vegapokerbot/internal/fsm/machine.go

129 lines
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2024-05-13 16:57:55 +03:00
package fsm
import (
"errors"
"fmt"
"sync"
)
var (
// ErrPreventTransition should be returned from Enter if you don't want to perform a state transition and
// everything that needed to be done has been done in Enter callback.
ErrPreventTransition = errors.New("prevents transition; this is not an error")
// ErrStateDoesNotExist will be returned if provided state ID does not exist in this machine.
ErrStateDoesNotExist = errors.New("state does not exist")
)
// MachineHandleInput should be provided to IMachine's Handle method. This function can do two very useful things:
// - It can modify Machine's payload with input data.
// - It can act as a router by changing Machine's state via provided controls.
type MachineHandleInput[T any] func(*T, MachineControls[*T])
// IMachine is a Machine contract. The Machine should be able to do the following:
// - Move to another state (usually called by the IState itself).
// - Handle the state input.
// - Reset the machine.
type IMachine[T any] interface {
MachineControls[*T]
// Handle the state input. Handle func will accept the current payload and modify it based on user input.
Handle(MachineHandleInput[T]) error
// Reset the machine to its initial state.
Reset()
}
// Machine is a finite-state machine implementation.
type Machine[T any] struct {
lock sync.Mutex
payload *T
state StateID
initialState StateID
initialPayload T
states map[StateID]IState[T]
errHandler ErrorState[T]
}
// New machine.
func New[T any](initialState StateID, initialPayload T, states []IState[T], errHandler ErrorState[T]) IMachine[T] {
stateMap := make(map[StateID]IState[T], len(states))
for _, state := range states {
stateMap[state.ID()] = state
}
pl := initialPayload
return &Machine[T]{
state: initialState,
payload: &pl,
initialState: initialState,
initialPayload: initialPayload,
states: stateMap,
errHandler: errHandler,
}
}
// Move to another state.
// Internal: should never be called outside state callbacks.
func (m *Machine[T]) Move(id StateID, payload *T) error {
if id == m.state {
return nil
}
next, err := m.loadState(id, payload)
if next == nil || err != nil {
return err
}
cur, err := m.loadState(m.state, payload)
if err != nil {
return err
}
defer m.lock.Unlock()
m.lock.Lock()
if cur != nil {
cur.Exit(payload)
}
if err := next.Enter(payload, m); err != nil {
if errors.Is(err, ErrPreventTransition) {
return nil
}
m.Reset()
return err
}
m.state = id
return nil
}
// Handle the input.
func (m *Machine[T]) Handle(inputFunc MachineHandleInput[T]) error {
defer m.lock.Unlock()
m.lock.Lock()
inputFunc(m.payload, m)
st, err := m.loadState(m.state, m.payload)
if st == nil || err != nil {
return err
}
st.Handle(m.payload, m)
return nil
}
// Reset the machine.
func (m *Machine[T]) Reset() {
pl := m.initialPayload
m.payload = &pl
m.state = m.initialState
}
func (m *Machine[T]) loadState(id StateID, payload *T) (IState[T], error) {
if id == NilStateID {
return nil, nil
}
st, ok := m.states[id]
if !ok {
return nil, m.fatalError(fmt.Errorf("%w: %s", ErrStateDoesNotExist, id), id, payload)
}
return st, nil
}
func (m *Machine[T]) fatalError(err error, id StateID, payload *T) error {
if m.errHandler != nil {
m.errHandler.Handle(err, m.state, id, payload, m)
}
return nil
}