Binstate 1.0.4

There is a newer version of this package available.
See the version list below for details.
dotnet add package Binstate --version 1.0.4                
NuGet\Install-Package Binstate -Version 1.0.4                
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Binstate" Version="1.0.4" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add Binstate --version 1.0.4                
#r "nuget: Binstate, 1.0.4"                
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install Binstate as a Cake Addin
#addin nuget:?package=Binstate&version=1.0.4

// Install Binstate as a Cake Tool
#tool nuget:?package=Binstate&version=1.0.4                

Binstate

Simple but yet powerful state machine. Thread safe. Supports async methods. Supports hierarchically nested states.

Features

Thread safe

The state machine is fully thread safe and allows calling any method from any thread.

Control on what thread enter and exit actions are executed

Binstate don't use it's own thread to execute transitions.

Raise(event) will execute exit action of the current state and enter action of the new state on the current thread. If enter action is blocking Raise will block until enter action finishes. RaiseAsync(event) uses Task.Run to execute transition.

It gives an application full control on threading model of the state machine.

Support async methods

Supports using async methods as enter action of the state. Binstate guarantees that async enter action will finis before calling exit action of the current state and enter action of the new state. Async method should return Task, async void methods are not supported.

Conditional transitions using C# not DSL

Instead of introducing conditional transition into state machine DSL like

.If(CallDialled, Ringing, () => IsValidNumber)
.If(CallDialled, Beeping, () => !IsValidNumber);

or

.If(CheckOverload).Goto(MovingUp)
.Otherwise().Execute(AnnounceOverload)

Binstate allows using C#

.AddTransition(CallDialed, () => IsValidNumber ? Ringing : Beeping)
  
.AddTransition(GoUp, () =>
  {
    if(CheckOverload) return MovingUp;
    AnnounceOverload();
    return null; // no transition will be executed
  });
  

Safe checking if state machine still in the state

The current state of the state machine is not exposed. No knowledge which state to check - less errors.

not TState CurrentState{ get; } but bool InMyState {get;}

private static Task PlayMusic(IStateMachine<State> stateMachine)
{
  return Task.Run(() =>
  {
    while (stateMachine.InMyState)
    {
      // play music
    }
  });
}    

Changing state from enter action

  private async Task TrackGame(IStateMachine<State> stateMachine, string opponentName)
  {
    while (stateMachine.InMyState)
    {
      // track game
      if(IsGameFinished())
        stateMachine.RaiseAsync(GameFinished);
    }
  }  
  

Enter actions with parameters

     builder
      .DefineState(WaitingForGame)
      .OnEnter(WaitForGame)
      .AddTransition<string>(GameStarted, TrackingGame)
      ...

     builder
       .DefineState(TrackingGame)
       .OnEnter<string>(TrackGame)
       ...

Hierarchically nested states

Supports hierarchically nested states, see "Elevator" example.

Examples

Telephone call
  var builder = new Builder<State, Event>();

  builder
    .DefineState(OffHook)
    .AddTransition(CallDialed, Ringing);
  
  builder
    .DefineState(Ringing)
    .AddTransition(HungUp, OffHook)
    .AddTransition(CallConnected, Connected);
  
  builder
    .DefineState(Connected)
    .AddTransition(LeftMessage, OffHook)
    .AddTransition(HungUp, OffHook)
    .AddTransition(PlacedOnHold, OnHold);
  
  builder
    .DefineState(OnHold)
    .OnEnter(PlayMusic)
    .AddTransition(TakenOffHold, Connected)
    .AddTransition(HungUp, OffHook)
    .AddTransition(PhoneHurledAgainstWall, PhoneDestroyed);

  builder
    .DefineState(PhoneDestroyed);

  var stateMachine = builder.Build(OffHook);
  
  // ... 
  stateMachine.RaiseAsync(CallDialed);
  
