require 'state_machine/transition_collection' module StateMachine # An invalid transition was attempted class InvalidTransition < StandardError end # A transition represents a state change for a specific attribute. # # Transitions consist of: # * An event # * A starting state # * An ending state class Transition # The object being transitioned attr_reader :object # The state machine for which this transition is defined attr_reader :machine # The original state value *before* the transition attr_reader :from # The new state value *after* the transition attr_reader :to # The arguments passed in to the event that triggered the transition # (does not include the +run_action+ boolean argument if specified) attr_accessor :args # The result of invoking the action associated with the machine attr_reader :result # Whether the transition is only existing temporarily for the object attr_writer :transient # Creates a new, specific transition def initialize(object, machine, event, from_name, to_name, read_state = true) #:nodoc: @object = object @machine = machine @args = [] @transient = false @event = machine.events.fetch(event) @from_state = machine.states.fetch(from_name) @from = read_state ? machine.read(object, :state) : @from_state.value @to_state = machine.states.fetch(to_name) @to = @to_state.value reset end # The attribute which this transition's machine is defined for def attribute machine.attribute end # The action that will be run when this transition is performed def action machine.action end # The event that triggered the transition def event @event.name end # The fully-qualified name of the event that triggered the transition def qualified_event @event.qualified_name end # The human-readable name of the event that triggered the transition def human_event @event.human_name(@object.class) end # The state name *before* the transition def from_name @from_state.name end # The fully-qualified state name *before* the transition def qualified_from_name @from_state.qualified_name end # The human-readable state name *before* the transition def human_from_name @from_state.human_name(@object.class) end # The new state name *after* the transition def to_name @to_state.name end # The new fully-qualified state name *after* the transition def qualified_to_name @to_state.qualified_name end # The new human-readable state name *after* the transition def human_to_name @to_state.human_name(@object.class) end # Does this transition represent a loopback (i.e. the from and to state # are the same) # # == Example # # machine = StateMachine.new(Vehicle) # StateMachine::Transition.new(Vehicle.new, machine, :park, :parked, :parked).loopback? # => true # StateMachine::Transition.new(Vehicle.new, machine, :park, :idling, :parked).loopback? # => false def loopback? from_name == to_name end # Is this transition existing for a short period only? If this is set, it # indicates that the transition (or the event backing it) should not be # written to the object if it fails. def transient? @transient end # A hash of all the core attributes defined for this transition with their # names as keys and values of the attributes as values. # # == Example # # machine = StateMachine.new(Vehicle) # transition = StateMachine::Transition.new(Vehicle.new, machine, :ignite, :parked, :idling) # transition.attributes # => {:object => #, :attribute => :state, :event => :ignite, :from => 'parked', :to => 'idling'} def attributes @attributes ||= {:object => object, :attribute => attribute, :event => event, :from => from, :to => to} end # Runs the actual transition and any before/after callbacks associated # with the transition. The action associated with the transition/machine # can be skipped by passing in +false+. # # == Examples # # class Vehicle # state_machine :action => :save do # ... # end # end # # vehicle = Vehicle.new # transition = StateMachine::Transition.new(vehicle, machine, :ignite, :parked, :idling) # transition.perform # => Runs the +save+ action after setting the state attribute # transition.perform(false) # => Only sets the state attribute def perform(*args) run_action = [true, false].include?(args.last) ? args.pop : true self.args = args # Run the transition !!TransitionCollection.new([self], :actions => run_action).perform end # Runs a block within a transaction for the object being transitioned. # By default, transactions are a no-op unless otherwise defined by the # machine's integration. def within_transaction machine.within_transaction(object) do yield end end # Runs the before / after callbacks for this transition. If a block is # provided, then it will be executed between the before and after callbacks. # # Configuration options: # * +after+ - Whether to run after callbacks. If false, then any around # callbacks will be paused until called again with +after+ enabled. # Default is true. # # This will return true if all before callbacks gets executed. After # callbacks will not have an effect on the result. def run_callbacks(options = {}, &block) options = {:after => true}.merge(options) @success = false halted = pausable { before(options[:after], &block) } # After callbacks are only run if: # * An around callback didn't halt after yielding # * They're enabled or the run didn't succeed after if !