public void SavingEventsForPassiveStateMachine(
            AsyncPassiveStateMachine <string, int> machine,
            StateMachineSaver <string, int> saver)
        {
            "establish a state machine".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <string, int>();
                stateMachineDefinitionBuilder
                .In("A")
                .On(1)
                .Goto("B");
                stateMachineDefinitionBuilder
                .In("B")
                .On(2)
                .Goto("C");
                stateMachineDefinitionBuilder
                .In("C")
                .On(3)
                .Goto("A");
                machine = stateMachineDefinitionBuilder
                          .WithInitialState("A")
                          .Build()
                          .CreatePassiveStateMachine();
            });

            "when events are fired".x(async() =>
            {
                await machine.Fire(1);
                await machine.Fire(2);
                await machine.FirePriority(3);
                await machine.FirePriority(4);
            });

            "and it is saved".x(async() =>
            {
                saver = new StateMachineSaver <string, int>();
                await machine.Save(saver);
            });

            "it should save those events".x(() =>
            {
                saver
                .Events
                .Select(x => x.EventId)
                .Should()
                .HaveCount(2)
                .And
                .ContainInOrder(1, 2);
                saver
                .PriorityEvents
                .Select(x => x.EventId)
                .Should()
                .HaveCount(2)
                .And
                .ContainInOrder(4, 3);
            });
        }
Exemple #2
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        public void Loading(
            StateMachineSaver <State> saver,
            StateMachineLoader <State> loader,
            FakeExtension extension,
            State sourceState,
            State targetState)
        {
            "establish a saved state machine with history"._(async() =>
            {
                var machine = new AsyncPassiveStateMachine <State, Event>();
                DefineMachine(machine);
                await machine.Initialize(State.A);
                await machine.Start();
                await machine.Fire(Event.S2);     // set history of super state S
                await machine.Fire(Event.B);      // set current state to B

                saver  = new StateMachineSaver <State>();
                loader = new StateMachineLoader <State>();

                await machine.Save(saver);
            });

            "when state machine is loaded"._(async() =>
            {
                loader.SetCurrentState(saver.CurrentStateId);
                loader.SetHistoryStates(saver.HistoryStates);

                extension         = new FakeExtension();
                var loadedMachine = new AsyncPassiveStateMachine <State, Event>();
                loadedMachine.AddExtension(extension);

                DefineMachine(loadedMachine);
                await loadedMachine.Load(loader);

                loadedMachine.TransitionCompleted += (sender, args) =>
                {
                    sourceState = args.StateId;
                    targetState = args.NewStateId;
                };

                await loadedMachine.Start();
                await loadedMachine.Fire(Event.S);
            });

            "it should reset current state"._(() =>
                                              sourceState.Should().Be(State.B));

            "it should reset all history states of super states"._(() =>
                                                                   targetState.Should().Be(State.S2));

            "it should notify extensions"._(()
                                            => extension.LoadedCurrentState
                                            .Should().BeEquivalentTo(State.B));
        }
        public void EventArgument(
            AsyncPassiveStateMachine <int, int> machine,
            int passedArgument)
        {
            const int argument = 17;

            "establish a state machine with an exit action taking an event argument".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(State)
                .ExecuteOnExit((int a) => passedArgument = a)
                .On(Event).Goto(AnotherState);

                stateMachineDefinitionBuilder
                .In(AnotherState)
                .ExecuteOnEntry((int a) => passedArgument = a);

                machine = stateMachineDefinitionBuilder
                          .WithInitialState(State)
                          .Build()
                          .CreatePassiveStateMachine();
            });

            "when leaving the state".x(async() =>
            {
                await machine.Start();
                await machine.Fire(Event, argument);
            });

            "it should pass event argument to exit action".x(() =>
                                                             passedArgument.Should().Be(argument));
        }
        public void ExitAction(
            AsyncPassiveStateMachine <int, int> machine,
            bool exitActionExecuted,
            bool asyncExitActionExecuted)
        {
            "establish a state machine with exit action on a state".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(State)
                .ExecuteOnExit(() => exitActionExecuted = true)
                .ExecuteOnExit(async() =>
                {
                    asyncExitActionExecuted = true;
                    await Task.Yield();
                })
                .On(Event).Goto(AnotherState);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(State)
                          .Build()
                          .CreatePassiveStateMachine();
            });

            "when leaving the state".x(async() =>
            {
                await machine.Start();
                await machine.Fire(Event);
            });

