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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

159 lines
6.9 KiB
C#

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using System.Collections.Generic;
using NUnit.Framework;
using Opc.Ua.Server.StateMachines;
namespace Opc.Ua.Server.Tests.StateMachines
{
[TestFixture]
[Category("StateMachine")]
public sealed class FiniteStateMachineDispatcherTests
{
private ServerSystemContext m_context = null!;
[SetUp]
public void SetUp()
{
m_context = StateMachineTestFixtures.CreateContext();
}
[Test]
public void MoveWritesCurrentStateAndLastTransition()
{
FluentFiniteStateMachineState machine = StateMachineTestFixtures
.NewBuilder(m_context)
.AddState(1, "Idle", isInitial: true)
.AddState(2, "Ready")
.AddTransition(10, "IdleToReady", from: 1, to: 2)
.StateMachine;
var dispatcher = new FiniteStateMachineDispatcher(
1,
[new FiniteStateMachineEntry(1, 100, "Idle"), new FiniteStateMachineEntry(2, 200, "Ready")],
[new FiniteStateMachineEntry(10, 300, "IdleToReady")]);
dispatcher.InitializeToInitialState(machine, 1, m_context);
dispatcher.Move(machine, 2, 10, m_context);
Assert.That(machine.CurrentState!.Value.Text, Is.EqualTo("Ready"));
Assert.That(machine.CurrentState.Number!.Value, Is.EqualTo(200u));
Assert.That(machine.LastTransition!.Value.Text, Is.EqualTo("IdleToReady"));
Assert.That(machine.LastTransition.Number!.Value, Is.EqualTo(300u));
Assert.That(dispatcher.TryGetCurrentState(machine, out uint stateId), Is.True);
Assert.That(stateId, Is.EqualTo(2u));
// The element NodeIds come from the machine, so for a
// machine that materializes its own element nodes they
// resolve to real, browsable nodes rather than to the
// dispatcher's raw numeric convention.
Assert.That(machine.CurrentState.Id!.Value,
Is.EqualTo(machine.GetStateNodeId(2)));
Assert.That(machine.LastTransition.Id!.Value,
Is.EqualTo(machine.GetTransitionNodeId(10)));
Assert.That(FindChild(machine, "Ready").NodeId,
Is.EqualTo(machine.CurrentState.Id.Value));
Assert.That(FindChild(machine, "IdleToReady").NodeId,
Is.EqualTo(machine.LastTransition.Id.Value));
}
[Test]
public void ApplyStateUsesTheMachinesElementNamespace()
{
// A machine that does NOT materialize element nodes keeps
// the numeric convention, qualified by the namespace its
// ElementNamespaceUri resolves to — the shape generated
// companion state machines rely on. Create() is what
// resolves that namespace, so this machine is created
// properly rather than assembled by hand.
var machine = new ExclusiveLimitStateMachineState(null);
machine.Create(
m_context,
new NodeId(4400, 1),
new QualifiedName("LimitState", 1),
new LocalizedText("LimitState"),
true);
var dispatcher = new FiniteStateMachineDispatcher(
0,
[new FiniteStateMachineEntry(
Objects.ExclusiveLimitStateMachineType_Low, 3, "Low")],
[]);
dispatcher.ApplyState(
machine, Objects.ExclusiveLimitStateMachineType_Low, m_context);
Assert.That(machine.CurrentState!.Id!.Value,
Is.EqualTo(new NodeId(Objects.ExclusiveLimitStateMachineType_Low)));
Assert.That(
dispatcher.TryGetCurrentState(machine, out uint stateId), Is.True);
Assert.That(stateId,
Is.EqualTo(Objects.ExclusiveLimitStateMachineType_Low));
}
[Test]
public void InitializeToInitialStateMaterializesLastTransition()
{
// The optional LastTransition (and its Number) must exist
// by the time the machine is registered — minted later, at
// the first ApplyTransition, the nodes would be browsable
// but not readable.
var machine = new ExclusiveLimitStateMachineState(null);
machine.Create(
m_context,
new NodeId(4500, 1),
new QualifiedName("LimitState", 1),
new LocalizedText("LimitState"),
true);
machine.LastTransition?.Parent?.RemoveChild(machine.LastTransition);
var dispatcher = new FiniteStateMachineDispatcher(
0,
[new FiniteStateMachineEntry(
Objects.ExclusiveLimitStateMachineType_High, 2, "High")],
[]);
dispatcher.InitializeToInitialState(
machine, Objects.ExclusiveLimitStateMachineType_High, m_context);
Assert.Multiple(() =>
{
Assert.That(machine.LastTransition, Is.Not.Null);
Assert.That(machine.LastTransition!.Number, Is.Not.Null);
Assert.That(machine.LastTransition.Value.IsNullOrEmpty, Is.True);
});
}
private BaseInstanceState FindChild(FluentFiniteStateMachineState parent, string browseName)
{
var children = new List<BaseInstanceState>();
parent.GetChildren(m_context, children);
return children.Find(c => c.BrowseName.Name == browseName)!;
}
}
}