Files
e61ad4b306 Fully support sub-state machines in the fluent state-machine builder (#4322)
# Description

Part 16 §B.3 places `HasSubStateMachine` on the parent **state** node,
but the fluent builder attached it to the state-machine **root** because
`FluentFiniteStateMachineState` never materialized state nodes at all.
Investigating #3821 showed the gap was wider than the reference
placement:

1. **No state nodes existed.** The NodeId written into `CurrentState/Id`
— `new NodeId(stateId, ElementNamespaceIndex)` — was **dangling**: no
node with that id was in the address space.
2. **`AvailableStates` was never populated**, so
`GetAvailableStatesAsync` returned empty against a fluent-built server.
3. **The whole client discovery chain was therefore dead.**
`ObserveEffectiveStateAsync` enumerates `AvailableStates` and browses
`HasSubStateMachine` from each state node — it found nothing. The client
side was already spec-correct; only the server deviated.
4. **`HasSubStateMachine` is non-hierarchical** (a subtype of
`NonHierarchicalReferences`, `i=32`). Using it as the sub-SM's
`BaseInstanceState.ReferenceTypeId` left the sub-SM unreachable from a
hierarchical browse of the machine.

## What changed

**Element nodes are materialized.** Definition-mode machines now create
one `StateType` node per declared state and one `TransitionType` node
per declared transition — each a `HasComponent` child carrying
`StateNumber` / `TransitionNumber`, with the §B.4 `FromState` /
`ToState` / `HasEffect` references and `HasCause` added by `WithCause`.
`AvailableStates`, `AvailableTransitions` and `LastTransition` are
populated, so `CurrentState/Id` and `LastTransition/Id` resolve to real,
browsable nodes. NodeIds are per-instance, so several machines built
from one definition coexist.

**`HasSubStateMachine` moved to the state node**, with the inverse
`SubStateMachineOf`, and the sub-SM is attached as a `HasComponent`
child (fixing 4).

**Core gains element-id mapping hooks.** `GetCurrentStateId` /
`UpdateStateVariable` / `UpdateTransitionVariable` hard-coded the
numeric form and were non-virtual, so a subclass could not redirect
them. They now route through `public virtual` `GetStateNodeId` /
`GetStateId` / `GetTransitionNodeId` / `GetTransitionId`, whose defaults
reproduce the previous `(elementId, ElementNamespaceIndex)` convention
**exactly** — every stack-shipped and generator-emitted machine is
unaffected, and there is a regression test asserting that.

**Generated machines report their model namespace.** The generator now
emits an `ElementNamespaceUri` override on `FiniteStateMachineType`
subtypes, taken from the nearest type that actually *declares* state
children — a subtype that only adds behaviour inherits its elements, and
their namespace, from its base.

**Ordering and validation fixes.** `WithSubStateMachine` and
`WithInitialState` are now order-independent (previously, attaching a
sub-SM before setting the initial state left the child suspended until
the parent left and re-entered the state — silently).
`WithSubStateMachine` validates `parentStateId`, and the builder rejects
duplicate element browse names, since element NodeIds are now derived
from them.

## A defect this surfaced

Code that assembles nodes with the generated `CreateInstanceOf<Type>`
factories never calls `NodeState.CreateAsPredefinedNode`, so
`OnBeforeCreate` / `OnAfterCreate` are skipped for the entire subtree —
and `OnAfterCreate` is the only place a state machine resolves its
element namespace. It is also where `ConditionState` binds its `Enable`
/ `Disable` / `AddComment` handlers and `AlarmConditionState` binds the
shelving methods, so the impact is broader than state machines.

This PR fixes only the two call sites it depends on — DI's
`SoftwareUpdateFacetWiring` and Robotics' `RoboticsOperationBuilder`.
**The repository-wide audit is deliberately left out of scope and
tracked in #4320** (24 files call these factories; none completed the
lifecycle).

The Robotics regression had no test coverage at all, so an assertion on
`CurrentState/Id` was added and verified to fail without the fix.

