Class: StateMachine::Event
- Inherits:
-
Object
- Object
- StateMachine::Event
- Includes:
- Assertions, MatcherHelpers
- Defined in:
- lib/state_machine/event.rb
Overview
An event defines an action that transitions an attribute from one state to another. The state that an attribute is transitioned to depends on the branches configured for the event.
Instance Attribute Summary collapse
-
#branches ⇒ Object
readonly
The list of branches that determine what state this event transitions objects to when fired.
-
#human_name(klass = @machine.owner_class) ⇒ Object
Transforms the event name into a more human-readable format, such as “turn on” instead of “turn_on”.
-
#known_states ⇒ Object
readonly
A list of all of the states known to this event using the configured branches/transitions as the source.
-
#machine ⇒ Object
The state machine for which this event is defined.
-
#name ⇒ Object
readonly
The name of the event.
-
#qualified_name ⇒ Object
readonly
The fully-qualified name of the event, scoped by the machine’s namespace.
Instance Method Summary collapse
-
#can_fire?(object, requirements = {}) ⇒ Boolean
Determines whether any transitions can be performed for this event based on the current state of the given object.
-
#context(&block) ⇒ Object
Evaluates the given block within the context of this event.
-
#draw(graph, options = {}) ⇒ Object
Draws a representation of this event on the given graph.
-
#fire(object, *args) ⇒ Object
Attempts to perform the next available transition on the given object.
-
#initialize(machine, name, options = {}) ⇒ Event
constructor
Creates a new event within the context of the given machine.
-
#initialize_copy(orig) ⇒ Object
Creates a copy of this event in addition to the list of associated branches to prevent conflicts across events within a class hierarchy.
-
#inspect ⇒ Object
Generates a nicely formatted description of this event’s contents.
-
#on_failure(object) ⇒ Object
Marks the object as invalid and runs any failure callbacks associated with this event.
-
#reset ⇒ Object
Resets back to the initial state of the event, with no branches / known states associated.
-
#transition(options) ⇒ Object
Creates a new transition that determines what to change the current state to when this event fires.
-
#transition_for(object, requirements = {}) ⇒ Object
Finds and builds the next transition that can be performed on the given object.
Methods included from MatcherHelpers
Methods included from Assertions
#assert_exclusive_keys, #assert_valid_keys
Constructor Details
#initialize(machine, name, options = {}) ⇒ Event
Creates a new event within the context of the given machine
Configuration options:
-
:human_name
- The human-readable version of this event’s name
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# File 'lib/state_machine/event.rb', line 51 def initialize(machine, name, = {}) #:nodoc: assert_valid_keys(, :human_name) @machine = machine @name = name @qualified_name = machine.namespace ? :"#{name}_#{machine.namespace}" : name @human_name = [:human_name] || @name.to_s.tr('_', ' ') reset # Output a warning if another event has a conflicting qualified name if conflict = machine.owner_class.state_machines.detect {|other_name, other_machine| other_machine != @machine && other_machine.events[qualified_name, :qualified_name]} name, other_machine = conflict warn "Event #{qualified_name.inspect} for #{machine.name.inspect} is already defined in #{other_machine.name.inspect}" else add_actions end end |
Instance Attribute Details
#branches ⇒ Object (readonly)
The list of branches that determine what state this event transitions objects to when fired
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# File 'lib/state_machine/event.rb', line 41 def branches @branches end |
#human_name(klass = @machine.owner_class) ⇒ Object
Transforms the event name into a more human-readable format, such as “turn on” instead of “turn_on”
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# File 'lib/state_machine/event.rb', line 79 def human_name(klass = @machine.owner_class) @human_name.is_a?(Proc) ? @human_name.call(self, klass) : @human_name end |
#known_states ⇒ Object (readonly)
A list of all of the states known to this event using the configured branches/transitions as the source
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# File 'lib/state_machine/event.rb', line 45 def known_states @known_states end |
#machine ⇒ Object
The state machine for which this event is defined
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# File 'lib/state_machine/event.rb', line 28 def machine @machine end |
#name ⇒ Object (readonly)
The name of the event
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# File 'lib/state_machine/event.rb', line 31 def name @name end |
#qualified_name ⇒ Object (readonly)
The fully-qualified name of the event, scoped by the machine’s namespace
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# File 'lib/state_machine/event.rb', line 34 def qualified_name @qualified_name end |
Instance Method Details
#can_fire?(object, requirements = {}) ⇒ Boolean
Determines whether any transitions can be performed for this event based on the current state of the given object.
If the event can’t be fired, then this will return false, otherwise true.
Note that this will not take the object context into account. Although a transition may be possible based on the state machine definition, object-specific behaviors (like validations) may prevent it from firing.
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# File 'lib/state_machine/event.rb', line 125 def can_fire?(object, requirements = {}) !transition_for(object, requirements).nil? end |
#context(&block) ⇒ Object
Evaluates the given block within the context of this event. This simply provides a DSL-like syntax for defining transitions.
