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UA-.NETStandard/Libraries/Opc.Ua.Server/Fluent/StateMachineBuilder.cs
Marc Schier d8a95b4e9e dotnet format sweep (whitespace + IDE + RCS) (#3879)
# Description

Full-repo `dotnet format` sweep across all 73 projects in `UA.slnx` — no behavioral changes.
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522 lines
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C#

/* ========================================================================
* Copyright (c) 2005-2025 The OPC Foundation, Inc. All rights reserved.
*
* OPC Foundation MIT License 1.00
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*
* The complete license agreement can be found here:
* http://opcfoundation.org/License/MIT/1.00/
* ======================================================================*/
using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace Opc.Ua.Server.Fluent
{
/// <summary>
/// Default implementation of <see cref="IStateMachineBuilder{TState}"/>.
/// Installs composed coordinator handlers on the underlying
/// <see cref="FiniteStateMachineState"/> so user callbacks (enter,
/// exit, transition, guards) and pre-existing handlers all run.
/// </summary>
/// <typeparam name="TState">Concrete finite state machine state type.</typeparam>
/// <remarks>
/// <para>
/// State IDs are derived from <c>CurrentState.Id.Value</c> — a
/// <see cref="NodeId"/> whose numeric identifier is the internal
/// state ID assigned by the subclass's state table. Captured in
/// the pre-transition coordinator (for <c>from</c>) and re-read in
/// the post-transition coordinator (for <c>to</c>).
/// </para>
/// <para>
/// Threading: state-machine transitions are inherently sequential
/// per machine; the captured <c>fromStateId</c> field is safe
/// because only one transition can be in flight at any time on a
/// given <see cref="FiniteStateMachineState"/> instance.
/// </para>
/// </remarks>
internal sealed class StateMachineBuilder<TState> : IStateMachineBuilder<TState>
where TState : FiniteStateMachineState
{
public StateMachineBuilder(INodeBuilder<TState> nodeBuilder)
{
m_nodeBuilder = nodeBuilder ?? throw new ArgumentNullException(nameof(nodeBuilder));
StateMachine = nodeBuilder.Node;
m_existingBefore = StateMachine.OnBeforeTransition;
m_existingAfter = StateMachine.OnAfterTransition;
StateMachine.OnBeforeTransition = CoordinatorBefore;
StateMachine.OnAfterTransition = CoordinatorAfter;
}
public TState StateMachine { get; }
public INodeBuilder Builder => m_nodeBuilder;
public IStateMachineBuilder<TState> WithInitialState(uint stateId)
{
if (stateId == 0)
{
throw new ArgumentOutOfRangeException(
nameof(stateId),
stateId,
"State ID must be non-zero.");
}
ISystemContext ctx = m_nodeBuilder.Builder.Context;
StateMachine.SetState(ctx, stateId);
return this;
}
public IStateMachineBuilder<TState> OnEnterState(
uint stateId,
Action<ISystemContext, TState> handler)
{
if (stateId == 0)
{
throw new ArgumentOutOfRangeException(
nameof(stateId), stateId, "State ID must be non-zero.");
}
if (handler == null)
{
throw new ArgumentNullException(nameof(handler));
}
if (!m_onEnter.TryGetValue(stateId, out List<Action<ISystemContext, TState>>? list))
{
list = [];
m_onEnter[stateId] = list;
}
list.Add(handler);
return this;
}
public IStateMachineBuilder<TState> OnExitState(
uint stateId,
Action<ISystemContext, TState> handler)
{
if (stateId == 0)
{
throw new ArgumentOutOfRangeException(
nameof(stateId), stateId, "State ID must be non-zero.");
}
if (handler == null)
{
throw new ArgumentNullException(nameof(handler));
}
if (!m_onExit.TryGetValue(stateId, out List<Action<ISystemContext, TState>>? list))
{
list = [];
m_onExit[stateId] = list;
}
list.Add(handler);
return this;
}
public IStateMachineBuilder<TState> OnTransition(
Action<ISystemContext, TState, uint, uint> handler)
{
if (handler == null)
{
throw new ArgumentNullException(nameof(handler));
}
m_onTransition.Add(handler);
return this;
}
public IStateMachineBuilder<TState> OnBeforeTransition(
Func<ISystemContext, TState, uint, ServiceResult> guard)