            "it should execute the synchronous exit action".x(()
                                                              => exitActionExecuted.Should().BeTrue());

            "it should execute the asynchronous exit action".x(()
                                                               => asyncExitActionExecuted.Should().BeTrue());
        }
        public void BeforeExecutingEntryActions(
            AsyncPassiveStateMachine <string, int> machine,
            IExtension <string, int> extension)
        {
            "establish an extension".x(()
                                       => extension = A.Fake <IExtension <string, int> >());

            "establish a state machine using the extension".x(async() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <string, int>();
                stateMachineDefinitionBuilder
                .In("0")
                .On(1)
                .Goto("1");
                machine = stateMachineDefinitionBuilder
                          .WithInitialState("0")
                          .Build()
                          .CreatePassiveStateMachine(Name);

                machine.AddExtension(extension);

                await machine.Start();
            });

            "when firing an event onto the state machine".x(()
                                                            => machine.Fire(1));

            "it should call EnteringState on registered extensions for target state".x(()
                                                                                       => A.CallTo(() => extension.EnteringState(
                                                                                                       A <IStateMachineInformation <string, int> > .That.Matches(x => x.Name == Name && x.CurrentStateId.ExtractOrThrow() == "1"),
                                                                                                       A <IStateDefinition <string, int> > .That.Matches(x => x.Id == "1"),
                                                                                                       A <ITransitionContext <string, int> > .That.Matches(x => x.EventId.Value == 1)))
                                                                                       .MustHaveHappened());
        }
        public void CustomTypesForStatesAndEvents(
            AsyncPassiveStateMachine <MyState, MyEvent> machine,
            bool arrivedInStateB)
        {
            "establish a state machine with custom types for states and events".x(async() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <MyState, MyEvent>();
                stateMachineDefinitionBuilder
                .In(new MyState("A"))
                .On(new MyEvent(1)).Goto(new MyState("B"));
                stateMachineDefinitionBuilder
                .In(new MyState("B"))
                .ExecuteOnEntry(() => arrivedInStateB = true);

                machine = stateMachineDefinitionBuilder
                          .WithInitialState(new MyState("A"))
                          .Build()
                          .CreatePassiveStateMachine();

                await machine.Start();
            });

            "when using the state machine".x(() =>
                                             machine.Fire(new MyEvent(1)));

            "it should use equals to compare states and events".x(() =>
                                                                  arrivedInStateB.Should().BeTrue("state B should be current state"));
        }
Exemple #7
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        public void MatchingGuard(
            AsyncPassiveStateMachine <int, int> machine,
            CurrentStateExtension currentStateExtension)
        {
            "establish a state machine with guarded transitions".x(async() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(SourceState)
                .On(Event)
                .If(() => false).Goto(ErrorState)
                .If(async() => await Task.FromResult(false)).Goto(ErrorState)
                .If(async() => await Task.FromResult(true)).Goto(DestinationState)
                .If(() => true).Goto(ErrorState)
                .Otherwise().Goto(ErrorState);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(SourceState)
                          .Build()
                          .CreatePassiveStateMachine();

                currentStateExtension = new CurrentStateExtension();
                machine.AddExtension(currentStateExtension);

                await machine.Start();
            });

            "when an event is fired".x(()
                                       => machine.Fire(Event));

            "it should take transition guarded with first matching guard".x(()
                                                                            => currentStateExtension.CurrentState.Should().Be(DestinationState));
        }
Exemple #8
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        public void NoMatchingGuard(
            AsyncPassiveStateMachine <int, int> machine)
        {
            var declined = false;

            "establish state machine with no matching guard".x(async() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(SourceState)
                .On(Event)
                .If(() => Task.FromResult(false)).Goto(ErrorState);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(SourceState)
                          .Build()
                          .CreatePassiveStateMachine();

                var currentStateExtension = new CurrentStateExtension();
                machine.AddExtension(currentStateExtension);
                machine.TransitionDeclined += (sender, e) => declined = true;

                await machine.Start();
            });

            "when an event is fired".x(()
                                       => machine.Fire(Event));

            "it should notify about declined transition".x(()
                                                           => declined.Should().BeTrue("TransitionDeclined event should be fired"));
        }
Exemple #9
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        public void ExitActionException(AsyncPassiveStateMachine <int, int> machine)
        {
            "establish an exit action throwing an exception".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(Values.Source)
                .ExecuteOnExit(() => throw Values.Exception)
                .On(Values.Event).Goto(Values.Destination);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(Values.Source)
                          .Build()
                          .CreatePassiveStateMachine();

                machine.TransitionExceptionThrown += (s, e) => this.receivedTransitionExceptionEventArgs = e;
            });