## Breaking changes

- Sub-state machines are **no longer browsable from the state-machine
root**. Callers passing a machine's `ObjectId` to
`GetSubStateMachineAsync` must pass a state NodeId instead — from
`GetAvailableStatesAsync` or a snapshot's `CurrentStateId`.
- `CurrentState/Id` for fluent machines changes from the numeric form to
the materialized node's id. Code reading a numeric id out of it should
call `FiniteStateMachineState.GetStateId` rather than parsing the
identifier.
- Generated machines qualify `CurrentState/Id` / `LastTransition/Id`
with their companion-spec namespace instead of the OPC UA one.

Documented in `docs/WhatsNewIn2.0.md` and `docs/StateMachines.md`.

## Notes for reviewers

- Adding `virtual` to the `FiniteStateMachineState` members is a binary
(not source) breaking change — assumed acceptable on the 2.0 line, but
worth confirming against the compatibility policy.
- Address-space cost is one node plus one property per declared state
and transition, per machine instance; called out in the docs for servers
instantiating many machines.
- `AvailableTransitions` is modelled as a `HasComponent`
`BaseDataVariable` (matching the standard NodeSet and what the client's
browse path expects), not a Property.

## Related Issues

- Fixes #3821
- Surfaced #4320 (node create lifecycle audit — not addressed here)

## Checklist

- [ ] I have signed the
[CLA](https://opcfoundation.org/license/cla/ContributorLicenseAgreementv1.0.pdf)
and read the
[CONTRIBUTING](https://github.com/OPCFoundation/UA-.NETStandard/blob/master/CONTRIBUTING.md)
doc.
- [x] I have added tests that prove my fix is effective or that my
feature works and increased code coverage.
- [x] I have added all necessary documentation.
- [x] I have verified that my changes do not introduce (new) build or
analyzer warnings.
- [ ] I ran **all** tests locally using the **UA.slnx** solution against
at least .net **framework** and .net **10**, and all passed.
- [ ] I fixed **all** failing and flaky tests in the CI pipelines and
**all** CodeQL warnings.
- [ ] I have addressed **all** PR feedback received.

### Test runs (net10.0)

| Suite | Result |
|---|---|
| `Opc.Ua.Server.Tests` (full) | 4734 passed, 5 skipped |
| `Opc.Ua.SourceGeneration.Core.Tests` | 3780 passed |
| `Opc.Ua.SourceGeneration.Tests` | 132 passed |
| `Opc.Ua.SourceGeneration.Stack.Tests` | 94 passed |
| `Opc.Ua.Types.Tests` | 8763 passed |
| `Opc.Ua.Robotics.Tests` | 540 passed |
| `Opc.Ua.Robotics.Intent.Tests` | 22 passed |
| `Opc.Ua.Di.Tests` | 424 passed |
| `Opc.Ua.ISA95.Tests` | 136 passed |
| `Opc.Ua.Aas.Tests` | 670 passed |
| `Opc.Ua.Positioning.Tests` | 69 passed |
| `Opc.Ua.Client.Tests` (StateMachines) | 36 passed |

Only net10.0 was run locally; the .NET Framework leg is left to CI,
hence the unchecked box above.

---------

Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: marcschier <11168470+marcschier@users.noreply.github.com>
2026-08-29 13:33:16 +00:00

