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Current StateInputNext StateOutput
LockedcoinUnlockedUnlock turnstile so customer can push through
pushLockedNone
UnlockedcoinUnlockedNone
pushLockedWhen customer has pushed through, lock turnstile
43 | 44 | 45 | UML也有状态图的改变,它扩展了FSM的概念,提供了层次化的嵌套状态(Hierarchically nested states)和正交区域(orthogonal regions),当然这和本文没有太多的关系,有兴趣的读者可以找UML的资料看看。但是它提供了一个很好的概念,也就是动作(Action)。就像Mealy状态机所需要的一样,动作依赖系统的状态和触发事件,而它的Entry Action和Exit Action,却又像Moore 状态机一样,不依赖输入,只依赖状态。所以UML的动作有三种,一种是事件被处理的时候,状态机会执行特定的动作,比如改变变量、执行I/O、调用方法、触发另一个事件等。而离开一个状态,可以执行Exit action,进入一个状态,则执行Entry action。记住,收到一个事件,对象的状态不会改变,比如上边闸门的例子,在Locked状态下push多少次状态都没改变,这这种情况下,不会执行Exit和Entry action。 46 | 47 | gofsm提供了这种扩展的模型,当然如果你不想使用这种扩展,你也可以不去实现Entry和Exit。 48 | 49 | 50 | 可以提到了两种状态机,这两种状态机是这样来区分的: 51 | 52 | * **Moore machine** 53 | Moore状态机只使用entry action,输出只依赖状态,不依赖输入。 54 | * **Mealy machine** 55 | Mealy状态机只使用input action,输出依赖输入input和状态state。使用这种状态机通常可以减少状态的数量。 56 | 57 | gofsm提供了一个通用的接口,你可以根据需要确定使用哪个状态机。从软件开发的实践上来看,有时候你并不一定要关注状态机的区分,而是清晰的抽象、设计你所关注的对象的状态、触发条件以及要执行的动作。 58 | 59 | 60 | ## gofsm 61 | gofsm参考了 [elimisteve/fsm](https://github.com/elimisteve/fsm) 的实现,实现了一种单一状态机处理多个对象的方法,并且提供了输出状态图的功能。 62 | 63 | 它除了定义对象的状态外,还定义了触发事件以及处理的Action,这些都是通过字符串来表示的,在使用的时候很容易的和你的对象、方法对应起来。 64 | 65 | 使用gofsm也很简单,当然第一步将库拉到本地: 66 | ```sh 67 | go get -u github.com/smallnest/gofsm 68 | ``` 69 | 70 | 我们以上面的闸门为例,看看gofsm是如何使用的。 71 | 72 | 注意下面的单个状态机可以处理并行地的处理多个闸门的状态改变,虽然例子中只生成了一个闸门对象。 73 | 74 | 首先定义一个闸门对象,它包含一个State,表示它当前的状态: 75 | ```go 76 | type Turnstile struct { 77 | ID uint64 78 | EventCount uint64 //事件统计 79 | CoinCount uint64 //投币事件统计 80 | PassCount uint64 //顾客通过事件统计 81 | State string //当前状态 82 | States []string //历史经过的状态 83 | } 84 | ``` 85 | 86 | 状态机的初始化简单直接: 87 | ```go 88 | func initFSM() *StateMachine { 89 | delegate := &DefaultDelegate{P: &TurnstileEventProcessor{}} 90 | 91 | transitions := []Transition{ 92 | Transition{From: "Locked", Event: "Coin", To: "Unlocked", Action: "check"}, 93 | Transition{From: "Locked", Event: "Push", To: "Locked", Action: "invalid-push"}, 94 | Transition{From: "Unlocked", Event: "Push", To: "Locked", Action: "pass"}, 95 | Transition{From: "Unlocked", Event: "Coin", To: "Unlocked", Action: "repeat-check"}, 96 | } 97 | 98 | return NewStateMachine(delegate, transitions...) 99 | } 100 | ``` 101 | 102 | 你定义好转换对应关系`transitions`,一个`Transition`代表一个转换,从某个状态到另外一个状态,触发的事件名,要执行的Action。 103 | 因为Action是字符串,所以你需要实现`delegate`将Action和对应的要处理的方法对应起来。 104 | 105 | 注意from和to的状态可以一样,在这种情况下,状态没有发生改变,只是需要处理Action就可以了。 106 | 107 | 如果Action为空,也就是不需要处理事件,只是发生状态的改变而已。 108 | 109 | 处理Action的类型如下: 110 | ```go 111 | type TurnstileEventProcessor struct{} 112 | 113 | func (p *TurnstileEventProcessor) OnExit(fromState string, args []interface{}) { 114 | …… 115 | } 116 | 117 | func (p *TurnstileEventProcessor) Action(action string, fromState string, toState string, args []interface{}) { 118 | …… 119 | } 120 | 121 | func (p *TurnstileEventProcessor) OnEnter(toState string, args []interface{}) { 122 | …… 123 | } 124 | ``` 125 | 126 | 然后我们就可以触发一些事件看看闸门的状态机是否正常工作: 127 | ```go 128 | ts := &Turnstile{ 129 | ID: 1, 130 | State: "Locked", 131 | States: []string{"Locked"}, 132 | } 133 | fsm := initFSM() 134 | 135 | //推门 136 | //没刷卡/投币不可进入 137 | err := fsm.Trigger(ts.State, "Push", ts) 138 | if err != nil { 139 | t.Errorf("trigger err: %v", err) 140 | } 141 | 142 | //推门 143 | //没刷卡/投币不可进入 144 | err = fsm.Trigger(ts.State, "Push", ts) 145 | if err != nil { 146 | t.Errorf("trigger err: %v", err) 147 | } 148 | 149 | //刷卡或者投币 150 | //不容易啊,终于解锁了 151 | err = fsm.Trigger(ts.State, "Coin", ts) 152 | if err != nil { 153 | t.Errorf("trigger err: %v", err) 154 | } 155 | 156 | //刷卡或者投币 157 | //这时才解锁 158 | err = fsm.Trigger(ts.State, "Coin", ts) 159 | if err != nil { 160 | t.Errorf("trigger err: %v", err) 161 | } 162 | 163 | //推门 164 | //这时才能进入,进入后闸门被锁 165 | err = fsm.Trigger(ts.State, "Push", ts) 166 | if err != nil { 167 | t.Errorf("trigger err: %v", err) 168 | } 169 | 170 | //推门 171 | //无法进入,闸门已锁 172 | err = fsm.Trigger(ts.State, "Push", ts) 173 | if err != nil { 174 | t.Errorf("trigger err: %v", err) 175 | } 176 | 177 | lastState := Turnstile{ 178 | ID: 1, 179 | EventCount: 6, 180 | CoinCount: 2, 181 | PassCount: 1, 182 | State: "Locked", 183 | States: []string{"Locked", "Unlocked", "Locked"}, 184 | } 185 | 186 | if !compareTurnstile(&lastState, ts) { 187 | t.Errorf("Expected last state: %+v, but got %+v", lastState, ts) 188 | } else { 189 | t.Logf("最终的状态: %+v", ts) 190 | } 191 | ``` 192 | 193 | 如果想将状态图输出图片,可以调用下面的方法,它实际是调用graphviz生成的,所以请确保你的机器上是否安装了这个软件,你可以执行`dot -h`检查一下: 194 | ```go 195 | fsm.Export("state.png") 196 | ``` 197 | 生成的图片就是文首的闸门的状态机的图片。 198 | 199 | 如果你想定制graphviz的参数,你可以调用另外一个方法: 200 | ```go 201 | func (m *StateMachine) ExportWithDetails(outfile string, format string, layout string, scale string, more string) error 202 | ``` 203 | 204 | ## 其它Go语言实现的FSM 205 | 如果你发现gofsm的功能需要改进,或者有一些想法、或者发现了bug,请不用迟疑,在[issue](https://github.com/smallnest/gofsm/issues)中提交你的意见和建议,我会及时的进行反馈。 206 | 207 | 如果你觉得本项目有用,或者将来可能会使用,请star这个项目 [smallnest/gofsm](https://github.com/smallnest/gofsm)。 208 | 209 | 如果你想比较其它的Go语言实现的fsm,可以参考下面的列表: 210 | * [elimisteve/fsm](https://github.com/elimisteve/fsm) 211 | * [looplab/fsm](https://github.com/looplab/fsm) 212 | * [vaughan0/go-fsm](https://github.com/vaughan0/go-fsm) 213 | * [WatchBeam/fsm](https://github.com/WatchBeam/fsm) 214 | * [DiscoViking/fsm](https://github.com/DiscoViking/fsm) 215 | * [autocube/hsm](https://github.com/autocube/hsm) 216 | * [theckman/go-fsm](https://github.com/theckman/go-fsm) 217 | * [Zumata/fsm](https://github.com/Zumata/fsm) 218 | * [syed/go-fsm](https://github.com/syed/go-fsm) 219 | * [go-rut/fsm](https://github.com/go-rut/fsm) 220 | * [yandd/fsm](https://github.com/yandd/fsm) 221 | * [go-trellis/fsm](https://github.com/go-trellis/fsm) 222 | * …… 223 | 224 | ## 参考资料 225 | 1. https://en.wikipedia.org/wiki/Finite-state_machine 226 | -------------------------------------------------------------------------------- /callback.go: -------------------------------------------------------------------------------- 1 | package fsm 2 | 3 | // EventProcessor defines OnExit, Action and OnEnter actions. 4 | type EventProcessor interface { 5 | // OnExit Action handles exiting a state 6 | OnExit(fromState string, args []interface{}) 7 | // Action is used to handle transitions 8 | Action(action string, fromState string, toState string, args []interface{}) error 9 | // OnActionFailure failed to execute the Action 10 | OnActionFailure(action string, fromState string, toState string, args []interface{}, err error) 11 | // OnExit Action handles entering a state 12 | OnEnter(toState string, args []interface{}) 13 | } 14 | 15 | // DefaultDelegate is a default delegate. 16 | // it splits processing of actions into three actions: OnExit, Action and OnEnter. 