Files
Marc Schier 15d0ce7bd5 Implement OPC UA Part 10 Programs (#4789)
# Description

Implement OPC UA Part 10 Programs across `Opc.Ua.Core`/`Core.Types`,
`Opc.Ua.Server`, and `Opc.Ua.Client`, reusing the existing
state-machine, source-generation, node-management, auditing, and
streaming-subscription infrastructure.

- Add asynchronous provider-backed execution, standard controls,
internal/autonomous transitions, generation checks, and nested-state
activation/resumption.
- Add checked creation/adoption, vendor Create adapters, deletion,
recycling and instance limits, auto-delete, DI, and direct-construction
paths.
- Maintain ProgramDiagnostic2 and retained final results; publish
captured intermediate results and concrete transition/audit events with
access controls.
- Add generated SDK models/proxies, typed client discovery and reads,
event streams, and subscribe-before-call readiness handling.
- Add unit, connected client/server, generated Annex A-style model, and
NativeAOT coverage. Document usage and migration in `docs/Programs.md`
and related guides.

### Compatibility and design decisions

The linked Part 10 document is v1.05.00; namespace-zero definitions
remain aligned with 1.05.07. Documentation distinguishes normative
requirements from conflicting specification text and SDK conventions.

- Correct state numbers to Halted=11, Ready=12, Running=13,
Suspended=14. Generated subtypes retain inherited namespace-zero
state/transition identifiers.
- Managed Reset is Halted-to-Ready only. Preserve the existing low-level
Reset-from-Suspended behavior for compatibility.
- Preserve UInt32 limit types; use `UInt32.MaxValue` as a documented SDK
unlimited convention. RecycleCount overflow reports BadOutOfRange
without stopping unlimited execution.
- In-memory default with injectable providers. Durable recovery,
distributed execution/failover, and a production Annex A download engine
are excluded.

## Checklist

_Put an `x` in the boxes that apply. You can complete these step by step
after opening the PR._

- [ ] 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.
- [ ] 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.

Tests and focused coverage evidence are above; the combined
tests/coverage checkbox remains open because a whole-repository coverage
increase has not been established. CLA status, CI/CodeQL results,
tracking-issue approval, and PR feedback are not asserted.
2026-10-15 09:19:25 +02:00

34 KiB

Part 16 State Machines

This guide describes the generic, extensible OPC UA Part 16 state- machine support layered on top of the source-generated ObjectType proxies and the existing FiniteStateMachineState server base.

For the formal model, see OPC UA Part 16 — State Machines.

For managed Part 10 execution, lifetime, diagnostics and result events, use Programs. A generic FSM observer or fire-and-forget lifecycle hook is not a replacement for a Program control/transition event.

StateMachineBuilder.For(parent, context).BindSubStateMachine(...) attaches activation behavior to a child already declared by a generated model. Pass the parent state identifier, a builder for the child, its initial state identifier, and preserveOnReentry: true when resumption must retain progress. The model declares HasSubStateMachine; the binding does not modify shared type definitions. Definition-mode WithSubStateMachine and this binding use the same activation and inactive-state quality handling.

Contents

Two-mode unified builder

The server side ships one fluent builder — StateMachineBuilder — with two complementary modes that can be mixed in a single chain:

Mode Entry point Use when …
Definition StateMachineBuilder.Create(parent, ctx, nodeId, name) You need a state machine that isn't already declared as a generator-emitted *StateMachineState subclass. Declare states, transitions, and cause mappings declaratively.
Lifecycle StateMachineBuilder.For<TState>(stateMachine, ctx) or INodeBuilder<TState>.AsStateMachine() You already have a FiniteStateMachineState subclass (stack-shipped, generator-emitted, or vendor) and want to attach behavior (enter/exit/transition hooks, method-to-cause bindings, auto-transitions).