512 lines
22 KiB
C#

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using System;
using System.Collections.Generic;
using NUnit.Framework;
using Opc.Ua.Server.StateMachines;
namespace Opc.Ua.Server.Tests.StateMachines
{
/// <summary>
/// Unit tests for <see cref="StateMachineBuilder{TState}.WithSubStateMachine"/>
/// — the hierarchical state-machine builder sugar. Verifies the
/// HasSubStateMachine wiring, parent-state-entry activation, the
/// suspend-on-exit semantics, and the per-parent-state reset
/// behavior (with the <c>preserveOnReentry</c> opt-out).
/// </summary>
[TestFixture]
[Category("Server")]
[Category("StateMachines")]
[Parallelizable]
public sealed class StateMachineBuilderSubStateTests
{
private ServerSystemContext m_context = null!;
[SetUp]
public void SetUp()
{
m_context = StateMachineTestFixtures.CreateContext();
}
[Test]
public void WithSubStateMachineAddsHasComponentChild()
{
FluentFiniteStateMachineState parent = BuildParent()
.WithInitialState(1)
.WithSubStateMachine(
parentStateId: 1,
browseName: new QualifiedName("ChildSm", 1),
configure: c => c
.AddState(10, "ChildIdle", isInitial: true)
.AddState(11, "ChildRunning")
.AddTransition(100, "IdleToRunning", from: 10, to: 11))
.StateMachine;
var children = new List<BaseInstanceState>();
parent.GetChildren(m_context, children);
BaseInstanceState child = children.Find(c => c.BrowseName.Name == "ChildSm")!;
Assert.That(child, Is.Not.Null);
// HasSubStateMachine is non-hierarchical, so the parent /
// child relationship uses HasComponent — matching the
// standard NodeSets.
Assert.That(child.ReferenceTypeId,
Is.EqualTo(ReferenceTypeIds.HasComponent));
Assert.That(child, Is.InstanceOf<FluentFiniteStateMachineState>());
}
[Test]
public void WithSubStateMachineReferencesSubMachineFromParentStateNode()
{
FluentFiniteStateMachineState parent = BuildParent()
.WithInitialState(1)
.WithSubStateMachine(
parentStateId: 1,
browseName: new QualifiedName("ChildSm", 1),
configure: c => c
.AddState(10, "ChildIdle", isInitial: true)
.AddTransition(100, "Loop", from: 10, to: 10))
.StateMachine;
BaseInstanceState child = GetChild(parent, "ChildSm");
BaseInstanceState stateNode = GetChild(parent, "ParentA");
// Part 16 §4.4.16: the reference hangs off the parent STATE
// node, not the state machine root.
var forward = new List<IReference>();
stateNode.GetReferences(
m_context, forward, ReferenceTypeIds.HasSubStateMachine, false);
Assert.That(forward, Has.Count.EqualTo(1));
Assert.That(forward[0].TargetId, Is.EqualTo((ExpandedNodeId)child.NodeId));
// ... and the inverse (SubStateMachineOf) browses back.
var inverse = new List<IReference>();
child.GetReferences(
m_context, inverse, ReferenceTypeIds.HasSubStateMachine, true);
Assert.That(inverse, Has.Count.EqualTo(1));
Assert.That(inverse[0].TargetId, Is.EqualTo((ExpandedNodeId)stateNode.NodeId));
// The state machine root must NOT carry the reference.
var fromRoot = new List<IReference>();
parent.GetReferences(
m_context, fromRoot, ReferenceTypeIds.HasSubStateMachine, false);
Assert.That(fromRoot, Is.Empty);
}
[Test]
public void SubStateMachineIsDiscoverableThroughTheNodeBrowser()
{
// Drives the real NodeBrowser along the exact path a client
// takes: hierarchical browse of the machine to reach the
// state node and the sub-SM, then HasSubStateMachine from
// the state node. HasSubStateMachine is non-hierarchical,
// so using it as the parent/child reference would leave the
// sub-SM invisible to the first of those browses.
//
// NodeState.PopulateBrowser only walks children when the
// TypeTable can tell it the browsed reference type is
// hierarchical, so the bare test table needs that one fact.
var typeTable = (TypeTable)m_context.TypeTable;