            "when executing the transition".x(async() =>
            {
                await machine.Start();
                await machine.Fire(Values.Event, Values.Parameter);
            });

            this.ItShouldHandleTransitionException();
        }
Exemple #10
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        public void OtherwiseGuard(
            AsyncPassiveStateMachine <int, int> machine,
            CurrentStateExtension currentStateExtension)
        {
            "establish a state machine with otherwise guard and no machting other guard".x(async() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(SourceState)
                .On(Event)
                .If(() => Task.FromResult(false)).Goto(ErrorState)
                .Otherwise().Goto(DestinationState);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(SourceState)
                          .Build()
                          .CreatePassiveStateMachine();

                currentStateExtension = new CurrentStateExtension();
                machine.AddExtension(currentStateExtension);

                await machine.Start();
            });

            "when an event is fired".x(()
                                       => machine.Fire(Event));

            "it should_take_transition_guarded_with_otherwise".x(()
                                                                 => currentStateExtension.CurrentState.Should().Be(DestinationState));
        }
        public void MultipleExitActions(
            AsyncPassiveStateMachine <int, int> machine,
            bool exitAction1Executed,
            bool exitAction2Executed,
            bool asyncExitAction1Executed,
            bool asyncExitAction2Executed)
        {
            "establish a state machine with several exit actions on a state".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(State)
                .ExecuteOnExit(() => exitAction1Executed = true)
                .ExecuteOnExit(() => exitAction2Executed = true)
                .ExecuteOnExit(async() =>
                {
                    asyncExitAction1Executed = true;
                    await Task.Yield();
                })
                .ExecuteOnExit(async() =>
                {
                    asyncExitAction2Executed = true;
                    await Task.Yield();
                })
                .On(Event).Goto(AnotherState);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(State)
                          .Build()
                          .CreatePassiveStateMachine();
            });

            "when leaving the state".x(async() =>
            {
                await machine.Start();
                await machine.Fire(Event);
            });

            "it should execute all exit actions".x(()
                                                   => new[]
            {
                exitAction1Executed,
                exitAction2Executed,
                asyncExitAction1Executed,
                asyncExitAction2Executed
            }.Should().Equal(true, true, true, true));
        }
        public void ExitActionWithParameter(
            AsyncPassiveStateMachine <int, int> machine,
            string receivedParameter,
            string asyncReceivedParameter)
        {
            const string parameter = "parameter";

            "establish a state machine with exit action with parameter on a state".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(State)
                .ExecuteOnExitParametrized(p => receivedParameter = p, parameter)
                .ExecuteOnExitParametrized(
                    async p =>
                {
                    asyncReceivedParameter = p;
                    await Task.Yield();
                },
                    parameter)
                .On(Event).Goto(AnotherState);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(State)
                          .Build()
                          .CreatePassiveStateMachine();
            });

            "when leaving the state".x(async() =>
            {
                await machine.Start();
                await machine.Fire(Event);
            });

            "it should execute the synchronous exit action".x(() =>
                                                              receivedParameter.Should().NotBeNull());

            "it should pass parameter to the synchronous exit action".x(() =>
                                                                        receivedParameter.Should().Be(parameter));

            "it should execute the asynchronous exit action".x(() =>
                                                               asyncReceivedParameter.Should().NotBeNull());

            "it should pass parameter to the asynchronous exit action".x(() =>
                                                                         asyncReceivedParameter.Should().Be(parameter));
        }
        public void NoCommonAncestor(
            AsyncPassiveStateMachine <string, int> machine)
        {
            const string sourceState                   = "SourceState";
            const string parentOfSourceState           = "ParentOfSourceState";
            const string siblingOfSourceState          = "SiblingOfSourceState";
            const string destinationState              = "DestinationState";
            const string parentOfDestinationState      = "ParentOfDestinationState";
            const string siblingOfDestinationState     = "SiblingOfDestinationState";
            const string grandParentOfSourceState      = "GrandParentOfSourceState";
            const string grandParentOfDestinationState = "GrandParentOfDestinationState";
            const int    Event = 0;

            var log = string.Empty;