Both modes share the same lifecycle surface (WithInitialState, OnEnterState, OnExitState, OnTransition, OnBeforeTransition, WithCause, WithTimedTransition, ConfigureStateMachine). Async overloads — OnEnterStateAsync, OnExitStateAsync, OnTransitionAsync — accept Func<ISystemContext, TState, CancellationToken, ValueTask> (or the four-arg form for transition observers) and are invoked fire-and-forget on the thread pool from the synchronous transition path. The handler therefore runs on a fully-async path (no GetAwaiter().GetResult() / Wait() / .Result anywhere) without blocking the transition or the calling client. Exceptions thrown from an async handler are captured and logged via Debug.WriteLine. Pre-transition guards (OnBeforeTransition, When*) intentionally remain sync-only because they must veto the transition synchronously before the state-machine state mutation completes. The definition methods (AddState, AddTransition, OnCause, UseElementNamespace) are only available in definition mode.

Quick reference

Concern Client entry point Server entry point
Read the current state StateMachineTypeClient.GetCurrentStateAsync FiniteStateMachineState.CurrentState
Read current state + last transition (finite) FiniteStateMachineTypeClient.GetCurrentFiniteStateAsync FiniteStateMachineState.LastState/LastTransition
Observe transitions (stream) (Finite)StateMachineTypeClient.ObserveFiniteTransitionsAsync n/a
Wait for a target state (Finite)StateMachineTypeClient.WaitForStateAsync n/a
Enumerate states / transitions FiniteStateMachineTypeClient.GetAvailableStatesAsync / GetAvailableTransitionsAsync n/a
Build a state machine declaratively n/a StateMachineBuilder.Create (definition mode)
Attach behavior to an existing FSM n/a StateMachineBuilder.For / INodeBuilder.AsStateMachine (lifecycle mode)

Client side

The source-generated *TypeClient proxies for state-machine types (StateMachineTypeClient, FiniteStateMachineTypeClient, ShelvedStateMachineTypeClient, ExclusiveLimitStateMachineTypeClient, ProgramStateMachineTypeClient, and any vendor subtypes) all inherit the generic API automatically — implemented as extension methods that hang off the proxy base.

Read the current state

var proxy = new ShelvedStateMachineTypeClient(session, conditionId, telemetry);
FiniteStateSnapshot snap = await proxy.GetCurrentFiniteStateAsync(ct);
Console.WriteLine($"State: {snap.CurrentState} ({snap.CurrentStateId})");
Console.WriteLine($"Last transition: {snap.LastTransition} ({snap.LastTransitionId})");

Stream transitions

Pair the proxy with the session's streaming subscription:

ManagedSession session = ...;
IStreamingSubscription streaming = session.DefaultStreaming;

await foreach (FiniteStateSnapshot snap in proxy
    .ObserveFiniteTransitionsAsync(streaming, ct: ct))
{
    Console.WriteLine($"{snap.Timestamp:O}  -> {snap.CurrentState}");
}

Each yielded snapshot is refreshed by reading the four state + transition variables in one round-trip, so consumers see consistent typed data per transition.

Wait for a target state

FiniteStateSnapshot reached = await proxy.WaitForStateAsync(
    streaming,
    targetStateId: new NodeId(Objects.ShelvedStateMachineType_TimedShelved),
    timeout: TimeSpan.FromSeconds(30),
    ct: ct);

The wait composes ObserveFiniteTransitionsAsync with timeout and cancellation; an immediate match against the current state is short-circuited.

Enumerate states + transitions

IReadOnlyList<FiniteStateInfo> states =
    await proxy.GetAvailableStatesAsync(ct);
IReadOnlyList<FiniteTransitionInfo> transitions =
    await proxy.GetAvailableTransitionsAsync(ct);

Reads the optional AvailableStates / AvailableTransitions NodeId-array properties and then reads each referenced node's browse name and number. An absent or invalid availability property produces an empty result.