17 | type DefaultDelegate struct { 18 | P EventProcessor 19 | } 20 | 21 | // HandleEvent implements Delegate interface and split HandleEvent into three actions. 22 | func (dd *DefaultDelegate) HandleEvent(action string, fromState string, toState string, args []interface{}) error { 23 | if fromState != toState { 24 | dd.P.OnExit(fromState, args) 25 | } 26 | 27 | err := dd.P.Action(action, fromState, toState, args) 28 | if err != nil { 29 | dd.P.OnActionFailure(action, fromState, toState, args, err) 30 | return err 31 | } 32 | 33 | if fromState != toState { 34 | dd.P.OnEnter(toState, args) 35 | } 36 | 37 | return nil 38 | } 39 | -------------------------------------------------------------------------------- /fsm.go: -------------------------------------------------------------------------------- 1 | // gofsm is a simple, featured FSM implementation that has some different features with other FSM implementation. 2 | // One feature of gofsm is it doesn't persist/keep states of objects. When it processes transitions, you must pass current states to id, so you can look gofsm as a "stateless" state machine. This benefit is one gofsm instance can be used to handle transitions of a lot of object instances, instead of creating a lot of FSM instances. Object instances maintain their states themselves. 3 | // Another feature is it provides a common interface for Moore and Mealy FSM. You can implement corresponding methods (OnExit, Action, OnEnter) for those two FSM. 4 | // The third interesting feature is you can export configured transitions into a state diagram. A picture is worth a thousand words. 5 | 6 | // Style of gofsm refers to implementation of https://github.com/elimisteve/fsm. 7 | 8 | package fsm 9 | 10 | import ( 11 | "fmt" 12 | "os/exec" 13 | "runtime" 14 | "strings" 15 | ) 16 | 17 | // Transition is a state transition and all data are literal values that simplifies FSM usage and make it generic. 18 | type Transition struct { 19 | From string 20 | Event string 21 | To string 22 | Action string 23 | } 24 | 25 | // Delegate is used to process actions. Because gofsm uses literal values as event, state and action, you need to handle them with corresponding functions. DefaultDelegate is the default delegate implementation that splits the processing into three actions: OnExit Action, Action and OnEnter Action. you can implement different delegates. 26 | type Delegate interface { 27 | // HandleEvent handles transitions 28 | HandleEvent(action string, fromState string, toState string, args []interface{}) error 29 | } 30 | 31 | // StateMachine is a FSM that can handle transitions of a lot of objects. delegate and transitions are configured before use them. 32 | type StateMachine struct { 33 | delegate Delegate 34 | transitions []Transition 35 | } 36 | 37 | // Error is an error when processing event and state changing. 38 | type Error interface { 39 | error 40 | BadEvent() string 41 | CurrentState() string 42 | } 43 | 44 | type smError struct { 45 | badEvent string 46 | currentState string 47 | } 48 | 49 | func (e smError) Error() string { 50 | return fmt.Sprintf("state machine error: cannot find transition for event [%s] when in state [%s]\n", e.badEvent, e.currentState) 51 | } 52 | 53 | func (e smError) BadEvent() string { 54 | return e.badEvent 55 | } 56 | 57 | func (e smError) CurrentState() string { 58 | return e.currentState 59 | } 60 | 61 | // NewStateMachine creates a new state machine. 