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package fsm
import (
"fmt"
"time"
)
const QueueInfoKey string = "queue_info"
// timeout is only for when a state is triggered
// Set intentionally to var so it can be overridden
var InputTimeout = 15 * time.Minute
// GetStateMap converts a StateMachine into a StateMap
func GetStateMap(stateMachine StateMachine) StateMap {
stateMap := make(StateMap, 0)
for _, buildState := range stateMachine {
stateMap[buildState(nil, nil).Slug] = buildState
}
return stateMap
}
func TriggerState(platform, uuid, targetState string, input interface{}, InputTransformer InputTransformer, store Store, emitter Emitter, stateMap StateMap) error {
// Get Traverser
traverser, _, err := getTraverser(platform, uuid, store)
if err != nil {
return fmt.Errorf("traverser with id (%s) not found, %w", uuid, err)
}
// check that the current state is exitable
// past this block we can assume current state is exitable
curState, err := traverser.CurrentState()
if err != nil {
return fmt.Errorf("failed to get current state from traverser, %w", err)
}
isExitable, ok := checkStateExitable(curState, stateMap)
if !ok {
return fmt.Errorf("state (%s) does not exist", curState)
}
// if they cant exit their current state then queue it
if !isExitable {
err = traverser.AddQueuedState(targetState, input)
if err != nil {
return fmt.Errorf("failed to enqueue state, %w", err)
}
// cant go any further
return nil
}
lastUpdate, err := traverser.GetLastUpdateTime()
if err != nil {
return fmt.Errorf("failed to get last update time, %w", err)
}
// check if lastUpdate was even set
if !lastUpdate.IsZero() {
// check if its past the timeout
if time.Now().UTC().After(lastUpdate.Add(InputTimeout)) {
// we have to queue it because another state is already in progress
err = traverser.AddQueuedState(targetState, input)
if err != nil {
return fmt.Errorf("failed to enqueue state, %w", err)
}
// we cant go any further
return nil
}
}
// we can actually handle the state now
stateObj, ok := stateMap[targetState]
if !ok {
return fmt.Errorf("state (%s) does not exist", targetState)
}
// set the current state in the traverser
err = traverser.SetCurrentState(targetState)
if err != nil {
return fmt.Errorf("failed to set target state, %w", err)
}
err = traverser.SetLastUpdateTime(time.Now().UTC())
if err != nil {
return fmt.Errorf("failed to set last updated time, %w", err)
}
// set info key
err = traverser.Upsert(QueueInfoKey, input)
if err != nil {
return fmt.Errorf("failed to upsert queue info, %w", err)
}
// now that we know that's a valid state we can set it in the traverser
currentState := stateObj(emitter, traverser)
err = performEntryAction(currentState, emitter, traverser, stateMap)
if err != nil {
return fmt.Errorf("failed to perform entry action triggered state, %w", err)
}
return nil
}
func checkStateExitable(state string, stateMap StateMap) (isExitable bool, ok bool) {
stateObj, ok := stateMap[state]
if !ok {
return false, false
}
return stateObj(nil, nil).IsExitable, true
}
// Step performs a single step through a StateMachine.
//
// This function handles the nuance of the logic for a single step through a state machine.
// ALL fsm-target's should call Step directly, and not attempt to handle the process of stepping through
// the StateMachine, so all platforms function with the same logic.
func Step(platform, uuid string, input interface{}, InputTransformer InputTransformer, store Store, emitter Emitter, stateMap StateMap) error {
// Get Traverser
traverser, newTraverser, err := getTraverser(platform, uuid, store)
if err != nil {
return fmt.Errorf("traverser with id (%s) not found, %w", uuid, err)
}
// Get current state
traverserCurState, err := traverser.CurrentState()
if err != nil {
return fmt.Errorf("failed to get current state from traverser %w", err)
}
stateObj, ok := stateMap[traverserCurState]
if !ok {
return fmt.Errorf("state (%s) does not exist", traverserCurState)
}
currentState := stateObj(emitter, traverser)
if newTraverser {
err = performEntryAction(currentState, emitter, traverser, stateMap)
if err != nil {
return fmt.Errorf("failed to perform action entry, %w", err)
}
}
// Transition
intent, params := InputTransformer(input, currentState.ValidIntents())
if intent != nil {
newState := currentState.Transition(intent, params)
if newState != nil {
err = traverser.SetCurrentState(newState.Slug)
if err != nil {
return fmt.Errorf("failed to set current state during transition, %w", err)
}
err = traverser.SetLastUpdateTime(time.Now().UTC())
if err != nil {
return fmt.Errorf("failed to set last update time, %w", err)
}
err = performEntryAction(newState, emitter, traverser, stateMap)
if err != nil {
return fmt.Errorf("failed to perform action entry during transition, %w", err)
}
} else {
err = currentState.Entry(true)
if err != nil {
return fmt.Errorf("failed to enter current state, %w", err)
}
}
} else {
err = currentState.Entry(true)
if err != nil {
return fmt.Errorf("failed to enter current state, %w", err)
}
}
return nil
}
func getTraverser(platform, uuid string, store Store) (Traverser, bool, error) {
newTraverser := false
traverser, err := store.FetchTraverser(uuid)
if err != nil {
traverser, err = store.CreateTraverser(uuid)
if err != nil {
return nil, false, fmt.Errorf("failed to create traverser for id (%s), %w", uuid, err)
}
err = traverser.SetCurrentState(StartState)
if err != nil {
return nil, false, fmt.Errorf("failed to set current state to start state %w", err)
}
err = traverser.SetLastUpdateTime(time.Now().UTC())
if err != nil {
return nil, false, fmt.Errorf("failed to set last update time, %w", err)
}
err = traverser.SetPlatform(platform)
if err != nil {
return nil, false, fmt.Errorf("failed to set platform %w", err)
}
newTraverser = true
}
return traverser, newTraverser, nil
}
// performEntryAction handles the logic of switching states and calling the Entry function.
//
// It is handled via this function, as a state can manually switch states in the Entry function.
// If that occurs, we then perform the Entry function of that state. This continues until we land
// in a state whose Entry action doesn't shift us to a new state.
func performEntryAction(state *State, emitter Emitter, traverser Traverser, stateMap StateMap) error {
err := state.Entry(false)
if err != nil {
return err
}
// If we switch states in Entry action, we want to perform
// the next states Entry action.
currentState, err := traverser.CurrentState()
if err != nil {
return fmt.Errorf("failed to get the traversers current state, %w", err)
}
if currentState != state.Slug {
shift, ok := stateMap[currentState]
if !ok {
return fmt.Errorf("state (%s) does not exist", currentState)
}
shiftedState := shift(emitter, traverser)
err = performEntryAction(shiftedState, emitter, traverser, stateMap)
if err != nil {
return fmt.Errorf("failed to perform recursive entry action, %w", err)
}
}
return nil
}