Alarm shelving alignment

AlarmClient exposes the same API for the ShelvingState child of every Part 9 alarm condition:

AlarmClient alarms = session.GetAlarmClient(telemetry);

FiniteStateSnapshot snap = await alarms.GetShelvingStateAsync(conditionId, ct);

await foreach (FiniteStateSnapshot s in alarms
    .ObserveShelvingTransitionsAsync(conditionId, streaming, ct: ct))
{
    // …
}

Both methods delegate to ShelvedStateMachineTypeClient internally — same proxy-delegation pattern used by the rest of AlarmClient.

Device Integration (DI) software-update alignment

SoftwareUpdateClient (in Opc.Ua.Di.Client) wraps the same generic API for each of the four child state machines of OPC 10000-100 §10.3 (PrepareForUpdate, Installation, Confirmation, PowerCycle):

var su = new SoftwareUpdateClient(session, suNodeId, telemetry);

FiniteStateSnapshot? state = await su.GetInstallationStateAsync(ct);

await foreach (FiniteStateSnapshot snap in su
    .ObserveInstallationTransitionsAsync(streaming, options: null, ct))
{
    // …
}

await su.InstallSoftwarePackageAsync("urn:acme", "2.0.0",
    ArrayOf.Empty<string>(), default, ct);

See SoftwareUpdate.md for the full SU facet — including the server-side OnInstallationStateChanged / OnPrepareStateChanged / OnConfirmStateChanged instrumentation hooks that the DI server attaches to its built-in FSM lifecycle.

Vendor extensibility

Vendor concrete state machines declared in a NodeSet (e.g. MyVendor:FoodPreparationStateMachineType : FiniteStateMachineType) automatically get the generic API. The proxy generator emits a FoodPreparationStateMachineTypeClient that inherits from FiniteStateMachineTypeClient, and every extension method (GetCurrentFiniteStateAsync, ObserveFiniteTransitionsAsync, WaitForStateAsync, …) applies through the inheritance chain transparently. Vendor-declared methods (e.g. BeginPreparation) are emitted as instance methods on the vendor client by the generator.

Server side — definition mode

Use StateMachineBuilder.Create(...) when you need a state machine that isn't already a generator-emitted subclass. The builder owns a FluentFiniteStateMachineState instance, populates its state / transition / cause tables from your declarations, and freezes the definition the moment you read StateMachine or attach the first lifecycle hook.

using Opc.Ua.Server.StateMachines;

FluentFiniteStateMachineState sm = StateMachineBuilder
    .Create(parent, systemContext,
        nodeId: new NodeId(/*your numeric id*/, namespaceIndex),
        browseName: new QualifiedName("PowerSwitch", namespaceIndex))
    .AddState(id: 1, "Off", isInitial: true)
    .AddState(id: 2, "On")
    .AddTransition(id: 10, "OffToOn", from: 1, to: 2)
    .AddTransition(id: 20, "OnToOff", from: 2, to: 1)
    .OnCause(causeId: 100, from: 1, transition: 10)
    .OnCause(causeId: 200, from: 2, transition: 20)
    .WithInitialState(1)
    .StateMachine;

The builder validates structural integrity at the freeze step (the first lifecycle method or StateMachine access): every transition's from/to must reference declared states, every cause mapping must reference a declared transition, and state / transition / cause ids must be unique within their tables.

Server side — lifecycle mode

Use StateMachineBuilder.For(...) (or INodeBuilder<TState>.AsStateMachine() inside a fluent node-manager build pipeline) when you already have a state-machine instance — stack-shipped (ShelvedStateMachineState, ExclusiveLimitStateMachineState, ProgramStateMachineState), generator-emitted (MyVendor.FoodPreparationStateMachineState), or the result of an earlier StateMachineBuilder.Create(...) chain.