(@before_run && halted) && (options[:after] || !@success) @before_run end # Transitions the current value of the state to that specified by the # transition. Once the state is persisted, it cannot be persisted again # until this transition is reset. # # == Example # # class Vehicle # state_machine do # event :ignite do # transition :parked => :idling # end # end # end # # vehicle = Vehicle.new # transition = StateMachine::Transition.new(vehicle, Vehicle.state_machine, :ignite, :parked, :idling) # transition.persist # # vehicle.state # => 'idling' def persist unless @persisted machine.write(object, :state, to) @persisted = true end end # Rolls back changes made to the object's state via this transition. This # will revert the state back to the +from+ value. # # == Example # # class Vehicle # state_machine :initial => :parked do # event :ignite do # transition :parked => :idling # end # end # end # # vehicle = Vehicle.new # => # # transition = StateMachine::Transition.new(vehicle, Vehicle.state_machine, :ignite, :parked, :idling) # # # Persist the new state # vehicle.state # => "parked" # transition.persist # vehicle.state # => "idling" # # # Roll back to the original state # transition.rollback # vehicle.state # => "parked" def rollback reset machine.write(object, :state, from) end # Resets any tracking of which callbacks have already been run and whether # the state has already been persisted def reset @before_run = @persisted = @after_run = false @paused_block = nil end # Generates a nicely formatted description of this transitions's contents. # # For example, # # transition = StateMachine::Transition.new(object, machine, :ignite, :parked, :idling) # transition # => # def inspect "#<#{self.class} #{%w(attribute event from from_name to to_name).map {|attr| "#{attr}=#{send(attr).inspect}"} * ' '}>" end private # Runs a block that may get paused. If the block doesn't pause, then # execution will continue as normal. If the block gets paused, then it # will take care of switching the execution context when it's resumed. # # This will return true if the given block halts for a reason other than # getting paused. def pausable begin halted = !catch(:halt) { yield; true } rescue Exception => error raise unless @resume_block end if @resume_block @resume_block.call(halted, error) else halted end end # Pauses the current callback execution. This should only occur within # around callbacks when the remainder of the callback will be executed at # a later point in time. def pause unless @resume_block require 'continuation' unless defined?(callcc) callcc do |block| @paused_block = block throw :halt, true end end end # Resumes the execution of a previously paused callback execution. Once # the paused callbacks complete, the current execution will continue. def resume if @paused_block halted, error = callcc do |block| @resume_block = block @paused_block.call end @resume_block = @paused_block = nil raise error if error !halted else true end end # Runs the machine's +before+ callbacks for this transition. Only # callbacks that are configured to match the event, from state, and to # state will be invoked. # # Once the callbacks are run, they cannot be run again until this transition # is reset. def before(complete = true, index = 0, &block) unless @before_run while callback = machine.callbacks[:before][index] index += 1 if callback.type == :around # Around callback: need to handle recursively. Execution only gets # paused if: # * The block fails and the callback doesn't run on failures OR # * The block succeeds, but after callbacks are disabled (in which # case a continuation is stored for later execution) return if catch(:cancel) do callback.call(object, context, self) do before(complete, index, &block) pause if @success && !complete throw :cancel, true unless callback.matches_success?(@success) end end else # Normal before callback callback.call(object, context, self) end end @before_run = true end action = {:success => true}.merge(block_given? ? yield : {}) @result, @success = action[:result], action[:success] end # Runs the machine's +after+ callbacks for this transition. Only # callbacks that are configured to match the event, from state, and to # state will be invoked. # # Once the callbacks are run, they cannot be run again until this transition # is reset. # # == Halting # # If any callback throws a :halt exception, it will be caught # and the callback chain will be automatically stopped. However, this # exception will not bubble up to the caller since +after+ callbacks # should never halt the execution of a +perform+. def after unless @after_run # First resume previously paused callbacks if resume catch(:halt) do after_context = context.merge(:success => @success) machine.callbacks[:after].each {|callback| callback.call(object, after_context, self)} end end @after_run = true end end # Gets a hash of the context defining this unique transition (including # event, from state, and to state). # # == Example # # machine = StateMachine.new(Vehicle) # transition = StateMachine::Transition.new(Vehicle.new, machine, :ignite, :parked, :idling) # transition.context # => {:on => :ignite, :from => :parked, :to => :idling} def context @context ||= {:on => event, :from => from_name, :to => to_name} end end end