Elevator
  public class Elevator
  {
    private readonly StateMachine<States, Events> _elevator;

    public Elevator()
    {
        var builder = new Builder<States, Events>();
        
        builder
          .DefineState(States.Healthy)
          .AddTransition(Events.Error, States.Error);
        
        builder
          .DefineState(States.Error)
          .AddTransition(Events.Reset, States.Healthy)
          .AllowReentrancy(Events.Error);
        
        builder
          .DefineState(States.OnFloor).AsSubstateOf(States.Healthy)
          .OnEnter(AnnounceFloor)
          .OnExit(() => Beep(2))
          .AddTransition(Events.CloseDoor, States.DoorClosed)
          .AddTransition(Events.OpenDoor, States.DoorOpen)
          .AddTransition(Events.GoUp, States.MovingUp)
          .AddTransition(Events.GoDown, States.MovingDown);
        
        builder
          .DefineState(States.Moving).AsSubstateOf(States.Healthy)
          .OnEnter(CheckOverload)
          .AddTransition(Events.Stop, States.OnFloor);
        
        builder.DefineState(States.MovingUp).AsSubstateOf(States.Moving);
        builder.DefineState(States.MovingDown).AsSubstateOf(States.Moving);
        builder.DefineState(States.DoorClosed).AsSubstateOf(States.OnFloor);
        builder.DefineState(States.DoorOpen).AsSubstateOf(States.OnFloor);
        
        _elevator = builder.Build(States.OnFloor);
        
        // ready to work
    }

    public void GoToUpperLevel()
    {
      _elevator.Raise(Events.CloseDoor);
      _elevator.Raise(Events.GoUp);
      _elevator.Raise(Events.OpenDoor);
    }

    public void GoToLowerLevel()
    {
      _elevator.Raise(Events.CloseDoor);
      _elevator.Raise(Events.GoDown);
      _elevator.Raise(Events.OpenDoor);
    }

    public void Error()
    {
      _elevator.Raise(Events.Error);
    }

    public void Stop()
    {
      _elevator.Raise(Events.Stop);
    }

    public void Reset()
    {
      _elevator.Raise(Events.Reset);
    }

    private void AnnounceFloor(IStateMachine<Events> stateMachine)
    {
      /* announce floor number */
    }

    private void AnnounceOverload()
    {
      /* announce overload */
    }

    private void Beep(int times)
    {
      /* beep */
    }

    private void CheckOverload(IStateMachine<Events> stateMachine)
    {
      if (IsOverloaded())
      {
        AnnounceOverload();
        stateMachine.RaiseAsync(Events.Stop);
      }
    }

    private bool IsOverloaded() => false;
    
    private enum States
    {
      None,
      Healthy,
      OnFloor,
      Moving,
      MovingUp,
      MovingDown,
      DoorOpen,
      DoorClosed,
      Error
    }

    private enum Events
    {
      GoUp,
      GoDown,
      OpenDoor,
      CloseDoor,
      Stop,
      Error,
      Reset
    }
  }
Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
.NET Core netcoreapp2.0 was computed.  netcoreapp2.1 was computed.  netcoreapp2.2 was computed.  netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.0 is compatible.  netstandard2.1 was computed. 
.NET Framework net461 was computed.  net462 was computed.  net463 was computed.  net47 was computed.  net471 was computed.  net472 was computed.  net48 was computed.  net481 was computed. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen40 was computed.  tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
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This package has no dependencies.

NuGet packages

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Version Downloads Last updated
2.0.2 1,053 12/10/2021
1.1.18 559 4/3/2021
1.0.27 499 10/27/2020
1.0.26 426 10/26/2020
1.0.25 447 10/4/2020
1.0.24 468 9/28/2020
1.0.23 613 9/27/2020
1.0.21 466 9/27/2020
1.0.20 589 9/26/2020
1.0.19 449 9/24/2020
1.0.5 485 4/20/2020
1.0.4 487 4/17/2020
1.0.2 491 4/14/2020