Stack-shipped state machine

// Existing ShelvedStateMachineState that lives under an alarm condition:
ShelvedStateMachineState shelving = alarm.ShelvingState;

StateMachineBuilder.For(shelving, systemContext)
    .OnEnterState(
        Objects.ShelvedStateMachineType_TimedShelved,
        (ctx, sm) => logger.LogInformation("Alarm timed-shelved"))
    .OnExitState(
        Objects.ShelvedStateMachineType_TimedShelved,
        (ctx, sm) => logger.LogInformation("Alarm un-timed-shelved"))
    .OnTransition((ctx, sm, from, to) =>
        logger.LogDebug("Shelving {From} -> {To}", from, to))
    .WithTimedTransition(
        fromStateId: Objects.ShelvedStateMachineType_OneShotShelved,
        timeout: TimeSpan.FromMinutes(15),
        transitionId: Objects.ShelvedStateMachineType_OneShotShelvedToUnshelved);

The lifecycle builder layers on top of any pre-existing OnBeforeTransition / OnAfterTransition delegates the state machine had — the stack-shipped behavior continues to run, with your handlers wrapping it.

Inside a fluent node-manager build pipeline

[NodeManager]
public partial class MyNodeManager
{
    partial void Configure(INodeManagerBuilder builder)
    {
        builder
            .Node(BrowsePaths.SoftwareUpdate.Installation)
            .As<DI.InstallationStateMachineState>()
            .AsStateMachine()
            .OnEnterState(StateNumbers.Installing,
                (ctx, sm) => StartInstall(ctx))
            .OnTransition((ctx, sm, from, to) =>
                _logger.LogInformation("Install: {From} -> {To}", from, to))
            .WithTimedTransition(
                fromStateId: StateNumbers.Installing,
                timeout: TimeSpan.FromMinutes(10),
                transitionId: StateNumbers.InstallingToFailed,
                causeId: StateNumbers.TimeoutCause);
    }
}

AsStateMachine() pulls the ISystemContext from nodeBuilder.Builder.Context. The INodeBuilder<TState> typed view ensures the underlying node is a FiniteStateMachineState subclass at compile time — no runtime casts.

The fluent pipeline retries an expired timed cause on subsequent simulation ticks if a guard rejects it. It warns only once for an unchanged rejected state, state revision, and status code; changing the status or entering a new state revision permits another warning. BadInvalidState remains silent but resets the previous rejection, so a later different failure is reported. Warning suppression does not delay retries or prevent recovery when the guard starts allowing the transition.

Lifecycle ordering

For every transition the dispatcher fires handlers in this order:

DispatchBefore:
  builder guards (in registration order)
   ↓ veto on any failure
  [original OnBeforeTransition, if any]
   ↓ framework state update (LastState ← CurrentState, CurrentState ← newState)
DispatchAfter:
  [original OnAfterTransition, if any]
   ↓
  OnExitState(from)   (each registered handler, in order)
   ↓
  OnTransition(from, to)   (each observer, in order)
   ↓
  OnEnterState(to)   (each registered handler, in order)

Builder guards run before any pre-existing OnBeforeTransition — so they can veto without the original side-effectful pre-handler running. Builder observers run after the original OnAfterTransition so stack-shipped audit / change notifications complete first.

If multiple handlers are registered for the same state or transition, they fire in the order they were added. Exceptions thrown by an individual handler do not interrupt the dispatch — they are caught and logged via Debug.WriteLine.

How the source-generator integrates

  • Client: every state-machine *TypeClient proxy (generated from the standard NodeSet and every vendor NodeSet you feed through the generator) inherits the streaming + read + browse API automatically. No hand-written client per state-machine type.
  • Server: when a NodeSet declares a concrete subtype of FiniteStateMachineType (vendor or standard), the generator emits a *StateMachineState server class with the hardcoded StateTable / TransitionTable / TransitionMappings / CauseMappings overrides. Hook behavior onto that instance via StateMachineBuilder.For(...) — no need to redeclare the tables.