{
if (guard == null)
{
throw new ArgumentNullException(nameof(guard));
}
m_guards.Add(guard);
return this;
}
public IStateMachineBuilder<TState> WithCause(NodeId methodNodeId, uint causeId)
{
if (methodNodeId.IsNull)
{
throw new ArgumentNullException(nameof(methodNodeId));
}
if (causeId == 0)
{
throw new ArgumentOutOfRangeException(
nameof(causeId), causeId, "Cause ID must be non-zero.");
}
NodeState? methodNode = ResolveNode(methodNodeId);
if (methodNode is not MethodState method)
{
throw ServiceResultException.Create(
StatusCodes.BadNodeIdUnknown,
"WithCause requires a MethodState node; '{0}' is '{1}'.",
methodNodeId,
methodNode?.GetType().Name ?? "(not found)");
}
if (method.OnCallMethod2 != null)
{
throw ServiceResultException.Create(
StatusCodes.BadInvalidState,
"Method '{0}' already has an OnCallMethod2 handler.",
method.BrowseName);
}
uint capturedCauseId = causeId;
TState machine = StateMachine;
method.OnCallMethod2 = (
context,
m,
objectId,
inputArguments,
outputArguments) => machine.DoCause(
context, m, capturedCauseId, inputArguments, outputArguments);
return this;
}
public IStateMachineBuilder<TState> WithTimedTransition(
uint fromStateId,
TimeSpan timeout,
uint causeId)
{
if (fromStateId == 0)
{
throw new ArgumentOutOfRangeException(
nameof(fromStateId), fromStateId, "State ID must be non-zero.");
}
if (causeId == 0)
{
throw new ArgumentOutOfRangeException(
nameof(causeId), causeId, "Cause ID must be non-zero.");
}
if (timeout <= TimeSpan.Zero)
{
throw new ArgumentOutOfRangeException(
nameof(timeout), timeout, "Timeout must be positive.");
}
if (m_nodeBuilder.Builder is not NodeManagerBuilder root ||
root.Simulations == null)
{
throw new InvalidOperationException(
"WithTimedTransition requires the owning manager to derive " +
"from FluentNodeManagerBase. The simulation registry is not " +
"available on this manager.");
}
m_timedTransitions.Add(
new TimedTransition(fromStateId, timeout, causeId));
if (!m_simulationRegistered)
{
root.Simulations
.NewSimulation(s_timedTransitionTickInterval)
.OnTick(OnSimulationTick);
m_simulationRegistered = true;
}
return this;
}
public IStateMachineBuilder<TState> ConfigureStateMachine(Action<TState> configure)
{
if (configure == null)
{
throw new ArgumentNullException(nameof(configure));
}
configure(StateMachine);
return this;
}
// ──────────────────────────────────────────────────────────────────
// Composed coordinators
// ──────────────────────────────────────────────────────────────────
private ServiceResult CoordinatorBefore(
ISystemContext context,
StateMachineState machine,
uint transitionId,
uint causeId,
ArrayOf<Variant> inputArguments,
List<Variant>? outputArguments)
{
// Capture from-state-id BEFORE any handler runs so guards
// (existing + fluent) can be checked against a stable value.
uint fromStateId = ReadCurrentStateId();
m_pendingFromStateId = fromStateId;
if (m_existingBefore != null)
{
ServiceResult existingResult = m_existingBefore(
context, machine, transitionId, causeId,
inputArguments, outputArguments);
if (ServiceResult.IsBad(existingResult))
{
return existingResult;
}
}
for (int i = 0; i < m_guards.Count; i++)
{
ServiceResult guardResult;
try
{
guardResult = m_guards[i](context, StateMachine, fromStateId);
}
catch (Exception ex)
{
return new ServiceResult(ex);
}
if (ServiceResult.IsBad(guardResult))
{
return guardResult;
}
}
return ServiceResult.Good;
}
private ServiceResult CoordinatorAfter(
ISystemContext context,
StateMachineState machine,
uint transitionId,
uint causeId,
ArrayOf<Variant> inputArguments,
List<Variant>? outputArguments)
{
ServiceResult existingResult = ServiceResult.Good;
if (m_existingAfter != null)
{
try
{
existingResult = m_existingAfter(
context, machine, transitionId, causeId,
inputArguments, outputArguments);
}
catch (Exception ex)
{
existingResult = new ServiceResult(ex);
}
}
uint fromStateId = m_pendingFromStateId;
m_pendingFromStateId = 0;
uint toStateId = ReadCurrentStateId();
// Track the entered-state timestamp for timed transitions
// before firing user callbacks so handlers see a coherent
// arming state.
if (m_timedTransitions.Count > 0)
{
m_currentStateEnteredAt = Stopwatch.GetTimestamp();
m_currentStateForTimer = toStateId;
}
if (fromStateId != 0 &&
m_onExit.TryGetValue(
fromStateId, out List<Action<ISystemContext, TState>>? exitHandlers))
{
FireListSafely(exitHandlers, context);
}
if (toStateId != 0 &&
m_onEnter.TryGetValue(
toStateId, out List<Action<ISystemContext, TState>>? enterHandlers))
{
FireListSafely(enterHandlers, context);
}
for (int i = 0; i < m_onTransition.Count; i++)
{
try
{
m_onTransition[i](context, StateMachine, fromStateId, toStateId);
}
catch (Exception ex)
{
// Observers do not abort the transition; log via
// existing-result so callers see something useful.
if (ServiceResult.IsGood(existingResult))
{
existingResult = new ServiceResult(ex);
}
}
}
return existingResult;
}
private void OnSimulationTick(ISystemContext context, TimeSpan elapsed)
{
// No-op on the first tick after registration if we have not
// observed any state entry yet.
if (m_currentStateForTimer == 0)
{
m_currentStateForTimer = ReadCurrentStateId();
m_currentStateEnteredAt = Stopwatch.GetTimestamp();
return;
}
uint stateId = m_currentStateForTimer;
long enteredAt = m_currentStateEnteredAt;
double elapsedSinceEnter = StopwatchElapsedSeconds(enteredAt);
for (int i = 0; i < m_timedTransitions.Count; i++)
{
TimedTransition t = m_timedTransitions[i];
if (t.FromStateId != stateId)
{
continue;
}
if (elapsedSinceEnter < t.Timeout.TotalSeconds)
{
continue;
}
// Re-check the current state right before firing the
// cause; an interleaving server-driven transition may
// have moved us off the armed state.
if (ReadCurrentStateId() != t.FromStateId)
{
continue;
}
try
{
StateMachine.DoCause(
context,
causeMethod: null!,
t.CauseId,
inputArguments: default,
outputArguments: []);
}
catch
{
// Swallow per simulation-tick exception contract;
// the registry's exception handling logs.
}
// After firing, the entered-at field has been refreshed
// in CoordinatorAfter via the state transition.
break;
}
}
// ──────────────────────────────────────────────────────────────────
// Helpers
// ──────────────────────────────────────────────────────────────────
private uint ReadCurrentStateId()
{
if (StateMachine.CurrentState == null ||
StateMachine.CurrentState.Id == null)
{
return 0;
}
NodeId value = StateMachine.CurrentState.Id.Value;
if (value.IsNull)
{
return 0;
}
if (!value.TryGetValue(out uint numericId))
{
return 0;
}
return numericId;
}
private NodeState? ResolveNode(NodeId nodeId)
{
// INodeManagerBuilder.Node(NodeId) throws BadNodeIdUnknown
// when the node cannot be resolved. We mirror that by
// letting the exception propagate to the caller.
INodeBuilder builder = m_nodeBuilder.Builder.Node(nodeId);
return builder.Node;
}
private void FireListSafely(
List<Action<ISystemContext, TState>> list,
ISystemContext context)
{
for (int i = 0; i < list.Count; i++)
{
try
{
list[i](context, StateMachine);
}
catch
{
// Observer callbacks must not abort the transition.
}
}
}
private static double StopwatchElapsedSeconds(long startTimestamp)
{
long now = Stopwatch.GetTimestamp();
long ticks = now - startTimestamp;
return ticks / (double)Stopwatch.Frequency;
}
private readonly INodeBuilder<TState> m_nodeBuilder;
private readonly StateMachineTransitionHandler? m_existingBefore;
private readonly StateMachineTransitionHandler? m_existingAfter;
private readonly Dictionary<uint, List<Action<ISystemContext, TState>>> m_onEnter
= [];
private readonly Dictionary<uint, List<Action<ISystemContext, TState>>> m_onExit
= [];
private readonly List<Action<ISystemContext, TState, uint, uint>> m_onTransition
= [];
private readonly List<Func<ISystemContext, TState, uint, ServiceResult>> m_guards
= [];
private readonly List<TimedTransition> m_timedTransitions = [];
private uint m_pendingFromStateId;
private uint m_currentStateForTimer;
private long m_currentStateEnteredAt;
private bool m_simulationRegistered;
private static readonly TimeSpan s_timedTransitionTickInterval =
TimeSpan.FromMilliseconds(100);
private readonly struct TimedTransition
{
public TimedTransition(uint fromStateId, TimeSpan timeout, uint causeId)
{
FromStateId = fromStateId;
Timeout = timeout;
CauseId = causeId;
}
public uint FromStateId { get; }
public TimeSpan Timeout { get; }
public uint CauseId { get; }
}
}
}