
// EventDesc represents an event when initializing the FSM.
//
// The event can have one or more source states that is valid for performing
// the transition. If the FSM is in one of the source states it will end up in
// the specified destination state, calling all defined callbacks as it goes.
type EventDesc struct {
// Name is the event name used when calling for a transition.
Name string
// Src is a slice of source states that the FSM must be in to perform a
// state transition.
Src []string
// Dst is the destination state that the FSM will be in if the transition
// succeds.
Dst string
}
// Callback is a function type that callbacks should use. Event is the current
// event info as the callback happens.
type Callback func(*Event)
// Events is a shorthand for defining the transition map in NewFSM.
type Events []EventDesc
// Callbacks is a shorthand for defining the callbacks in NewFSM.a
type Callbacks map[string]Callback
// NewFSM constructs a FSM from events and callbacks.
//
// The events and transitions are specified as a slice of Event structs
// specified as Events. Each Event is mapped to one or more internal
// transitions from Event.Src to Event.Dst.
//
// Callbacks are added as a map specified as Callbacks where the key is parsed
// as the callback event as follows, and called in the same order:
//
// 1. before_<EVENT> - called before event named <EVENT>
//
// 2. before_event - called before all events
//
// 3. leave_<OLD_STATE> - called before leaving <OLD_STATE>
//
// 4. leave_state - called before leaving all states
//
// 5. enter_<NEW_STATE> - called after entering <NEW_STATE>
//
// 6. enter_state - called after entering all states
//
// 7. after_<EVENT> - called after event named <EVENT>
//
// 8. after_event - called after all events
//
// There are also two short form versions for the most commonly used callbacks.
// They are simply the name of the event or state:
//
// 1. <NEW_STATE> - called after entering <NEW_STATE>
//
// 2. <EVENT> - called after event named <EVENT>
//
// If both a shorthand version and a full version is specified it is undefined
// which version of the callback will end up in the internal map. This is due
// to the psuedo random nature of Go maps. No checking for multiple keys is
// currently performed.
func NewFSM(initial string, events []EventDesc, callbacks map[string]Callback) *FSM {
f := &FSM{
transitionerObj: &transitionerStruct{},
current: initial,
transitions: make(map[eKey]string),
callbacks: make(map[cKey]Callback),
}
// Build transition map and store sets of all events and states.
allEvents := make(map[string]bool)
allStates := make(map[string]bool)
for _, e := range events {
for _, src := range e.Src {
f.transitions[eKey{e.Name, src}] = e.Dst
allStates[src] = true
allStates[e.Dst] = true
}
allEvents[e.Name] = true
}
// Map all callbacks to events/states.
for name, fn := range callbacks {
var target string
var callbackType int
switch {
case strings.HasPrefix(name, "before_"):
target = strings.TrimPrefix(name, "before_")
if target == "event" {
target = ""
callbackType = callbackBeforeEvent
} else if _, ok := allEvents[target]; ok {
callbackType = callbackBeforeEvent
}
case strings.HasPrefix(name, "leave_"):
target = strings.TrimPrefix(name, "leave_")
if target == "state" {
target = ""
callbackType = callbackLeaveState
} else if _, ok := allStates[target]; ok {
callbackType = callbackLeaveState
}
case strings.HasPrefix(name, "enter_"):
target = strings.TrimPrefix(name, "enter_")
if target == "state" {
target = ""
callbackType = callbackEnterState
} else if _, ok := allStates[target]; ok {
callbackType = callbackEnterState
}
case strings.HasPrefix(name, "after_"):
target = strings.TrimPrefix(name, "after_")
if target == "event" {
target = ""
callbackType = callbackAfterEvent
} else if _, ok := allEvents[target]; ok {
callbackType = callbackAfterEvent
}
default:
target = name
if _, ok := allStates[target]; ok {
callbackType = callbackEnterState
} else if _, ok := allEvents[target]; ok {
callbackType = callbackAfterEvent
}
}
if callbackType != callbackNone {
f.callbacks[cKey{target, callbackType}] = fn
}
}
return f
}
// Current returns the current state of the FSM.
func (f *FSM) Current() string {
f.stateMu.RLock()
defer f.stateMu.RUnlock()
return f.current
}
// Is returns true if state is the current state.
func (f *FSM) Is(state string) bool {
f.stateMu.RLock()
defer f.stateMu.RUnlock()
return state == f.current
}
// SetState allows the user to move to the given state from current state.
// The call does not trigger any callbacks, if defined.
func (f *FSM) SetState(state string) {
f.stateMu.Lock()
defer f.stateMu.Unlock()
f.current = state
}
// Can returns true if event can occur in the current state.
func (f *FSM) Can(event string) bool {
f.stateMu.RLock()
defer f.stateMu.RUnlock()
_, ok := f.transitions[eKey{event, f.current}]
return ok && (f.transition == nil)
}
// Cannot returns true if event can not occure in the current state.