The unified builder gives you a clean migration path:

  • Have a generator-emitted FSM type? Lifecycle mode only. Build the instance the usual way, then attach behavior with StateMachineBuilder.For(...).
  • Need an ad-hoc state machine with no generated subclass? Definition mode. StateMachineBuilder.Create(...) constructs a FluentFiniteStateMachineState and lets you chain definitions and lifecycle hooks in one expression.

Guard clauses (fluent sugar)

The lifecycle builder offers a coarse OnBeforeTransition that fires for every transition; the When* family provides per-trigger sugar that compiles down to the same pipeline but scopes the predicate automatically.

StateMachineBuilder.Create(parent, ctx, nodeId, browseName)
    .AddState(1, "Off", isInitial: true)
    .AddState(2, "On")
    .AddTransition(10, "OffToOn", from: 1, to: 2)
    .AddTransition(20, "OnToOff", from: 2, to: 1)
    .WhenTransition(10, (ctx, sm) => HasPermission(ctx))
    .WhenCause(causeId: 100, (ctx, sm) => sm.SafetyInterlockClear)
    .WhenEnter(toStateId: 2, (ctx, sm) => sm.PreflightOk,
        denyStatus: StatusCodes.BadInvalidState)
    .WhenExit(fromStateId: 2, (ctx, sm) => sm.ShutdownComplete);
Method Scope Available in
OnBeforeTransition(Func<ctx, sm, transitionId, causeId, ServiceResult>) Every transition (caller filters) Both modes
WhenTransition(transitionId, predicate[, denyStatus]) Transition matches transitionId Both modes
WhenCause(causeId, predicate[, denyStatus]) Cause matches causeId Both modes
WhenEnter(toStateId, predicate[, denyStatus]) Transition would enter toStateId Definition mode only
WhenExit(fromStateId, predicate[, denyStatus]) Machine is leaving fromStateId Both modes

Returning false from a predicate vetoes the transition with BadUserAccessDenied (or the caller-supplied denyStatus). Multiple guards on the same trigger AND together — the first predicate returning false wins, and its denyStatus flows through to DoTransition's return.

All guards (On* + When*) share one pipeline in registration order — the FIRST failing guard wins. This means a When* guard declared before an OnBeforeTransition guard runs first.

WhenEnter is definition-mode-only because the builder needs the transition table to map toStateId to the matching transition ids. In lifecycle mode the table is protected on the FSM; use WhenTransition with the explicit transition id instead.

Sub-state machines (hierarchical state)

OPC UA Part 16 §5.2.3 supports nested state machines via the HasSubStateMachine reference. Standard alarms use this pattern (ExclusiveLimitAlarmType.LimitState is itself an ExclusiveLimitStateMachineType distinguishing HighHigh / High / Low / LowLow while the parent alarm is Active). Vendor process-control servers compose hierarchical state machines extensively.

Server side — WithSubStateMachine

The unified builder attaches a sub-state-machine to a parent state. The dispatcher auto-manages the lifecycle: parent enters → child activates (and resets to its initial state unless preserveOnReentry: true is supplied); parent exits → child is suspended and rejects subsequent transitions until the next parent re-entry.

Child synchronization completes before the parent's builder lifecycle handlers run or asynchronous handlers are scheduled. A parent OnEnterState handler can therefore call the child's DoCause or DoTransition without seeing an inactive child or having its transition overwritten by deferred initialization. Synchronization and these parent handlers run outside the parent's transition lock; transition-local source/destination snapshots and lifecycle ordering are preserved.

