Files
UA-.NETStandard/tests/Opc.Ua.Server.Tests/StateMachines/StateMachineBuilderGuardTests.cs
romanett 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

244 lines
9.2 KiB
C#

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