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# File 'lib/state_machine/event.rb', line 85 def context(&block) instance_eval(&block) end |
#draw(graph, options = {}) ⇒ Object
Draws a representation of this event on the given graph. This will create 1 or more edges on the graph for each branch (i.e. transition) configured.
Configuration options:
-
:human_name
- Whether to use the event’s human name for the node’s label that gets drawn on the graph
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# File 'lib/state_machine/event.rb', line 204 def draw(graph, = {}) valid_states = machine.states.by_priority.map {|state| state.name} branches.each do |branch| branch.draw(graph, [:human_name] ? human_name : name, valid_states) end true end |
#fire(object, *args) ⇒ Object
Attempts to perform the next available transition on the given object. If no transitions can be made, then this will return false, otherwise true.
Any additional arguments are passed to the StateMachine::Transition#perform instance method.
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# File 'lib/state_machine/event.rb', line 168 def fire(object, *args) machine.reset(object) if transition = transition_for(object) transition.perform(*args) else on_failure(object) false end end |
#initialize_copy(orig) ⇒ Object
Creates a copy of this event in addition to the list of associated branches to prevent conflicts across events within a class hierarchy.
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# File 'lib/state_machine/event.rb', line 71 def initialize_copy(orig) #:nodoc: super @branches = @branches.dup @known_states = @known_states.dup end |
#inspect ⇒ Object
Generates a nicely formatted description of this event’s contents.
For example,
event = StateMachine::Event.new(machine, :park)
event.transition all - :idling => :parked, :idling => same
event # => #<StateMachine::Event name=:park transitions=[all - :idling => :parked, :idling => same]>
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# File 'lib/state_machine/event.rb', line 220 def inspect transitions = branches.map do |branch| branch.state_requirements.map do |state_requirement| "#{state_requirement[:from].description} => #{state_requirement[:to].description}" end * ', ' end "#<#{self.class} name=#{name.inspect} transitions=[#{transitions * ', '}]>" end |
#on_failure(object) ⇒ Object
Marks the object as invalid and runs any failure callbacks associated with this event. This should get called anytime this event fails to transition.
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# File 'lib/state_machine/event.rb', line 181 def on_failure(object) state = machine.states.match!(object) machine.invalidate(object, :state, :invalid_transition, [[:event, human_name(object.class)], [:state, state.human_name(object.class)]]) Transition.new(object, machine, name, state.name, state.name).run_callbacks(:before => false) end |
#reset ⇒ Object
Resets back to the initial state of the event, with no branches / known states associated. This allows you to redefine an event in situations where you either are re-using an existing state machine implementation or are subclassing machines.
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# File 'lib/state_machine/event.rb', line 192 def reset @branches = [] @known_states = [] end |
#transition(options) ⇒ Object
Creates a new transition that determines what to change the current state to when this event fires.
Since this transition is being defined within an event context, you do not need to specify the :on
option for the transition. For example:
state_machine do
event :ignite do
transition :parked => :idling, :idling => same, :if => :seatbelt_on? # Transitions to :idling if seatbelt is on
transition all => :parked, :unless => :seatbelt_on? # Transitions to :parked if seatbelt is off
end
end
See StateMachine::Machine#transition for a description of the possible configurations for defining transitions.
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# File 'lib/state_machine/event.rb', line 105 def transition() raise ArgumentError, 'Must specify as least one transition requirement' if .empty? # Only a certain subset of explicit options are allowed for transition # requirements assert_valid_keys(, :from, :to, :except_from, :except_to, :if, :unless) if (.keys - [:from, :to, :on, :except_from, :except_to, :except_on, :if, :unless]).empty? branches << branch = Branch.new(.merge(:on => name)) @known_states |= branch.known_states branch end |
#transition_for(object, requirements = {}) ⇒ Object
Finds and builds the next transition that can be performed on the given object. If no transitions can be made, then this will return nil.
Valid requirement options:
-
:from
- One or more states being transitioned from. If none are specified, then this will be the object’s current state. -
:to
- One or more states being transitioned to. If none are specified, then this will match any to state. -
:guard
- Whether to guard transitions with the if/unless conditionals defined for each one. Default is true.
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# File 'lib/state_machine/event.rb', line 139 def transition_for(object, requirements = {}) assert_valid_keys(requirements, :from, :to, :guard) requirements[:from] = machine.states.match!(object).name unless custom_from_state = requirements.include?(:from) branches.each do |branch| if match = branch.match(object, requirements) # Branch allows for the transition to occur from = requirements[:from] to = if match[:to].is_a?(LoopbackMatcher) from else values = requirements.include?(:to) ? [requirements[:to]].flatten : [from] | machine.states.keys(:name) match[:to].filter(values).first end return Transition.new(object, machine, name, from, to, !custom_from_state) end end # No transition matched nil end |