FluentFiniteStateMachineState parent = StateMachineBuilder
    .Create(parentNode, ctx, parentNodeId, browseName)
    .AddState(1, "Active", isInitial: true)
    .AddState(2, "Inactive")
    .AddTransition(12, "ActiveToInactive", from: 1, to: 2)
    .AddTransition(21, "InactiveToActive", from: 2, to: 1)
    // Attach a sub-state-machine to the Active parent state.
    .WithSubStateMachine(
        parentStateId: 1,
        browseName: new QualifiedName("LimitState", ns),
        configure: child => child
            .AddState(10, "HighHigh", isInitial: true)
            .AddState(11, "High")
            .AddState(12, "Low")
            .AddState(13, "LowLow")
            .AddTransition(110, "HighHighToHigh", from: 10, to: 11),
        preserveOnReentry: false)
    .StateMachine;

Available in definition mode only — in lifecycle mode the parent FSM already declares its sub-state machines as part of the type definition. Observe them through the client-side sub-SM accessors below.

WithSubStateMachine and WithInitialState are order-independent: whichever is called second brings the sub-SM in line with the parent's current state. (WithInitialState goes through SetState, which is not a transition and so still runs no user lifecycle handler — but it does re-arm timed transitions and synchronize sub-state machines.)

A state declared with isInitial: true is applied automatically when the machine is created and its state node is materialized as an InitialStateType (OPC 10000-16 §4.4.10), so the minimal example above is fully functional without an explicit WithInitialState call; call WithInitialState to start in a different state. A sub-state machine's declared initial state is applied only while its parent is in the attached state.

While suspended, the child FSM's CurrentState and LastTransition read with Bad_StateNotActive (per OPC 10000-16 §4.4.6), and its DoTransition / DoCause return BadStateNotActive. The flag is exposed publicly as FluentFiniteStateMachineState.IsSuspended for diagnostics.

The resulting address space follows Part 16 §4.4.16 and the standard NodeSets:

LimitAlarm            --HasComponent-->       Active   (StateType)
Active                --HasSubStateMachine--> LimitState
LimitAlarm            --HasComponent-->       LimitState

HasSubStateMachine is a non-hierarchical reference, so it cannot double as the parent/child reference — the sub-SM is a HasComponent child of the state machine and the spec reference hangs off the parent state node.

Server side — materialized state and transition nodes

To give HasSubStateMachine a state node to hang off — and to make CurrentState/Id and LastTransition/Id resolve to something a client can actually browse — FluentFiniteStateMachineState materializes a node per declared state and transition when the machine is created. All of them are HasComponent children of the machine.

States — one StateType node each, carrying a StateNumber property equal to the numeric state id. CurrentState/Id points at the node for the current state and tracks it across transitions, and the optional AvailableStates property lists them, so GetAvailableStatesAsync works against a fluent-built server.

Transitions — one TransitionType node each, carrying a TransitionNumber property and the Part 16 §4.4.11 references:

  • FromState / ToState to the two state nodes;
  • HasEffect to TransitionEventType, unless the transition was declared with hasEffect: false — forward-only, matching how companion NodeSets declare it (the target is a standard node owned by another node manager, so no inverse edge is registered there);
  • HasCause to the method node, added by WithCause(methodNodeId) for every transition the cause can trigger.

AvailableTransitions lists them, and the optional LastTransition variable is materialized too — without it the base class has nowhere to record a completed transition and ObserveFiniteTransitionsAsync has nothing to subscribe to.

NodeIds are per instance, derived from the machine's own NodeId, so several machines built from one definition coexist in a single address space. Use sm.GetStateId(nodeId) / sm.GetTransitionId(nodeId) and their inverses sm.GetStateNodeId(stateId) / sm.GetTransitionNodeId(transitionId) to move between a NodeId and the numeric id used by AddState / AddTransition / OnCause and the lifecycle hooks — never parse the NodeId's identifier directly.

Element nodes land in the namespace given to UseElementNamespace, or in the state machine's own namespace when that was not called or the URI is not registered with the server (the element namespace defaults to the OPC UA namespace, which must never host vendor nodes).

Because element NodeIds are derived from browse names, browse names must be unique across states and transitions (and must not shadow the standard CurrentState / LastTransition / AvailableStates / AvailableTransitions children); the builder rejects duplicates when the definition freezes.

