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Generates java classes to handle state transitions based on a state machine defined with type safety in java. Supports immutability (though is not opinionated in the sense that if you want to mutate your objects you can).

Status: beta

Example State Diagram

Consider a microwave. If you were going to write the control system for a microwave you'd find it's a natural candidate for a state machine (actually all programming is working with state machines but we are going to work with one quite explicitly). We are going to work with a very simple microwave design (one you'd be crazy to buy in the shops!) just to demonstrate state diagrams.

<img src="src/docs/microwave-state-diagram.png?raw=true" />

The definition looks like this:

// create state machine 
StateMachine<Microwave> m = 
    StateMachine.create(Microwave.class);

// create states
State<Microwave, DoorClosed> readyToCook = 
    m.createState("Ready to Cook", DoorClosed.class);
State<Microwave, DoorOpened> doorOpen = 
    m.createState("Door Open", DoorOpened.class);
State<Microwave, ButtonPressed> cooking = 
    m.createState("Cooking", ButtonPressed.class);
State<Microwave, DoorOpened> cookingInterruped = i
    m.createState("Cooking Interrupted", DoorOpened.class);
State<Microwave, TimerTimesOut> cookingComplete = i
    m.createState("Cooking Complete", TimerTimesOut.class);

// define transitions
readyToCook
  .to(cooking)
  .to(cookingInterruped)
  .to(readyToCook
       .from(doorOpen
              .from(readyToCook)
              .from(cookingComplete
                     .from(cooking))));

As you can see the definition is pretty concise. This is largely because of the advisable constraint that any one State can only be arrived at via one Event type. Note that you can still use inheritance of the Event if you wish so that for say a Position event you could pass the state machine a PositionWithSpeed event or a SimplePosition event as long as they both inherit from Position.

a.to(b) records that there is a transition from a -> b and returns b.

a.from(b) records there is a transition from b -> a and returns a.

Generating code

From the above state machine definition for a microwave we generate these classes:

The cleanest implementation of this generation is using maven artifacts.

Create a maven artifact like state-machine-test-definition and customize StateMachines.java.

Then in the project where you want to have the generated classes, set it up like state-machine-test. That means adding dependencies on your definition artifact to the pom and also snippets using state-machine-maven-plugin and build-helper-maven-plugin to your pom.xml. Then you will have generated state machine classes to use in your program.

Once you have generated these classes you can use the Rx helpers or you can do your own thing:

MicrowaveBehaviour<String> behaviour = new MicrowaveBehaviourBase<String>();
MicrowaveStateMachine<String> m = 
    MicrowaveStateMachine
      .create(microwave, 
              "1", 
              behaviour,
              MicrowaveStateMachine.State.READY_TO_COOK);
m = m.signal(new ButtonPressed())
     .signal(new DoorOpened());

Identifiers

Every object controlled by a state machine must have an identifier unique by object.getClass(). When an immutable object is transformed by a state transition then the transformed object must have the same id as the original object.

Generating a diagram

It's a great idea to generate a diagram from what you have coded to ensure it is what you expect. In the final product you might choose to unit test all transitions but while you are exploring the requirements and your design it's really useful to visualize the state machines your are creating.

After numerous experiments over the years I've settled on generating a GraphML file and using the excellent free tool yEd to automate the layout. The state-machine maven plugin generates code but also generates .graphml files (with some yEd extensions) for each state machine that can be opened in yEd. Select Layout - Orthogonal - UML Style (Alt-Shift-U) and a dialog will appear. The setting Grid in the dialog affects the internode spacing so play with that as you wish. I usually set (just once) the setting Labeling - Edge Label Model - Side Slider to avoid ambiguity in positioning of edge labels. The results are excellent!

<img src="state-machine-test/src/docs/com.github.davidmoten.fsm.example.microwave.Microwave.png?raw=true" />

The state-machine maven plugin also generates a more detailed state diagram that includes documentation of each state in the diagram nodes. This is how html documentation is associated with each state:

State<Microwave, DoorClosed> readyToCook = 
    m.createState("Ready to Cook", DoorClosed.class)
     .documentation("<pre>entry/\nturn light off;</pre>");

In the example below the documentation is a pseudo-code description of the entry procedures for each state (discussed in Behaviour section below):

<img src="state-machine-test/src/docs/com.github.davidmoten.fsm.example.microwave.Microwave-with-docs.png?raw=true" />

Here's a more complex one:

<img src="src/docs/complex-state-diagram.png?raw=true" />

On my linux machine I have a command line alias for yEd

alias yed='java -jar /opt/yed/current/yed.jar'

so that I can automate the regeneration of the diagram from the command line like this:

mvn clean install && yed state-machine/state-machine-test/target/state-machine-docs/com.github.davidmoten.fsm.example.microwave.Microwave.graphml

Hit Alt-Shift-U to do the layout. A dialog appears called Directed Orthogonal Layout. A favourite setting is to change Labelling - Edge Labelling to Integrated. Then export the diagram as you please (File - Export).