typeTable.AddReferenceSubtype(
ReferenceTypeIds.HierarchicalReferences,
NodeId.Null,
new QualifiedName(BrowseNames.HierarchicalReferences));
typeTable.AddReferenceSubtype(
ReferenceTypeIds.HasComponent,
ReferenceTypeIds.HierarchicalReferences,
new QualifiedName(BrowseNames.HasComponent));
FluentFiniteStateMachineState parent = BuildParent()
.WithInitialState(1)
.WithSubStateMachine(
parentStateId: 1,
browseName: new QualifiedName("ChildSm", 1),
configure: c => c
.AddState(10, "ChildIdle", isInitial: true)
.AddTransition(100, "Loop", from: 10, to: 10))
.StateMachine;
List<NodeId> components = BrowseTargets(
parent, ReferenceTypeIds.HasComponent, BrowseDirection.Forward);
NodeId stateNodeId = GetChild(parent, "ParentA").NodeId;
NodeId childNodeId = GetChild(parent, "ChildSm").NodeId;
Assert.That(components, Does.Contain(stateNodeId));
Assert.That(components, Does.Contain(childNodeId));
List<NodeId> subMachines = BrowseTargets(
GetChild(parent, "ParentA"),
ReferenceTypeIds.HasSubStateMachine,
BrowseDirection.Forward);
Assert.That(subMachines, Is.EqualTo(new[] { childNodeId }));
}
private List<NodeId> BrowseTargets(
NodeState node,
NodeId referenceTypeId,
BrowseDirection direction)
{
var targets = new List<NodeId>();
using INodeBrowser browser = node.CreateBrowser(
m_context,
null,
referenceTypeId,
false,
direction,
default,
null,
false);
for (IReference reference = browser.Next();
reference != null;
reference = browser.Next())
{
targets.Add(ExpandedNodeId.ToNodeId(
reference.TargetId, m_context.NamespaceUris));
}
return targets;
}
[Test]
public void WithSubStateMachineRejectsBrowseNameCollidingWithState()
{
StateMachineBuilder<FluentFiniteStateMachineState> builder =
BuildParent().WithInitialState(1);
// The sub-SM NodeId is composed like the element NodeIds,
// so a browse name shared with a state would collide.
Assert.Throws<ArgumentException>(() =>
builder.WithSubStateMachine(
parentStateId: 1,
browseName: new QualifiedName("ParentA", 1),
configure: c => c.AddState(10, "ChildIdle", isInitial: true)));
}
[Test]
public void WithSubStateMachineRejectsUnknownParentState()
{
StateMachineBuilder<FluentFiniteStateMachineState> builder =
BuildParent().WithInitialState(1);
Assert.Throws<InvalidOperationException>(() =>
builder.WithSubStateMachine(
parentStateId: 99,
browseName: new QualifiedName("ChildSm", 1),
configure: c => c.AddState(10, "ChildIdle", isInitial: true)));
}
[Test]
public void SubStateMachineActivatesWhenInitialStateIsSetAfterwards()
{
// WithInitialState goes through SetState, which fires no
// enter handler — the sub-SM must still activate, so this
// call order behaves the same as the reverse one.
FluentFiniteStateMachineState parent = BuildParent()
.WithSubStateMachine(
parentStateId: 1,
browseName: new QualifiedName("ChildSm", 1),
configure: c => c
.AddState(10, "ChildIdle", isInitial: true)
.AddState(11, "ChildRunning")
.AddTransition(100, "IdleToRunning", from: 10, to: 11))
.WithInitialState(1)
.StateMachine;
var child = (FluentFiniteStateMachineState)GetChild(parent, "ChildSm");
Assert.Multiple(() =>
{
Assert.That(child.IsSuspended, Is.False);
Assert.That(CurrentStateId(child), Is.EqualTo(10u));
});
}
[Test]
public void SubStateMachineStaysSuspendedWhenInitialStateIsElsewhere()
{
FluentFiniteStateMachineState parent = BuildParent()
.WithSubStateMachine(
parentStateId: 1,
browseName: new QualifiedName("ChildSm", 1),
configure: c => c
.AddState(10, "ChildIdle", isInitial: true)
.AddTransition(100, "Loop", from: 10, to: 10))
.WithInitialState(2)
.StateMachine;
var child = (FluentFiniteStateMachineState)GetChild(parent, "ChildSm");
Assert.Multiple(() =>
{
Assert.That(child.IsSuspended, Is.True);