Cost is one node plus one property per declared state and transition, per machine instance — worth weighing for servers that instantiate many machines.

Executable causes

A cause is a Method, and whether it may fire depends on the state the machine is in. Part 3 §5.7 defines Executable / UserExecutable as exactly that question, and Part 4 §5.11.2 has Call refuse a Method that is not executable with Bad_NotExecutable.

WithCause(methodNodeId) therefore answers both attributes from IsCausePermitted(context, causeId, checkUserAccessRights) alongside installing the call handler — Executable ignoring user rights, UserExecutable running the machine's OnCheckUserPermission callback as well. A client can read them after every transition and offer only the causes that currently apply, instead of duplicating the server's state table or calling one to find out.

Pass reportExecutable: false to opt out, for servers that deliberately keep their methods executable and answer at call time.

The stack-shipped ProgramStateMachineState does the same for its own Start / Suspend / Resume / Halt / Reset methods when they are created, so a Program server no longer repeats the wiring per method. Those five are optional placeholders on the type, so only the ones an instance declares are wired, matched on browse name alone — a subtype that redeclares them puts them in its own namespace. Call WireCauseMethods(context) yourself if you add one to an already-created instance; Create rebuilds the child list from the type template, so children added by hand before it are not there when the automatic pass runs.

Client side — sub-SM observation

FiniteStateMachineTypeClient parent =
    new FiniteStateMachineTypeClient(session, alarmId, telemetry);

// The state NodeId comes from AvailableStates ...
IReadOnlyList<FiniteStateInfo> states =
    await parent.GetAvailableStatesAsync(ct);
NodeId activeStateId = states.First(s => s.BrowseName.Name == "Active").NodeId;

// ... or from a snapshot's CurrentStateId, to reach the sub-SM of
// whatever state the machine is in right now.
FiniteStateMachineTypeClient? limitSm =
    await parent.GetSubStateMachineAsync(
        parentStateNodeId: activeStateId, telemetry, ct);

if (limitSm != null)
{
    FiniteStateSnapshot snap = await limitSm.GetCurrentFiniteStateAsync(ct);
    Console.WriteLine($"Limit state: {snap.CurrentState}");
}

// Observe combined parent + sub-SM transitions:
await foreach (FiniteStateSnapshot snap in parent
    .ObserveEffectiveStateAsync(streaming, telemetry, ct: ct))
{
    Console.WriteLine($"Parent: {snap.CurrentState}");
    if (snap.SubMachine != null)
    {
        Console.WriteLine($"  Sub: {snap.SubMachine.CurrentState}");
    }
}

FiniteStateSnapshot gains an optional SubMachine: FiniteStateSnapshot? field carrying the snapshot of the parent's currently-active sub-SM (or null if none). ObserveEffectiveStateAsync yields a combined snapshot each time either the parent transitions or the parent's currently-active sub-SM transitions:

  • On every parent transition the yield carries the latest known snapshot of the sub-SM attached to the new state (or null if none).
  • On every sub-SM transition that occurs while the parent is in the state that owns the sub-SM, the yield carries the new sub-SM snapshot. Sub-SM transitions occurring while the parent is in a different state are silently discarded.

Under the hood all discovered sub-SMs are subscribed once up-front and their notifications are multiplexed through a Channel<T>; sub-SM events are filtered against the parent's currently-active state. If any source fails (including a follow-up state read), the combined stream surfaces that exception and cancels the other sources immediately. A healthy sub-state-machine stream does not keep a failed parent stream silently alive.

