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# 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>
244 lines
9.2 KiB
C#
244 lines
9.2 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 NUnit.Framework;
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using Opc.Ua.Server.StateMachines;
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namespace Opc.Ua.Server.Tests.StateMachines
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{
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/// <summary>
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/// Unit tests for the per-trigger guard sugar on
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/// <see cref="StateMachineBuilder{TState}"/> — covers
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/// <c>WhenTransition</c>, <c>WhenCause</c>, <c>WhenEnter</c>,
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/// and <c>WhenExit</c>. Each guard composes with the others
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/// through the shared registration-order pipeline.
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/// </summary>
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[TestFixture]
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[Category("Server")]
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[Category("StateMachines")]
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[Parallelizable]
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public sealed class StateMachineBuilderGuardTests
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{
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private ServerSystemContext m_context = null!;
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[SetUp]
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public void SetUp()
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{
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m_context = StateMachineTestFixtures.CreateContext();
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}
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[Test]
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public void WhenTransitionVetoesWhenPredicateReturnsFalse()
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{
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FluentFiniteStateMachineState sm = BuildOnOffMachine()
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.WithInitialState(1)
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.WhenTransition(10, (ctx, m) => false)
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.StateMachine;
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ServiceResult result = sm.DoTransition(m_context, 10, 0, default, []);
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Assert.That(ServiceResult.IsBad(result), Is.True);
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Assert.That(result.Code,
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Is.EqualTo(StatusCodes.BadUserAccessDenied));
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Assert.That(CurrentStateId(sm), Is.EqualTo(1u));
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}
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[Test]
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public void WhenTransitionAllowsWhenPredicateReturnsTrue()
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{
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FluentFiniteStateMachineState sm = BuildOnOffMachine()
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.WithInitialState(1)
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.WhenTransition(10, (ctx, m) => true)
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.StateMachine;
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ServiceResult result = sm.DoTransition(m_context, 10, 0, default, []);
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Assert.That(ServiceResult.IsGood(result), Is.True);
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Assert.That(CurrentStateId(sm), Is.EqualTo(2u));
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}
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[Test]
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public void WhenTransitionIgnoresOtherTransitions()
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{
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// A guard scoped to transition 10 must not affect
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// transition 20.
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FluentFiniteStateMachineState sm = BuildOnOffMachine()
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.WithInitialState(2)
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.WhenTransition(10, (ctx, m) => false)
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.StateMachine;
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ServiceResult result = sm.DoTransition(m_context, 20, 0, default, []);
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Assert.That(ServiceResult.IsGood(result), Is.True);
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Assert.That(CurrentStateId(sm), Is.EqualTo(1u));
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}
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[Test]
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public void WhenCauseScopesToCauseId()
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{
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FluentFiniteStateMachineState sm = BuildOnOffMachine()
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.WithInitialState(1)
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.WhenCause(100, (ctx, m) => false)
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.StateMachine;
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// Cause 100 → transition 10 (per BuildOnOffMachine).
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ServiceResult denied = sm.DoTransition(m_context, 10, 100, default, []);
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Assert.That(ServiceResult.IsBad(denied), Is.True);
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// causeId=0 means "no cause" (machine-driven transition);
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// DoTransition skips the cause-permission check entirely
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// for causeId=0 and the When* guard's predicate is bypassed
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// because the registered cause id doesn't match.
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ServiceResult allowed = sm.DoTransition(m_context, 10, 0, default, []);
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Assert.That(ServiceResult.IsGood(allowed), Is.True);
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}
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[Test]
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public void WhenEnterScopesToToState()
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{
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FluentFiniteStateMachineState sm = BuildOnOffMachine()
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.WithInitialState(1)
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.WhenEnter(2, (ctx, m) => false)
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.StateMachine;
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// Transition 10 enters state 2 → veto.