// Part 16: an inactive sub-state machine publishes no
// current state — its declared initial state is only
// applied once the parent enters the attached state.
Assert.That(child.CurrentState!.Value.IsNullOrEmpty, Is.True);
// ... and OPC 10000-16 §4.4.6: CurrentState and
// LastTransition of an inactive sub-SM read with
// Bad_StateNotActive.
Assert.That(child.CurrentState.StatusCode,
Is.EqualTo((StatusCode)StatusCodes.BadStateNotActive));
Assert.That(child.LastTransition!.StatusCode,
Is.EqualTo((StatusCode)StatusCodes.BadStateNotActive));
});
}
[Test]
public void ResumedSubStateMachineReadsGoodAgain()
{
FluentFiniteStateMachineState parent = BuildParent()
.WithSubStateMachine(
parentStateId: 1,
browseName: new QualifiedName("ChildSm", 1),
configure: c => c
.AddState(10, "ChildIdle", isInitial: true)
.AddTransition(100, "Loop", from: 10, to: 10))
.WithInitialState(2)
.StateMachine;
var child = (FluentFiniteStateMachineState)GetChild(parent, "ChildSm");
Assert.That(child.CurrentState!.StatusCode,
Is.EqualTo((StatusCode)StatusCodes.BadStateNotActive));
// Parent enters the attached state → the sub-SM activates
// and its state variables read Good with the seeded state.
parent.DoTransition(m_context, 21, 0, default, []);
Assert.Multiple(() =>
{
Assert.That(child.IsSuspended, Is.False);
Assert.That(child.CurrentState.StatusCode,
Is.EqualTo((StatusCode)StatusCodes.Good));
Assert.That(CurrentStateId(child), Is.EqualTo(10u));
});
}
[Test]
public void PreserveOnReentryChildSurvivesALaterWithInitialState()
{
StateMachineBuilder<FluentFiniteStateMachineState> builder =
BuildParent()
.WithInitialState(1)
.WithSubStateMachine(
parentStateId: 1,
browseName: new QualifiedName("ChildSm", 1),
configure: c => c
.AddState(10, "ChildIdle", isInitial: true)
.AddState(11, "ChildRunning")
.AddTransition(100, "IdleToRunning", from: 10, to: 11),
preserveOnReentry: true);
FluentFiniteStateMachineState parent = builder.StateMachine;
var child = (FluentFiniteStateMachineState)GetChild(parent, "ChildSm");
// Move the child off its initial state, then re-apply the
// parent's initial state — a preserveOnReentry child must
// keep its state instead of being reset.
child.DoTransition(m_context, 100, 0, default, []);
Assert.That(CurrentStateId(child), Is.EqualTo(11u));
builder.WithInitialState(1);
Assert.That(CurrentStateId(child), Is.EqualTo(11u));
}
[Test]
public void WithSubStateMachineActivatesOnParentStateEntry()
{
FluentFiniteStateMachineState parent = BuildParent()
.WithInitialState(2) // parent starts in state 2 (sub-SM is NOT attached here)
.WithSubStateMachine(
parentStateId: 1,
browseName: new QualifiedName("ChildSm", 1),
configure: c => c
.AddState(10, "ChildIdle", isInitial: true)
.AddTransition(100, "Loop", from: 10, to: 10))
.StateMachine;
var child = (FluentFiniteStateMachineState)
GetChild(parent, "ChildSm");
// Sub-SM starts suspended (parent is in state 2, not 1).
Assert.That(child.IsSuspended, Is.True);
// Move parent to state 1 → sub-SM activates.
parent.DoTransition(m_context, 21, 0, default, []);
Assert.That(child.IsSuspended, Is.False);
}
[Test]
public void WithSubStateMachineSuspendsOnParentStateExit()
{
FluentFiniteStateMachineState parent = BuildParent()
.WithInitialState(1)
.WithSubStateMachine(
parentStateId: 1,
browseName: new QualifiedName("ChildSm", 1),
configure: c => c
.AddState(10, "ChildIdle", isInitial: true)
.AddTransition(100, "Loop", from: 10, to: 10))
.StateMachine;
var child = (FluentFiniteStateMachineState)
GetChild(parent, "ChildSm");
Assert.That(child.IsSuspended, Is.False);
// Move parent OFF state 1 → sub-SM suspended.
parent.DoTransition(m_context, 12, 0, default, []);
Assert.That(child.IsSuspended, Is.True);
}
