Files
Servers/MoonlightServers.Daemon/Helpers/StateMachine.cs

74 lines
2.2 KiB
C#

namespace MoonlightServers.Daemon.Helpers;
public class StateMachine<T> where T : struct, Enum
{
private readonly List<StateMachineTransition> Transitions = new();
private readonly object Lock = new();
public T CurrentState { get; private set; }
public event Func<T, Task> OnTransitioned;
public event Action<T, Exception> OnError;
public StateMachine(T initialState)
{
CurrentState = initialState;
}
public void AddTransition(T from, T to, T? onError, Func<Task>? fun)
{
Transitions.Add(new()
{
From = from,
To = to,
OnError = onError,
OnTransitioning = fun
});
}
public void AddTransition(T from, T to, Func<Task> fun) => AddTransition(from, to, null, fun);
public void AddTransition(T from, T to) => AddTransition(from, to, null, null);
public async Task TransitionTo(T to)
{
lock (Lock)
{
var transition = Transitions.FirstOrDefault(x =>
x.From.Equals(CurrentState) &&
x.To.Equals(to)
);
if (transition == null)
throw new InvalidOperationException("Unable to transition to the request state: No transition found");
try
{
if(transition.OnTransitioning != null)
transition.OnTransitioning.Invoke().Wait();
// Successfully executed => update state
CurrentState = transition.To;
}
catch (Exception e)
{
if(OnError != null)
OnError.Invoke(to, e);
if (transition.OnError.HasValue)
CurrentState = transition.OnError.Value;
else
throw new AggregateException("An error occured while transitioning to a state", e);
}
}
if(OnTransitioned != null)
await OnTransitioned.Invoke(CurrentState);
}
public class StateMachineTransition
{
public T From { get; set; }
public T To { get; set; }
public T? OnError { get; set; }
public Func<Task>? OnTransitioning { get; set; }
}
}