Client side — typed sub-SM accessors (generated)

For every <opc:Object> child declared on a generator-emitted ObjectType, the source generator now emits a typed, lazily-resolved accessor on the parent type's client. For state-machine types, this gives ergonomic access to known sub-SMs without needing to know the state NodeId:

// Generated on AlarmConditionTypeClient:
ShelvedStateMachineTypeClient? shelving = await alarm
    .GetShelvingStateAsync(telemetry, ct);

// Generated on ExclusiveLimitAlarmTypeClient:
ExclusiveLimitStateMachineTypeClient? limit = await alarm
    .GetLimitStateAsync(telemetry, ct);

Properties of the generated accessor:

  • Typed — returns the concrete sub-SM proxy type, not the generic FiniteStateMachineTypeClient.
  • Lazy — first call resolves the child NodeId via TranslateBrowsePathsToNodeIds against the parent's ObjectId. Optional children (ModellingRule="Optional") that aren't exposed by the server yield null.
  • Cached — subsequent calls return the same instance without another browse round-trip. The cache is per-parent-instance.

Vendor models that add their own <opc:Object> children on a custom ObjectType benefit automatically; the generator emits the same shape for every Object child it encounters.

Fluent builder behavior — HasSubStateMachine is on the state node

Earlier fluent-builder implementations attached HasSubStateMachine to the state machine root, because the fluent builder did not materialize state nodes. It now sits on the parent state node per Part 16 §4.4.16, and the root reference is gone.

Callers that passed the state machine's ObjectId to GetSubStateMachineAsync must pass a state NodeId instead — from GetAvailableStatesAsync or from a snapshot's CurrentStateId.

Extensibility recipes

  • Add convenience properties. Subclass FluentFiniteStateMachineState, override CreateChildren if you need vendor-specific child variables, and call StateMachineBuilder.For<MyVendorFsm>(instance, ctx) to attach behavior.
  • Bind a method node to a cause. WithCause(methodNodeId) installs an OnCallMethod2 handler that calls DoCause(...). The cause id is derived from the method NodeId's numeric identifier (OPC UA convention); the cause→transition mapping is whatever the underlying FSM declared (OnCause(...) in definition mode or hardcoded in a stack/vendor subclass). It also answers the method's Executable / UserExecutable attributes from IsCausePermitted — see Executable causes.
  • Drive auto-transitions. WithTimedTransition(fromStateId, timeout, transitionId, causeId) uses the server's TimeProvider to arm one timer on entry into fromStateId, including the initial state. Re-arming disposes the previous timer. A queued callback cannot transition after reset, replacement, or exit/re-entry. StopTimedTransitions() permanently stops that builder's automatic transitions without removing the machine or its lifecycle observers. Timer-only causes emit transition events, not fabricated Method audit events; real Method calls retain their normal audit events.
  • Escape hatch. ConfigureStateMachine(Action<TState>) is invoked synchronously with the underlying state machine. Use it for properties or methods the builder doesn't surface directly.

Transitions are serialized per machine. Before/after handlers retain per-invocation source and destination snapshots, including nested callbacks. If a before-handler changes the state, the stale outer transition is rejected with BadInvalidState. Transition events capture their state data before after-handlers run, so a nested transition cannot rewrite an earlier event.

Tests

  • tests/Opc.Ua.Server.Tests/StateMachines/StateMachineBuilderTests.cs validates definition-mode chaining, validation, and freeze semantics.
  • tests/Opc.Ua.Server.Tests/StateMachines/StateMachineBuilderLifecycleTests.cs exercises every lifecycle method, including timed transitions and the layering behavior on top of pre-existing delegates.
  • tests/Opc.Ua.Server.Tests/StateMachines/FluentFiniteStateMachineStateTests.cs covers the table projections.
  • tests/Opc.Ua.Server.Tests/StateMachines/StateMachineBuilderCauseExecutableTests.cs and tests/Opc.Ua.Core.Tests/Stack/State/ProgramStateMachineStateTests.cs cover the Executable / UserExecutable reporting of causes.
  • The Part 9 conformance tests in tests/Opc.Ua.History.Tests/AlarmsAndConditions*.cs exercise AlarmClient.GetShelvingStateAsync and ObserveShelvingTransitionsAsync end-to-end against the reference server.

See also