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ServiceResult denied = sm.DoTransition(m_context, 10, 0, default, []);
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Assert.That(ServiceResult.IsBad(denied), Is.True);
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Assert.That(CurrentStateId(sm), Is.EqualTo(1u));
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}
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[Test]
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public void WhenEnterIsDefinitionModeOnly()
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{
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// First produce a definition-mode machine, then adopt it
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// via For (lifecycle mode).
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FluentFiniteStateMachineState sm = BuildOnOffMachine().StateMachine;
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var lifecycle =
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StateMachineBuilder.For(sm, m_context);
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Assert.That(() => lifecycle.WhenEnter(2, (ctx, m) => true),
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Throws.InvalidOperationException);
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}
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[Test]
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public void WhenExitScopesToFromState()
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{
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FluentFiniteStateMachineState sm = BuildOnOffMachine()
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.WithInitialState(2)
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.WhenExit(2, (ctx, m) => false)
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.StateMachine;
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// Transition 20 leaves state 2 → veto.
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ServiceResult denied = sm.DoTransition(m_context, 20, 0, default, []);
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Assert.That(ServiceResult.IsBad(denied), Is.True);
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Assert.That(CurrentStateId(sm), Is.EqualTo(2u));
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}
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[Test]
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public void MultipleGuardsComposeWithAnd()
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{
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int firstCalls = 0;
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int secondCalls = 0;
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FluentFiniteStateMachineState sm = BuildOnOffMachine()
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.WithInitialState(1)
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.WhenTransition(10, (ctx, m) =>
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{
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firstCalls++;
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return true;
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})
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.WhenTransition(10, (ctx, m) =>
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{
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secondCalls++;
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return false;
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})
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.StateMachine;
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ServiceResult result = sm.DoTransition(m_context, 10, 0, default, []);
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Assert.That(ServiceResult.IsBad(result), Is.True);
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Assert.That(firstCalls, Is.EqualTo(1),
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"first guard runs first (registration order)");
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Assert.That(secondCalls, Is.EqualTo(1),
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"second guard runs after the first passes");
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}
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[Test]
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public void FirstFailingGuardWinsForDenyStatus()
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{
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// Specific deny status from the failing guard flows through
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// DoTransition's return.
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FluentFiniteStateMachineState sm = BuildOnOffMachine()
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.WithInitialState(1)
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.WhenTransition(10, (ctx, m) => false,
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denyStatus: StatusCodes.BadInvalidState)
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.StateMachine;
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ServiceResult result = sm.DoTransition(m_context, 10, 0, default, []);
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Assert.That(result.Code, Is.EqualTo(StatusCodes.BadInvalidState));
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}
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[Test]
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public void GuardsRejectNullPredicate()
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{
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StateMachineBuilder<FluentFiniteStateMachineState> b = BuildOnOffMachine();
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Assert.That(() => b.WhenTransition(10, null!),
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Throws.ArgumentNullException);
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Assert.That(() => b.WhenCause(100, null!),
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Throws.ArgumentNullException);
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Assert.That(() => b.WhenEnter(2, null!),
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Throws.ArgumentNullException);
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Assert.That(() => b.WhenExit(1, null!),
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Throws.ArgumentNullException);
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}
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private StateMachineBuilder<FluentFiniteStateMachineState> BuildOnOffMachine()
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{
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return StateMachineTestFixtures.NewBuilder(m_context)
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.AddState(1, "Off", isInitial: true)
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.AddState(2, "On")
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.AddTransition(10, "OffToOn", from: 1, to: 2)
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.AddTransition(20, "OnToOff", from: 2, to: 1)
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.OnCause(100, from: 1, transition: 10)
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.OnCause(200, from: 2, transition: 20);
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}
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private static uint CurrentStateId(FluentFiniteStateMachineState sm)
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{
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if (sm.CurrentState?.Id?.Value is { } id && !id.IsNull)
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{
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// Resolve through the machine's own mapping so
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// materialized state NodeIds are understood too.
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return sm.GetStateId(id);
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}
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return 0;
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}
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}
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}
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