[Test]
public void SuspendedSubStateMachineRejectsTransitionsWithBadStateNotActive()
{
FluentFiniteStateMachineState parent = BuildParent()
.WithInitialState(2) // parent in state 2, sub-SM suspended
.WithSubStateMachine(
parentStateId: 1,
browseName: new QualifiedName("ChildSm", 1),
configure: c => c
.AddState(10, "ChildIdle", isInitial: true)
.AddTransition(100, "Loop", from: 10, to: 10))
.StateMachine;
var child = (FluentFiniteStateMachineState)
GetChild(parent, "ChildSm");
ServiceResult result = child.DoTransition(m_context, 100, 0, default, []);
Assert.That(ServiceResult.IsBad(result), Is.True);
Assert.That(result.Code, Is.EqualTo(StatusCodes.BadStateNotActive));
}
[Test]
public void ResetOnReentryRestoresInitialState()
{
FluentFiniteStateMachineState parent = BuildParent()
.WithInitialState(1)
.WithSubStateMachine(
parentStateId: 1,
browseName: new QualifiedName("ChildSm", 1),
configure: c => c
.AddState(10, "ChildIdle", isInitial: true)
.AddState(11, "ChildRunning")
.AddTransition(100, "IdleToRunning", from: 10, to: 11)
.OnCause(1000, from: 10, transition: 100))
.StateMachine;
var child = (FluentFiniteStateMachineState)
GetChild(parent, "ChildSm");
// Move child to "Running" state.
child.DoTransition(m_context, 100, 1000, default, []);
Assert.That(CurrentStateId(child), Is.EqualTo(11u));
// Move parent off state 1 and back.
parent.DoTransition(m_context, 12, 0, default, []);
parent.DoTransition(m_context, 21, 0, default, []);
// Child should have reset to its initial state.
Assert.That(CurrentStateId(child), Is.EqualTo(10u));
Assert.That(child.IsSuspended, Is.False);
}
[Test]
public void PreserveOnReentryRetainsChildState()
{
FluentFiniteStateMachineState parent = BuildParent()
.WithInitialState(1)
.WithSubStateMachine(
parentStateId: 1,
browseName: new QualifiedName("ChildSm", 1),
configure: c => c
.AddState(10, "ChildIdle", isInitial: true)
.AddState(11, "ChildRunning")
.AddTransition(100, "IdleToRunning", from: 10, to: 11)
.OnCause(1000, from: 10, transition: 100),
preserveOnReentry: true)
.StateMachine;
var child = (FluentFiniteStateMachineState)
GetChild(parent, "ChildSm");
child.DoTransition(m_context, 100, 1000, default, []);
Assert.That(CurrentStateId(child), Is.EqualTo(11u));
parent.DoTransition(m_context, 12, 0, default, []);
parent.DoTransition(m_context, 21, 0, default, []);
// Child retained its "Running" state across the
// parent-exit / re-entry cycle.
Assert.That(CurrentStateId(child), Is.EqualTo(11u));
Assert.That(child.IsSuspended, Is.False);
}
[Test]
public void WithSubStateMachineThrowsInLifecycleMode()
{
FluentFiniteStateMachineState sm = BuildParent().StateMachine;
var lifecycle =
StateMachineBuilder.For(sm, m_context);
Assert.That(() => lifecycle.WithSubStateMachine(
parentStateId: 1,
browseName: new QualifiedName("ChildSm", 1),
configure: c => c.AddState(10, "X", isInitial: true)),
Throws.InvalidOperationException);
}
private StateMachineBuilder<FluentFiniteStateMachineState> BuildParent()
{
return StateMachineTestFixtures.NewBuilder(m_context)
.AddState(1, "ParentA", isInitial: true)
.AddState(2, "ParentB")
.AddTransition(12, "AToB", from: 1, to: 2)
.AddTransition(21, "BToA", from: 2, to: 1);
}
private static BaseInstanceState GetChild(FluentFiniteStateMachineState parent, string browseName)
{
var children = new List<BaseInstanceState>();
parent.GetChildren(null!, children);
return children.Find(c => c.BrowseName.Name == browseName)!;
}
private static uint CurrentStateId(FluentFiniteStateMachineState sm)
{
if (sm.CurrentState?.Id?.Value is { } id && !id.IsNull)
{
// Resolve through the machine's own mapping so
// materialized state NodeIds are understood too.
return sm.GetStateId(id);
}
return 0;
}
}
}