62 | func NewStateMachine(delegate Delegate, transitions ...Transition) *StateMachine { 63 | return &StateMachine{delegate: delegate, transitions: transitions} 64 | } 65 | 66 | // Trigger fires a event. You must pass current state of the processing object, other info about this object can be passed with args. 67 | func (m *StateMachine) Trigger(currentState string, event string, args ...interface{}) error { 68 | trans := m.findTransMatching(currentState, event) 69 | if trans == nil { 70 | return smError{event, currentState} 71 | } 72 | 73 | var err error 74 | if trans.Action != "" { 75 | err = m.delegate.HandleEvent(trans.Action, currentState, trans.To, args) 76 | } 77 | return err 78 | } 79 | 80 | // findTransMatching gets corresponding transition according to current state and event. 81 | func (m *StateMachine) findTransMatching(fromState string, event string) *Transition { 82 | for _, v := range m.transitions { 83 | if v.From == fromState && v.Event == event { 84 | return &v 85 | } 86 | } 87 | return nil 88 | } 89 | 90 | // Export exports the state diagram into a file. 91 | func (m *StateMachine) Export(outfile string) error { 92 | return m.ExportWithDetails(outfile, "png", "dot", "72", "-Gsize=10,5 -Gdpi=200") 93 | } 94 | 95 | // ExportWithDetails exports the state diagram with more graphviz options. 96 | func (m *StateMachine) ExportWithDetails(outfile string, format string, layout string, scale string, more string) error { 97 | dot := `digraph StateMachine { 98 | 99 | rankdir=LR 100 | node[width=1 fixedsize=true shape=circle style=filled fillcolor="darkorchid1" ] 101 | 102 | ` 103 | 104 | for _, t := range m.transitions { 105 | link := fmt.Sprintf(`%s -> %s [label="%s | %s"]`, t.From, t.To, t.Event, t.Action) 106 | dot = dot + "\r\n" + link 107 | } 108 | 109 | dot = dot + "\r\n}" 110 | cmd := fmt.Sprintf("dot -o%s -T%s -K%s -s%s %s", outfile, format, layout, scale, more) 111 | 112 | return system(cmd, dot) 113 | } 114 | 115 | func system(c string, dot string) error { 116 | 117 | var cmd *exec.Cmd 118 | if runtime.GOOS == "windows" { 119 | cmd = exec.Command(`cmd`, `/C`, c) 120 | } else { 121 | cmd = exec.Command(`/bin/sh`, `-c`, c) 122 | } 123 | cmd.Stdin = strings.NewReader(dot) 124 | return cmd.Run() 125 | 126 | } 127 | -------------------------------------------------------------------------------- /fsm_test.go: -------------------------------------------------------------------------------- 1 | package fsm 2 | 3 | import ( 4 | "errors" 5 | "fmt" 6 | "log" 7 | "math/rand" 8 | "testing" 9 | "time" 10 | ) 11 | 12 | type Turnstile struct { 13 | ID uint64 14 | EventCount uint64 15 | CoinCount uint64 16 | PassCount uint64 17 | State string 18 | States []string 19 | } 20 | 21 | // TurnstileEventProcessor is used to handle turnstile actions. 22 | type TurnstileEventProcessor struct{} 23 | 24 | func (p *TurnstileEventProcessor) OnExit(fromState string, args []interface{}) { 25 | t := args[0].(*Turnstile) 26 | if t.State != fromState { 27 | panic(fmt.Errorf("转门 %v 的状态与期望的状态 %s 不一致,可能在状态机外被改变了", t, fromState)) 28 | } 29 | 30 | log.Printf("转门 %d 从状态 %s 改变", t.ID, fromState) 31 | } 32 | 33 | func (p *TurnstileEventProcessor) Action(action string, fromState string, toState string, args []interface{}) error { 34 | t := args[0].(*Turnstile) 35 | t.EventCount++ 36 | 37 | switch action { 38 | case "pass": //用户通过的action 39 | t.PassCount++ 40 | case "check", "repeat-check": //刷卡或者投币的action 41 | if t.CoinCount > 0 { // repeat-check 42 | return errors.New("转门暂时故障") 43 | } 44 | 45 | t.CoinCount++ 46 | default: //其它action 47 | } 48 | 49 | return nil 50 | } 51 | 52 | func (p *TurnstileEventProcessor) OnEnter(toState string, args []interface{}) { 53 | t := args[0].