Behaviour

When a transition occurs in a state machine from state A to state B, the transition is not considered complete till the entry procedure for B has been run. Behaviour is specified according to a generated interface and is given to an instance of MicrowaveStateMachine at creation. For instance to specify that when a Microwave enters the Cooking state that it will time out and stop cooking after 30 seconds (transition to state Cooking Complete) we would implement the behaviour for a Microwave like this:

MicrowaveBehaviour<String> behaviour = new MicrowaveBehaviourBase<String>() {
    @Override
    public Microwave onEntry_Cooking(Signaller<Microwave, String> signaller, Microwave microwave,
            String id, ButtonPressed event, boolean replaying) {
        signaller.signalToSelf(new TimerTimesOut(), 30, TimeUnit.SECONDS);
        return microwave;
    }
};

The signaller has these methods:

public interface Signaller<T, Id> {

    void signalToSelf(Event<? super T> event);
    
    void signalToSelf(Event<? super T> event, long delay, TimeUnit unit);

    <R> void signal(Class<R> cls, Id id, Event<? super R> event);
	
    <R> void signal(Class<R> cls, Id id, Event<? super R> event, long delay, TimeUnit unit);
	
    void cancelSignal(Class<?> fromClass, Id fromId, Class<?> toClass, Id toId);

    void cancelSignalToSelf();

    long now();

}

When the entry procedure is run all signals to self and to others are collected. Once the entry procedure completes the signals to self are actioned each of which may invoke a transition that sends more signals. Signals to self are invoked synchronously but the signals to others are collected in a queue till all transitions due to signals to self have completed. The signals to others are then invoked (usually asynchronously though signals to the same entity will be serial).

At any one time there should only be one outstanding scheduled (non-immediate) signal between object 1 and object 2. This is clearly a pre-requisite for cancelSignal to make sense in its present form and is a nice simplification generally.

Signals to self are actioned synchronously but signals to others may be actioned asynchronously.

You may note that a parameter passed to each behaviour method is replaying. When replaying events you should not make any calls to external entities. Any calls to other entities using signaller will be automatically suppressed but if in the entry procedure you make a call to service.sendEmail(...) for instance then you should check the value of replaying before calling it:

if (!replaying) {
    service.sendEmail(...);
}

Rx processing of signals

The runtime artifact has support by default for a reactive implementation of the processing of signals using RxJava.

If you don't need rx support then add an exclude to your maven dependency.

Processing signals in parallel demands that entities are thread-safe. Immutability is recommended for this case.

StreamingTest.java demonstrates usage of an Rx processor for a state machine (or set of state machines).

Persistence

For a system to recover properly from failure all signals and state changes should be persisted to media that survives process restarts.

If signal queues and entity state and optionally signal stores are all kept in a single relational database that supports transactions then exactly once messaging can be guaranteed. For a reaonably sized system without the need to scale massively this is the recommended approach.

If you can relax the consistency requirements of your system then you can use eventually consistent storage with the consequence that the system is now at least once in terms of message processing. If you can deal sensibly with multiple deliveries of the same message then you can introduce non-RDB systems for storage that may scale easier than RDB.

A popular architectural pattern for handling persistence is to use Event Sourcing and CQRS.

Event Sourcing and CQRS and Guaranteed Delivery

The term Event Sourcing might be better described as Signal Sourcing when one thinks of a system of state machines rather than a single state machine.

Incoming signals to a system are placed on a Command Queue and then processed. The diagram below indicates the path taken on restart of a system. For each domain object state machines need to be refreshed from the Event Source (which we are calling a Signal Store). <br/> <br/> <img src="src/docs/collaboration-diagram.png?raw=true" />

Relational Database Persistence

The state-machine-persistence module provides everything you need to implement Event Sourcing with a relational database (RDB).

When you use a relational database then the changes to a state machine due to a signal are surrounded by a database transaction. This means that if some failure occurs in the processing of that event then the state change does not happen and any signals arising from that change are not sent.

Here's an example using the Persistence class:

Persistence p = Persistence //
    .connectionFactory(connectionFactory) //
    .behaviour(Account.class, new AccountBehaviour()) //
    .build();
// load all outstanding signals from the database    
p.initialize();
// send signals to the system
p.signal(Account.class, "1", new Create());
p.signal(Account.class, "1", new Deposit(BigDecimal.valueOf(100)));
p.signal(Account.class, "1", new Transfer(BigDecimal.valueOf(12), "2"));

Note that when you use a Persistence class to route signals that you can do database lookups in your behaviour implementations using the Entities object that will be loaded with necessary context via ThreadLocal. Here's an example taken from the shopping example application (CatalogProductBehaviour.java):

@Override
public CatalogProduct onEntry_Created(Signaller<CatalogProduct, String> signaller, String id, Create event,
        boolean replaying) {
    // lookup product within the transaction
    Optional<Product> product = Entities.get().get(Product.class, event.productId());
    if (product.isPresent()) {
        return CatalogProduct.createWithCatalogId(event.catalogId()) //
                .productId(event.productId()) //
                .name(product.get().name()) //
                .description(product.get().description()) //
                .quantity(event.quantity()) //
                .price(event.price()) //
                .tags(product.get().tags());
    } else {
        throw new RuntimeException("product not found " + event.productId());
    }
}

Note that in the above example the replaying option is not supported. In theory when replaying no interaction with external services should occur and the Entities service is one such. To support Event Sourcing with replay any interaction with an external service would be made via asynchronous signals so that the return value from the service is recorded in the Signal Store.

Because the database structure is strongly abstracted you need to manage lookup performance (outside of entity primary keys) via the use of tags on entities. All tags are indexed to enable fast queries.

TODO: discuss range metrics and use with tags

Shopping example application

The module state-machine-example-shopping (and its dependency state-machine-example-shopping-definition) contain a fully working web application with these features:

To run the shopping webapp:

mvn clean install
cd state-machine-example-shopping
mvn spring-boot:run

Then go to http://localhost:8080.

You can also run this app in Eclipse or another IDE by importing the state-machine-example-shopping module as a Maven Project and running the Main class shop.Application.

Highly scalable persistence

A scalable implementation of an Event Sourcing + CQRS architecture might use:

To leverage the performance benefits of eventual consistency the state machines must be designed so that at least once processing of events does not break business logic. Not every problem will be suited to this but many scenarios can be solved this way. Remember to consider:

A basic implementation of the architecture might use: