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# Description Full-repo `dotnet format` sweep across all 73 projects in `UA.slnx` — no behavioral changes.
522 lines
19 KiB
C#
522 lines
19 KiB
C#
/* ========================================================================
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* Copyright (c) 2005-2025 The OPC Foundation, Inc. All rights reserved.
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*
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* OPC Foundation MIT License 1.00
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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* The complete license agreement can be found here:
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* http://opcfoundation.org/License/MIT/1.00/
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* ======================================================================*/
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace Opc.Ua.Server.Fluent
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{
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/// <summary>
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/// Default implementation of <see cref="IStateMachineBuilder{TState}"/>.
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/// Installs composed coordinator handlers on the underlying
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/// <see cref="FiniteStateMachineState"/> so user callbacks (enter,
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/// exit, transition, guards) and pre-existing handlers all run.
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/// </summary>
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/// <typeparam name="TState">Concrete finite state machine state type.</typeparam>
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/// <remarks>
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/// <para>
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/// State IDs are derived from <c>CurrentState.Id.Value</c> — a
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/// <see cref="NodeId"/> whose numeric identifier is the internal
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/// state ID assigned by the subclass's state table. Captured in
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/// the pre-transition coordinator (for <c>from</c>) and re-read in
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/// the post-transition coordinator (for <c>to</c>).
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/// </para>
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/// <para>
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/// Threading: state-machine transitions are inherently sequential
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/// per machine; the captured <c>fromStateId</c> field is safe
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/// because only one transition can be in flight at any time on a
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/// given <see cref="FiniteStateMachineState"/> instance.
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/// </para>
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/// </remarks>
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internal sealed class StateMachineBuilder<TState> : IStateMachineBuilder<TState>
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where TState : FiniteStateMachineState
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{
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public StateMachineBuilder(INodeBuilder<TState> nodeBuilder)
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{
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m_nodeBuilder = nodeBuilder ?? throw new ArgumentNullException(nameof(nodeBuilder));
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StateMachine = nodeBuilder.Node;
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m_existingBefore = StateMachine.OnBeforeTransition;
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m_existingAfter = StateMachine.OnAfterTransition;
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StateMachine.OnBeforeTransition = CoordinatorBefore;
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StateMachine.OnAfterTransition = CoordinatorAfter;
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}
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public TState StateMachine { get; }
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public INodeBuilder Builder => m_nodeBuilder;
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public IStateMachineBuilder<TState> WithInitialState(uint stateId)
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{
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if (stateId == 0)
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{
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throw new ArgumentOutOfRangeException(
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nameof(stateId),
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stateId,
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"State ID must be non-zero.");
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}
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ISystemContext ctx = m_nodeBuilder.Builder.Context;
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StateMachine.SetState(ctx, stateId);
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return this;
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}
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public IStateMachineBuilder<TState> OnEnterState(
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uint stateId,
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Action<ISystemContext, TState> handler)
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{
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if (stateId == 0)
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{
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throw new ArgumentOutOfRangeException(
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nameof(stateId), stateId, "State ID must be non-zero.");
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}
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if (handler == null)
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{
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throw new ArgumentNullException(nameof(handler));
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}
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if (!m_onEnter.TryGetValue(stateId, out List<Action<ISystemContext, TState>>? list))
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{
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list = [];
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m_onEnter[stateId] = list;
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}
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list.Add(handler);
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return this;
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}
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public IStateMachineBuilder<TState> OnExitState(
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uint stateId,
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Action<ISystemContext, TState> handler)
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{
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if (stateId == 0)
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{
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throw new ArgumentOutOfRangeException(
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nameof(stateId), stateId, "State ID must be non-zero.");
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}
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if (handler == null)
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{
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throw new ArgumentNullException(nameof(handler));
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}
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if (!m_onExit.TryGetValue(stateId, out List<Action<ISystemContext, TState>>? list))
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{
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list = [];
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m_onExit[stateId] = list;
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}
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list.Add(handler);
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return this;
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}
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public IStateMachineBuilder<TState> OnTransition(
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Action<ISystemContext, TState, uint, uint> handler)
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{
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if (handler == null)
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{
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throw new ArgumentNullException(nameof(handler));
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}
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m_onTransition.Add(handler);
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return this;
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}
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public IStateMachineBuilder<TState> OnBeforeTransition(
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Func<ISystemContext, TState, uint, ServiceResult> guard)
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{
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if (guard == null)
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{
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throw new ArgumentNullException(nameof(guard));
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}
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m_guards.Add(guard);
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return this;
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}
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public IStateMachineBuilder<TState> WithCause(NodeId methodNodeId, uint causeId)
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{
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if (methodNodeId.IsNull)
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{
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throw new ArgumentNullException(nameof(methodNodeId));
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}
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if (causeId == 0)
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{
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throw new ArgumentOutOfRangeException(
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nameof(causeId), causeId, "Cause ID must be non-zero.");
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}
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NodeState? methodNode = ResolveNode(methodNodeId);
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if (methodNode is not MethodState method)
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{
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throw ServiceResultException.Create(
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StatusCodes.BadNodeIdUnknown,
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"WithCause requires a MethodState node; '{0}' is '{1}'.",
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methodNodeId,
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methodNode?.GetType().Name ?? "(not found)");
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}
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if (method.OnCallMethod2 != null)
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{
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throw ServiceResultException.Create(
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StatusCodes.BadInvalidState,
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"Method '{0}' already has an OnCallMethod2 handler.",
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method.BrowseName);
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}
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uint capturedCauseId = causeId;
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TState machine = StateMachine;
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method.OnCallMethod2 = (
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context,
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m,
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objectId,
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inputArguments,
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outputArguments) => machine.DoCause(
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context, m, capturedCauseId, inputArguments, outputArguments);
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return this;
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}
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public IStateMachineBuilder<TState> WithTimedTransition(
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uint fromStateId,
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TimeSpan timeout,
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uint causeId)
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{
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if (fromStateId == 0)
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{
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throw new ArgumentOutOfRangeException(
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nameof(fromStateId), fromStateId, "State ID must be non-zero.");
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}
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if (causeId == 0)
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{
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throw new ArgumentOutOfRangeException(
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nameof(causeId), causeId, "Cause ID must be non-zero.");
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}
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if (timeout <= TimeSpan.Zero)
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{
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throw new ArgumentOutOfRangeException(
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nameof(timeout), timeout, "Timeout must be positive.");
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}
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if (m_nodeBuilder.Builder is not NodeManagerBuilder root ||
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root.Simulations == null)
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{
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throw new InvalidOperationException(
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"WithTimedTransition requires the owning manager to derive " +
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"from FluentNodeManagerBase. The simulation registry is not " +
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"available on this manager.");
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}
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m_timedTransitions.Add(
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new TimedTransition(fromStateId, timeout, causeId));
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if (!m_simulationRegistered)
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{
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root.Simulations
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.NewSimulation(s_timedTransitionTickInterval)
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.OnTick(OnSimulationTick);
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m_simulationRegistered = true;
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}
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return this;
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}
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public IStateMachineBuilder<TState> ConfigureStateMachine(Action<TState> configure)
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{
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if (configure == null)
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{
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throw new ArgumentNullException(nameof(configure));
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}
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configure(StateMachine);
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return this;
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}
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// ──────────────────────────────────────────────────────────────────
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// Composed coordinators
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// ──────────────────────────────────────────────────────────────────
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private ServiceResult CoordinatorBefore(
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ISystemContext context,
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StateMachineState machine,
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uint transitionId,
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uint causeId,
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ArrayOf<Variant> inputArguments,
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List<Variant>? outputArguments)
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{
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// Capture from-state-id BEFORE any handler runs so guards
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// (existing + fluent) can be checked against a stable value.
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uint fromStateId = ReadCurrentStateId();
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m_pendingFromStateId = fromStateId;
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if (m_existingBefore != null)
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{
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ServiceResult existingResult = m_existingBefore(
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context, machine, transitionId, causeId,
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inputArguments, outputArguments);
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if (ServiceResult.IsBad(existingResult))
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{
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return existingResult;
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}
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}
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for (int i = 0; i < m_guards.Count; i++)
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{
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ServiceResult guardResult;
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try
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{
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guardResult = m_guards[i](context, StateMachine, fromStateId);
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}
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catch (Exception ex)
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{
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return new ServiceResult(ex);
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}
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if (ServiceResult.IsBad(guardResult))
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{
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return guardResult;
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}
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}
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return ServiceResult.Good;
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}
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private ServiceResult CoordinatorAfter(
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ISystemContext context,
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StateMachineState machine,
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uint transitionId,
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uint causeId,
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ArrayOf<Variant> inputArguments,
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List<Variant>? outputArguments)
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{
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ServiceResult existingResult = ServiceResult.Good;
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if (m_existingAfter != null)
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{
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try
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{
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existingResult = m_existingAfter(
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context, machine, transitionId, causeId,
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inputArguments, outputArguments);
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}
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catch (Exception ex)
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{
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existingResult = new ServiceResult(ex);
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}
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}
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uint fromStateId = m_pendingFromStateId;
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m_pendingFromStateId = 0;
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uint toStateId = ReadCurrentStateId();
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// Track the entered-state timestamp for timed transitions
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// before firing user callbacks so handlers see a coherent
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// arming state.