// It is a convenience method to help code read nicely.
func (f *FSM) Cannot(event string) bool {
return !f.Can(event)
}
// Event initiates a state transition with the named event.
//
// The call takes a variable number of arguments that will be passed to the
// callback, if defined.
//
// It will return nil if the state change is ok or one of these errors:
//
// - event X inappropriate because previous transition did not complete
//
// - event X inappropriate in current state Y
//
// - event X does not exist
//
// - internal error on state transition
//
// The last error should never occur in this situation and is a sign of an
// internal bug.
func (f *FSM) Event(event string, args ...interface{}) error {
f.eventMu.Lock()
defer f.eventMu.Unlock()
f.stateMu.RLock()
defer f.stateMu.RUnlock()
if f.transition != nil {
return InTransitionError{event}
}
dst, ok := f.transitions[eKey{event, f.current}]
if !ok {
for ekey := range f.transitions {
if ekey.event == event {
return InvalidEventError{event, f.current}
}
}
return UnknownEventError{event}
}
e := &Event{f, event, f.current, dst, nil, args, false, false}
err := f.beforeEventCallbacks(e)
if err != nil {
return err
}
if f.current == dst {
f.afterEventCallbacks(e)
return NoTransitionError{e.Err}
}
// Setup the transition, call it later.
f.transition = func() {
f.stateMu.Lock()
f.current = dst
f.stateMu.Unlock()
f.enterStateCallbacks(e)
f.afterEventCallbacks(e)
}
if err = f.leaveStateCallbacks(e); err != nil {
if _, ok := err.(CanceledError); ok {
f.transition = nil
}
return err
}
// Perform the rest of the transition, if not asynchronous.
f.stateMu.RUnlock()
err = f.doTransition()
f.stateMu.RLock()
if err != nil {
return InternalError{}
}
return e.Err
}
// Transition wraps transitioner.transition.
func (f *FSM) Transition() error {
f.eventMu.Lock()
defer f.eventMu.Unlock()
return f.doTransition()
}
// doTransition wraps transitioner.transition.
func (f *FSM) doTransition() error {
return f.transitionerObj.transition(f)
}
// transitionerStruct is the default implementation of the transitioner
// interface. Other implementations can be swapped in for testing.
type transitionerStruct struct{}
// Transition completes an asynchrounous state change.
//
// The callback for leave_<STATE> must prviously have called Async on its
// event to have initiated an asynchronous state transition.
func (t transitionerStruct) transition(f *FSM) error {
if f.transition == nil {
return NotInTransitionError{}
}
f.transition()
f.transition = nil
return nil
}
// beforeEventCallbacks calls the before_ callbacks, first the named then the
// general version.
func (f *FSM) beforeEventCallbacks(e *Event) error {
if fn, ok := f.callbacks[cKey{e.Event, callbackBeforeEvent}]; ok {
fn(e)
if e.canceled {
return CanceledError{e.Err}
}
}
if fn, ok := f.callbacks[cKey{"", callbackBeforeEvent}]; ok {
fn(e)
if e.canceled {
return CanceledError{e.Err}
}
}
return nil
}
// leaveStateCallbacks calls the leave_ callbacks, first the named then the
// general version.
func (f *FSM) leaveStateCallbacks(e *Event) error {
if fn, ok := f.callbacks[cKey{f.current, callbackLeaveState}]; ok {
fn(e)
if e.canceled {
return CanceledError{e.Err}
} else if e.async {
return AsyncError{e.Err}
}
}
if fn, ok := f.callbacks[cKey{"", callbackLeaveState}]; ok {
fn(e)
if e.canceled {
return CanceledError{e.Err}
} else if e.async {
return AsyncError{e.Err}
}
}
return nil
}
// enterStateCallbacks calls the enter_ callbacks, first the named then the
// general version.
func (f *FSM) enterStateCallbacks(e *Event) {
if fn, ok := f.callbacks[cKey{f.current, callbackEnterState}]; ok {
fn(e)
}
if fn, ok := f.callbacks[cKey{"", callbackEnterState}]; ok {
fn(e)
}
}
// afterEventCallbacks calls the after_ callbacks, first the named then the
// general version.
func (f *FSM) afterEventCallbacks(e *Event) {
if fn, ok := f.callbacks[cKey{e.Event, callbackAfterEvent}]; ok {
fn(e)
}
if fn, ok := f.callbacks[cKey{"", callbackAfterEvent}]; ok {
fn(e)
}
}
const (
callbackNone int = iota
callbackBeforeEvent
callbackLeaveState
callbackEnterState
callbackAfterEvent
)
// cKey is a struct key used for keeping the callbacks mapped to a target.
type cKey struct {
// target is either the name of a state or an event depending on which
// callback type the key refers to. It can also be "" for a non-targeted
// callback like before_event.
target string
// callbackType is the situation when the callback will be run.
callbackType int
}
// eKey is a struct key used for storing the transition map.
type eKey struct {
// event is the name of the event that the keys refers to.
event string
// src is the source from where the event can transition.
src string
}