(*Turnstile) 54 | t.State = toState 55 | t.States = append(t.States, toState) 56 | 57 | log.Printf("转门 %d 的状态改变为 %s ", t.ID, toState) 58 | } 59 | 60 | func (p *TurnstileEventProcessor) OnActionFailure(action string, fromState string, toState string, args []interface{}, err error) { 61 | t := args[0].(*Turnstile) 62 | 63 | log.Printf("转门 %d 的状态从 %s to %s 改变失败, 原因: %v", t.ID, fromState, toState, err) 64 | } 65 | 66 | func TestFSM(t *testing.T) { 67 | rand.Seed(time.Now().UnixNano()) 68 | 69 | ts := &Turnstile{ 70 | ID: 1, 71 | State: "Locked", 72 | States: []string{"Locked"}, 73 | } 74 | fsm := initFSM() 75 | 76 | //推门 77 | //没刷卡/投币不可进入 78 | err := fsm.Trigger(ts.State, "Push", ts) 79 | if err != nil { 80 | t.Errorf("trigger err: %v", err) 81 | } 82 | 83 | //推门 84 | //没刷卡/投币不可进入 85 | err = fsm.Trigger(ts.State, "Push", ts) 86 | if err != nil { 87 | t.Errorf("trigger err: %v", err) 88 | } 89 | 90 | //刷卡或者投币 91 | //不容易啊,终于解锁了 92 | err = fsm.Trigger(ts.State, "Coin", ts) 93 | if err != nil { 94 | t.Errorf("trigger err: %v", err) 95 | } 96 | 97 | //刷卡或者投币 98 | //无用的投币, 测试Action执行失败 99 | err = fsm.Trigger(ts.State, "Coin", ts) 100 | if err != nil { 101 | t.Logf("trigger err: %v", err) 102 | } 103 | 104 | //推门 105 | //这时才能进入,进入后闸门被锁 106 | err = fsm.Trigger(ts.State, "Push", ts) 107 | if err != nil { 108 | t.Errorf("trigger err: %v", err) 109 | } 110 | 111 | //推门 112 | //无法进入,闸门已锁 113 | err = fsm.Trigger(ts.State, "Push", ts) 114 | if err != nil { 115 | t.Errorf("trigger err: %v", err) 116 | } 117 | 118 | lastState := Turnstile{ 119 | ID: 1, 120 | EventCount: 6, 121 | CoinCount: 1, 122 | PassCount: 1, 123 | State: "Locked", 124 | States: []string{"Locked", "Unlocked", "Locked"}, 125 | } 126 | 127 | if !compareTurnstile(&lastState, ts) { 128 | t.Errorf("Expected last state: %+v, but got %+v", lastState, ts) 129 | } else { 130 | t.Logf("最终的状态: %+v", ts) 131 | } 132 | } 133 | 134 | func compareTurnstile(t1 *Turnstile, t2 *Turnstile) bool { 135 | if t1.ID != t2.ID || t1.CoinCount != t2.CoinCount || t1.EventCount != t2.EventCount || t1.PassCount != t2.PassCount || 136 | t1.State != t2.State { 137 | return false 138 | } 139 | 140 | return fmt.Sprint(t1.States) == fmt.Sprint(t2.States) 141 | } 142 | 143 | func initFSM() *StateMachine { 144 | delegate := &DefaultDelegate{P: &TurnstileEventProcessor{}} 145 | 146 | transitions := []Transition{ 147 | {From: "Locked", Event: "Coin", To: "Unlocked", Action: "check"}, 148 | {From: "Locked", Event: "Push", To: "Locked", Action: "invalid-push"}, 149 | {From: "Unlocked", Event: "Push", To: "Locked", Action: "pass"}, 150 | {From: "Unlocked", Event: "Coin", To: "Unlocked", Action: "repeat-check"}, 151 | } 152 | 153 | return NewStateMachine(delegate, transitions...) 154 | } 155 | -------------------------------------------------------------------------------- /go.mod: -------------------------------------------------------------------------------- 1 | module github.com/smallnest/gofsm 2 | 3 | go 1.12 4 | -------------------------------------------------------------------------------- /state.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/smallnest/gofsm/f5ba1bddca7b9920f23fb34b66440407197e1a2c/state.png --------------------------------------------------------------------------------