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if (m_timedTransitions.Count > 0)
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{
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m_currentStateEnteredAt = Stopwatch.GetTimestamp();
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m_currentStateForTimer = toStateId;
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}
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if (fromStateId != 0 &&
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m_onExit.TryGetValue(
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fromStateId, out List<Action<ISystemContext, TState>>? exitHandlers))
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{
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FireListSafely(exitHandlers, context);
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}
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if (toStateId != 0 &&
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m_onEnter.TryGetValue(
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toStateId, out List<Action<ISystemContext, TState>>? enterHandlers))
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{
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FireListSafely(enterHandlers, context);
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}
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for (int i = 0; i < m_onTransition.Count; i++)
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{
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try
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{
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m_onTransition[i](context, StateMachine, fromStateId, toStateId);
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}
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catch (Exception ex)
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{
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// Observers do not abort the transition; log via
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// existing-result so callers see something useful.
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if (ServiceResult.IsGood(existingResult))
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{
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existingResult = new ServiceResult(ex);
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}
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}
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}
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return existingResult;
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}
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private void OnSimulationTick(ISystemContext context, TimeSpan elapsed)
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{
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// No-op on the first tick after registration if we have not
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// observed any state entry yet.
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if (m_currentStateForTimer == 0)
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{
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m_currentStateForTimer = ReadCurrentStateId();
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m_currentStateEnteredAt = Stopwatch.GetTimestamp();
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return;
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}
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uint stateId = m_currentStateForTimer;
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long enteredAt = m_currentStateEnteredAt;
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double elapsedSinceEnter = StopwatchElapsedSeconds(enteredAt);
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for (int i = 0; i < m_timedTransitions.Count; i++)
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{
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TimedTransition t = m_timedTransitions[i];
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if (t.FromStateId != stateId)
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{
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continue;
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}
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if (elapsedSinceEnter < t.Timeout.TotalSeconds)
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{
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continue;
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}
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// Re-check the current state right before firing the
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// cause; an interleaving server-driven transition may
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// have moved us off the armed state.
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if (ReadCurrentStateId() != t.FromStateId)
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{
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continue;
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}
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try
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{
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StateMachine.DoCause(
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context,
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causeMethod: null!,
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t.CauseId,
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inputArguments: default,
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outputArguments: []);
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}
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catch
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{
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// Swallow per simulation-tick exception contract;
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// the registry's exception handling logs.
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}
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// After firing, the entered-at field has been refreshed
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// in CoordinatorAfter via the state transition.
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break;
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}
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}
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// ──────────────────────────────────────────────────────────────────
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// Helpers
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// ──────────────────────────────────────────────────────────────────
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private uint ReadCurrentStateId()
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{
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if (StateMachine.CurrentState == null ||
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StateMachine.CurrentState.Id == null)
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{
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return 0;
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}
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NodeId value = StateMachine.CurrentState.Id.Value;
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if (value.IsNull)
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{
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return 0;
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}
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if (!value.TryGetValue(out uint numericId))
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{
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return 0;
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}
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return numericId;
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}
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private NodeState? ResolveNode(NodeId nodeId)
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{
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// INodeManagerBuilder.Node(NodeId) throws BadNodeIdUnknown
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// when the node cannot be resolved. We mirror that by
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// letting the exception propagate to the caller.
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INodeBuilder builder = m_nodeBuilder.Builder.Node(nodeId);
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return builder.Node;
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}
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private void FireListSafely(
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List<Action<ISystemContext, TState>> list,
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ISystemContext context)
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{
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for (int i = 0; i < list.Count; i++)
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{
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try
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{
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list[i](context, StateMachine);
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}
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catch
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{
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// Observer callbacks must not abort the transition.
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}
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}
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}
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private static double StopwatchElapsedSeconds(long startTimestamp)
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{
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long now = Stopwatch.GetTimestamp();
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long ticks = now - startTimestamp;
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return ticks / (double)Stopwatch.Frequency;
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}
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private readonly INodeBuilder<TState> m_nodeBuilder;
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private readonly StateMachineTransitionHandler? m_existingBefore;
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private readonly StateMachineTransitionHandler? m_existingAfter;
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private readonly Dictionary<uint, List<Action<ISystemContext, TState>>> m_onEnter
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= [];
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private readonly Dictionary<uint, List<Action<ISystemContext, TState>>> m_onExit
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= [];
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private readonly List<Action<ISystemContext, TState, uint, uint>> m_onTransition
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= [];
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private readonly List<Func<ISystemContext, TState, uint, ServiceResult>> m_guards
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= [];
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private readonly List<TimedTransition> m_timedTransitions = [];
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private uint m_pendingFromStateId;
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private uint m_currentStateForTimer;
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private long m_currentStateEnteredAt;
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private bool m_simulationRegistered;
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private static readonly TimeSpan s_timedTransitionTickInterval =
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TimeSpan.FromMilliseconds(100);
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private readonly struct TimedTransition
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{
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public TimedTransition(uint fromStateId, TimeSpan timeout, uint causeId)
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{
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FromStateId = fromStateId;
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Timeout = timeout;
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CauseId = causeId;
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}
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public uint FromStateId { get; }
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public TimeSpan Timeout { get; }
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public uint CauseId { get; }
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}
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}
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}
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