Files
UA-.NETStandard/samples/OpenUsd/GeneratorServer/GeneratorStateMachine.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

210 lines
8.5 KiB
C#

/* ========================================================================
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* OPC Foundation MIT License 1.00
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using System;
using System.Collections.Generic;
using Opc.Ua;
using Opc.Ua.Generators;
using Opc.Ua.Server;
using Opc.Ua.Server.StateMachines;
namespace Generators
{
/// <summary>
/// Publishes the operating state machine and the generator-set methods.
/// </summary>
public partial class GeneratorNodeManager
{
/// <summary>
/// Attaches the operating state machine and the methods to one set.
/// </summary>
/// <param name="set">The generator set.</param>
/// <param name="simulation">The set's simulation.</param>
private void AttachStateMachine(GeneratorSetState set, GeneratorSimulation simulation)
{
GeneratorStateMachineState? machine = set.OperatingState;
if (machine == null)
{
return;
}
// The state machine already exists - it is mandatory on the type - so
// this is lifecycle mode: attach behaviour rather than define states.
StateMachineBuilder.For(machine, SystemContext)
.WithInitialState(GeneratorStateMachineTypeIds.StateNumbers.Off);
PublishState(machine, GeneratorRunState.Off);
PublishOperatingMode(set, GeneratorOperatingModeEnum.Auto);
// The simulation decides; the address space follows.
simulation.StateChanged = (from, to) =>
{
if (GeneratorStateMap.TransitionNumbers.TryGetValue((from, to), out uint transition))
{
machine.DoTransition(SystemContext, transition, 0, default, []);
}
PublishState(machine, to);
// Shutdown alarms latch, so something has to release them. Leaving a
// shutdown state is that moment, whether the operator got there with
// ResetFaults or the set recovered on its own - otherwise an
// unattended plant accumulates alarms that are annunciated forever on
// machines that are running again.
if (to == GeneratorRunState.Off &&
from is GeneratorRunState.Fault or GeneratorRunState.EmergencyStopped)
{
ClearLatchedAlarms(set);
}
m_logger.GeneratorStateChanged(set.NodeId, to);
};
AttachMethods(set, simulation);
}
/// <summary>
/// Writes the current state onto the state machine's CurrentState variable.
/// </summary>
/// <param name="machine">The set's state machine.</param>
/// <param name="state">The state now current.</param>
private void PublishState(GeneratorStateMachineState machine, GeneratorRunState state)
{
if (machine.CurrentState == null ||
!GeneratorStateMap.StateIds.TryGetValue(state, out uint stateNodeId))
{
return;
}
// CurrentState carries the human-readable name; its Id property carries
// the state NODE the model declares (not the state number — that is the
// StateNumber property's value), so a client can browse what it reads.
machine.CurrentState.Value = new LocalizedText(state.ToString());
PropertyState<NodeId>? id = machine.CurrentState.CreateOrReplaceId(SystemContext, null!);
if (id != null)
{
id.Value = NodeId.Create(
stateNodeId,
Opc.Ua.Generators.Namespaces.Generators,
Server.NamespaceUris);
id.ClearChangeMasks(SystemContext, false);
}
machine.CurrentState.ClearChangeMasks(SystemContext, false);
}
/// <summary>
/// Writes the control-panel selector position.
/// </summary>
/// <param name="set">The generator set.</param>
/// <param name="mode">The mode to publish.</param>
private void PublishOperatingMode(GeneratorSetState set, GeneratorOperatingModeEnum mode)
{
if (set.OperatingMode == null)
{
return;
}
set.OperatingMode.Value = mode;
set.OperatingMode.ClearChangeMasks(SystemContext, false);
}
/// <summary>
/// Wires the six generator-set methods to the simulation.
/// </summary>
/// <param name="set">The generator set.</param>
/// <param name="simulation">The set's simulation.</param>
/// <remarks>
/// Legality lives in the simulation rather than in each handler, so a caller
/// cannot drive a machine from Off straight to Loaded by picking the right
/// method. A refused request answers <c>BadInvalidState</c> instead of
/// silently doing nothing.
/// </remarks>
private void AttachMethods(GeneratorSetState set, GeneratorSimulation simulation)
{
Bind(set.Start, (args, outs) => GeneratorCommands.Start(simulation));
Bind(set.Stop, (args, outs) => GeneratorCommands.Stop(simulation));
Bind(set.EmergencyStop, (args, outs) => GeneratorCommands.EmergencyStop(simulation));
Bind(set.ResetFaults, (args, outs) =>
{
ClearLatchedAlarms(set);
return GeneratorCommands.ResetFaults(simulation);
});
Bind(set.StartTest, (args, outs) =>
{
PublishOperatingMode(set, GeneratorOperatingModeEnum.Test);
return GeneratorCommands.StartTest(simulation);
});
Bind(set.SetOperatingMode, (args, outs) =>
{
if (!GeneratorCommands.TryReadOperatingMode(
args, out GeneratorOperatingModeEnum mode))
{
return false;
}
PublishOperatingMode(set, mode);
return true;
});
}
/// <summary>
/// Attaches a call handler that reports a refused request as
/// <c>BadInvalidState</c>.
/// </summary>
/// <param name="method">The method to bind, when present.</param>
/// <param name="handler">Returns whether the request was accepted.</param>
/// <remarks>
/// Every handler runs under <see cref="m_simulationGate"/>, so a command and
/// the simulation tick cannot transition the same set at once. Taking the
/// gate here rather than in each handler means a handler added later cannot
/// forget it.
/// </remarks>
private void Bind(
MethodState? method,
Func<ArrayOf<Variant>, List<Variant>, bool> handler)
{
if (method == null)
{
return;
}
method.OnCallMethod2 = (ctx, m, objectId, inputs, outputs) =>
{
bool accepted;
lock (m_simulationGate)
{
accepted = handler(inputs, outputs);
}
return accepted ? ServiceResult.Good : StatusCodes.BadInvalidState;
};
}
}
}