state_machine

状态机管理类的行为

通常,一个 对象 处于何种状态常常取决于一系列 boolean 判断,根据 ‘判断值’ 来确定。

当你有多个类 都存在 这种需求 时,处理起来就会变得很累赘 和 烦嗦。

state_machine简化这种设计:一个真实的状态机(state_machine)包括状态states,事件events,转换 transitions和回调callbacks。

该API的设计是如此简单,你甚至都不需要(真正理解)什么状态机是:)

包含能各种 模块 的支持,现在我们只关心 Rails 中(默认)的两部分。

ActiveModel


class Vehicle
  include ActiveModel::Dirty
  include ActiveModel::Validations
  include ActiveModel::Observing

  attr_accessor :state
  define_attribute_methods [:state]

  state_machine :initial => :parked do
    before_transition :parked => any - :parked, :do => :put_on_seatbelt
    after_transition any => :parked do |vehicle, transition|
      vehicle.seatbelt = 'off'
    end
    around_transition :benchmark

    event :ignite do
      transition :parked => :idling
    end

    state :first_gear, :second_gear do
      validates_presence_of :seatbelt_on
    end
  end

  def put_on_seatbelt
    ...
  end

  def benchmark
    ...
    yield
    ...
  end
end

class VehicleObserver < ActiveModel::Observer
  # Callback for :ignite event *before* the transition is performed
  def before_ignite(vehicle, transition)
    # log message
  end

  # Generic transition callback *after* the transition is performed
  def after_transition(vehicle, transition)
    Audit.log(vehicle, transition)
  end

  # Generic callback after the transition fails to perform
  def after_failure_to_transition(vehicle, transition)
    Audit.error(vehicle, transition)
  end
end

ActiveRecord


class Vehicle < ActiveRecord::Base
  state_machine :initial => :parked do
    before_transition :parked => any - :parked, :do => :put_on_seatbelt
    after_transition any => :parked do |vehicle, transition|
      vehicle.seatbelt = 'off'
    end
    around_transition :benchmark

    event :ignite do
      transition :parked => :idling
    end

    state :first_gear, :second_gear do
      validates_presence_of :seatbelt_on
    end
  end

  def put_on_seatbelt
    ...
  end

  def benchmark
    ...
    yield
    ...
  end
end

class VehicleObserver < ActiveRecord::Observer
  # Callback for :ignite event *before* the transition is performed
  def before_ignite(vehicle, transition)
    # log message
  end

  # Generic transition callback *after* the transition is performed
  def after_transition(vehicle, transition)
    Audit.log(vehicle, transition)
  end
end

通过例子来学习 =》

Class definition:


class Vehicle
  attr_accessor :seatbelt_on, :time_used, :auto_shop_busy

  state_machine :state, :initial => :parked do
    before_transition :parked => any - :parked, :do => :put_on_seatbelt

    after_transition :on => :crash, :do => :tow
    after_transition :on => :repair, :do => :fix
    after_transition any => :parked do |vehicle, transition|
      vehicle.seatbelt_on = false
    end

    after_failure :on => :ignite, :do => :log_start_failure

    around_transition do |vehicle, transition, block|
      start = Time.now
      block.call
      vehicle.time_used += Time.now - start
    end

    event :park do
      transition [:idling, :first_gear] => :parked
    end

    event :ignite do
      transition :stalled => same, :parked => :idling
    end

    event :idle do
      transition :first_gear => :idling
    end

    event :shift_up do
      transition :idling => :first_gear, :first_gear => :second_gear, :second_gear => :third_gear
    end

    event :shift_down do
      transition :third_gear => :second_gear, :second_gear => :first_gear
    end

    event :crash do
      transition all - [:parked, :stalled] => :stalled, :if => lambda {|vehicle| !vehicle.passed_inspection?}
    end

    event :repair do
      # The first transition that matches the state and passes its conditions
      # will be used
      transition :stalled => :parked, :unless => :auto_shop_busy
      transition :stalled => same
    end

    state :parked do
      def speed
        0
      end
    end

    state :idling, :first_gear do
      def speed
        10
      end
    end

    state all - [:parked, :stalled, :idling] do
      def moving?
        true
      end
    end

    state :parked, :stalled, :idling do
      def moving?
        false
      end
    end
  end

  state_machine :alarm_state, :initial => :active, :namespace => 'alarm' do
    event :enable do
      transition all => :active
    end

    event :disable do
      transition all => :off
    end

    state :active, :value => 1
    state :off, :value => 0
  end

  def initialize
    @seatbelt_on = false
    @time_used = 0
    @auto_shop_busy = true
    super() # NOTE: This *must* be called, otherwise states won't get initialized
  end

  def put_on_seatbelt
    @seatbelt_on = true
  end

  def passed_inspection?
    false
  end

  def tow
    # tow the vehicle
  end

  def fix
    # get the vehicle fixed by a mechanic
  end

  def log_start_failure
    # log a failed attempt to start the vehicle
  end
end

上面例子中包含了很多东西,有的您可能用不到。具体点包括:

Initial states  

Namespaced states   

Transition callbacks  

Conditional transitions  

State-driven instance behavior  

Customized state values   

Parallel events  

Path analysis   

现在,您可以如下面这么用:


vehicle = Vehicle.new           # => #<Vehicle:0xb7cf4eac @state="parked", @seatbelt_on=false>
vehicle.state                   # => "parked"
vehicle.state_name              # => :parked
vehicle.human_state_name        # => "parked"
vehicle.parked?                 # => true
vehicle.can_ignite?             # => true
vehicle.ignite_transition       # => #<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>
vehicle.state_events            # => [:ignite]
vehicle.state_transitions       # => [#<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>]
vehicle.speed                   # => 0
vehicle.moving?                 # => false

vehicle.ignite                  # => true
vehicle.parked?                 # => false
vehicle.idling?                 # => true
vehicle.speed                   # => 10
vehicle                         # => #<Vehicle:0xb7cf4eac @state="idling", @seatbelt_on=true>

vehicle.shift_up                # => true
vehicle.speed                   # => 10
vehicle.moving?                 # => true
vehicle                         # => #<Vehicle:0xb7cf4eac @state="first_gear", @seatbelt_on=true>

# A generic event helper is available to fire without going through the event's instance method
vehicle.fire_state_event(:shift_up) # => true

# Call state-driven behavior that's undefined for the state raises a NoMethodError
vehicle.speed                   # => NoMethodError: super: no superclass method `speed' for #<Vehicle:0xb7cf4eac>
vehicle                         # => #<Vehicle:0xb7cf4eac @state="second_gear", @seatbelt_on=true>

# The bang (!) operator can raise exceptions if the event fails
vehicle.park!                   # => StateMachine::InvalidTransition: Cannot transition state via :park from :second_gear

# Generic state predicates can raise exceptions if the value does not exist
vehicle.state?(:parked)         # => false
vehicle.state?(:invalid)        # => IndexError: :invalid is an invalid name

# Namespaced machines have uniquely-generated methods
vehicle.alarm_state             # => 1
vehicle.alarm_state_name        # => :active

vehicle.can_disable_alarm?      # => true
vehicle.disable_alarm           # => true
vehicle.alarm_state             # => 0
vehicle.alarm_state_name        # => :off
vehicle.can_enable_alarm?       # => true

vehicle.alarm_off?              # => true
vehicle.alarm_active?           # => false

# Events can be fired in parallel
vehicle.fire_events(:shift_down, :enable_alarm) # => true
vehicle.state_name                              # => :first_gear
vehicle.alarm_state_name                        # => :active

vehicle.fire_events!(:ignite, :enable_alarm)    # => StateMachine::InvalidTransition: Cannot run events in parallel: ignite, enable_alarm

# Human-friendly names can be accessed for states/events
Vehicle.human_state_name(:first_gear)               # => "first gear"
Vehicle.human_alarm_state_name(:active)             # => "active"

Vehicle.human_state_event_name(:shift_down)         # => "shift down"
Vehicle.human_alarm_state_event_name(:enable)       # => "enable"

# States / events can also be references by the string version of their name
Vehicle.human_state_name('first_gear')              # => "first gear"
Vehicle.human_state_event_name('shift_down')        # => "shift down"

# Available transition paths can be analyzed for an object
vehicle.state_paths                                       # => [[#<StateMachine::Transition ...], [#<StateMachine::Transition ...], ...]
vehicle.state_paths.to_states                             # => [:parked, :idling, :first_gear, :stalled, :second_gear, :third_gear]
vehicle.state_paths.events                                # => [:park, :ignite, :shift_up, :idle, :crash, :repair, :shift_down]

# Find all paths that start and end on certain states
vehicle.state_paths(:from => :parked, :to => :first_gear) # => [[
                                                          #       #<StateMachine::Transition attribute=:state event=:ignite from="parked" ...>,
                                                          #       #<StateMachine::Transition attribute=:state event=:shift_up from="idling" ...>
                                                          #    ]]
# Skipping state_machine and writing to attributes directly
vehicle.state = "parked"
vehicle.state                   # => "parked"
vehicle.state_name              # => :parked

# *Note* that the following is not supported (see StateMachine::MacroMethods#state_machine):
# vehicle.state = :parked

用于 Ruby on Rails

  1. 安装 gem

# In Gemfile
...
gem 'state_machine'
gem 'ruby-graphviz', :require => 'graphviz' # 可选: only required for graphing

然后 bundle install

  1. 创建 一个 model

和平常一样(Vehiche 这里仅用于举例):


$ rails generate model Vehicle state:string
$ rake db:migrate
  1. 配置 state machine

添加 state 到你的 model. 本例中为, app/models/vehicle.rb:


class Vehicle < ActiveRecord::Base
  state_machine :initial => :parked do
    before_transition :parked => any - :parked, :do => :put_on_seatbelt
    ...
  end
end
  1. 跑 Rake tasks
rake state_machine:draw CLASS=Vehicle

转载于:https://my.oschina.net/kelby/blog/193072

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