2024-05-13 16:57:55 +03:00
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package fsm
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import (
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"errors"
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"fmt"
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"gitea.neur0tx.site/Neur0toxine/vegapokerbot/pkg/types"
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)
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var (
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// ErrPreventTransition should be returned from Enter if you don't want to perform a state transition and
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// everything that needed to be done has been done in Enter callback.
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ErrPreventTransition = errors.New("prevents transition; this is not an error")
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// ErrStateDoesNotExist will be returned if provided state ID does not exist in this machine.
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ErrStateDoesNotExist = errors.New("state does not exist")
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)
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// MachineStateRouter should be provided to IMachine. This function can do two very useful things:
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// - It can modify Machine's payload.
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// - It can act as a router by changing Machine's state via provided controls.
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type MachineStateRouter[T any] func(*T, MachineControlsWithState[T])
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// MachineStateProvider provided to every Handle call. It can be used to set the initial state of the machine or to
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// update existing machine state.
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type MachineStateProvider[T any] func(*T) *T
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// IMachine is a Machine contract. The Machine should be able to do the following:
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// - Move to another state (usually called by the IState itself).
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// - Handle the state input.
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// - Reset the machine.
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type IMachine[T any] interface {
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MachineControlsWithState[T]
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// Handle the state input. Handle func will accept the current payload and modify it based on user input.
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Handle(MachineStateProvider[T]) error
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// Reset the machine to its initial state.
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Reset()
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}
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// Machine is a finite-state machine implementation.
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type Machine[T any] struct {
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payload *T
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stateRouter MachineStateRouter[T]
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state StateID
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initialState StateID
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states *types.Map[StateID, IState[T]]
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errHandler ErrorState[T]
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}
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// New machine.
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func New[T any](initialState StateID, router MachineStateRouter[T], states []IState[T], errHandler ErrorState[T]) IMachine[T] {
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stateMap := types.NewMap[StateID, IState[T]]()
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for _, state := range states {
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stateMap.Set(state.ID(), state)
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}
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return &Machine[T]{
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state: initialState,
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stateRouter: router,
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initialState: initialState,
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states: stateMap,
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errHandler: errHandler,
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}
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}
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// Move to another state.
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// Internal: should never be called outside state callbacks.
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func (m *Machine[T]) Move(id StateID, payload *T) error {
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if id == m.state {
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return nil
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}
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next, err := m.loadState(id, payload)
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if next == nil || err != nil {
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return err
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}
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cur, err := m.loadState(m.state, payload)
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if err != nil {
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return err
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}
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if cur != nil {
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cur.Exit(payload)
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}
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if err := next.Enter(payload, m); err != nil {
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if errors.Is(err, ErrPreventTransition) {
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return nil
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}
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m.Reset()
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return err
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}
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m.state = id
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m.payload = payload
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return nil
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}
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// Handle the input.
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func (m *Machine[T]) Handle(provider MachineStateProvider[T]) error {
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if provider != nil {
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m.payload = provider(m.payload)
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}
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if m.stateRouter != nil {
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m.stateRouter(m.payload, m)
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}
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st, err := m.loadState(m.state, m.payload)
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if st == nil || err != nil {
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return err
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}
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st.Handle(m.payload, m)
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return nil
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}
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// State of the Machine.
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func (m *Machine[T]) State() *T {
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return m.payload
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}
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// Reset the machine.
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func (m *Machine[T]) Reset() {
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m.payload = nil
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m.state = m.initialState
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}
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func (m *Machine[T]) loadState(id StateID, payload *T) (IState[T], error) {
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if id == NilStateID {
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return nil, nil
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}
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st, ok := m.states.Get(id)
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if !ok {
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return nil, m.fatalError(fmt.Errorf("%w: %s", ErrStateDoesNotExist, id), id, payload)
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}
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return st, nil
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}
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func (m *Machine[T]) fatalError(err error, id StateID, payload *T) error {
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if m.errHandler != nil {
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m.errHandler.Handle(err, m.state, id, payload, m)
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}
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return nil
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}
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