            "establish a hierarchical state machine".x(async() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <string, int>();

                stateMachineDefinitionBuilder
                .DefineHierarchyOn(parentOfSourceState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(sourceState)
                .WithSubState(siblingOfSourceState);

                stateMachineDefinitionBuilder
                .DefineHierarchyOn(parentOfDestinationState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(destinationState)
                .WithSubState(siblingOfDestinationState);

                stateMachineDefinitionBuilder
                .DefineHierarchyOn(grandParentOfSourceState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(parentOfSourceState);

                stateMachineDefinitionBuilder
                .DefineHierarchyOn(grandParentOfDestinationState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(parentOfDestinationState);

                stateMachineDefinitionBuilder
                .In(sourceState)
                .ExecuteOnExit(() => log += "exit" + sourceState)
                .On(Event).Goto(destinationState);

                stateMachineDefinitionBuilder
                .In(parentOfSourceState)
                .ExecuteOnExit(() => log += "exit" + parentOfSourceState);

                stateMachineDefinitionBuilder
                .In(destinationState)
                .ExecuteOnEntry(() => log += "enter" + destinationState);

                stateMachineDefinitionBuilder
                .In(parentOfDestinationState)
                .ExecuteOnEntry(() => log += "enter" + parentOfDestinationState);

                stateMachineDefinitionBuilder
                .In(grandParentOfSourceState)
                .ExecuteOnExit(() => log += "exit" + grandParentOfSourceState);

                stateMachineDefinitionBuilder
                .In(grandParentOfDestinationState)
                .ExecuteOnEntry(() => log += "enter" + grandParentOfDestinationState);

                machine = stateMachineDefinitionBuilder
                          .WithInitialState(sourceState)
                          .Build()
                          .CreatePassiveStateMachine();

                await machine.Start();
            });

            "when firing an event resulting in a transition without a common ancestor".x(()
                                                                                         => machine.Fire(Event));

            "it should execute exit action of source state".x(() =>
                                                              log.Should().Contain("exit" + sourceState));

            "it should execute exit action of parents of source state (recursively)".x(()
                                                                                       => log
                                                                                       .Should().Contain("exit" + parentOfSourceState)
                                                                                       .And.Contain("exit" + grandParentOfSourceState));

            "it should execute entry action of parents of destination state (recursively)".x(()
                                                                                             => log
                                                                                             .Should().Contain("enter" + parentOfDestinationState)
                                                                                             .And.Contain("enter" + grandParentOfDestinationState));

            "it should execute entry action of destination state".x(()
                                                                    => log.Should().Contain("enter" + destinationState));

            "it should execute actions from source upwards and then downwards to destination state".x(() =>
            {
                string[] states =
                {
                    sourceState,
                    parentOfSourceState,
                    grandParentOfSourceState,
                    grandParentOfDestinationState,
                    parentOfDestinationState,
                    destinationState
                };

                var statesInOrderOfAppearanceInLog = states
                                                     .OrderBy(s => log.IndexOf(s.ToString(CultureInfo.InvariantCulture), StringComparison.Ordinal));
                statesInOrderOfAppearanceInLog
                .Should().Equal(states);
            });
        }
Exemple #14
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        public void NoExceptionHandlerRegistered(
            AsyncPassiveStateMachine <int, int> machine,
            Exception catchedException)
        {
            "establish an exception throwing state machine without a registered exception handler".x(async() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(Values.Source)
                .On(Values.Event).Execute(() => throw Values.Exception);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(Values.Source)
                          .Build()
                          .CreatePassiveStateMachine();

                await machine.Start();
            });

            "when an exception occurs".x(async() =>
                                         catchedException = await Catch.Exception(async() =>
                                                                                  await machine.Fire(Values.Event)));

            "should (re-)throw exception".x(() =>
                                            catchedException.InnerException
                                            .Should().BeSameAs(Values.Exception));
        }
Exemple #15
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 private async void HeartbeatTimerHandle(object state)
 {
     await _fsm.Fire(GossipEvent.HeartbeatElapsed);
 }
        public void ExceptionHandling(
            AsyncPassiveStateMachine <int, int> machine,
            bool exitAction1Executed,
            bool exitAction2Executed,
            bool exitAction3Executed,
            bool exitAction4Executed)
        {
            var exception2        = new Exception();
            var exception3        = new Exception();
            var exception4        = new Exception();
            var receivedException = new List <Exception>();

            "establish a state machine with several exit actions on a state and some of them throw an exception".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(State)
                .ExecuteOnExit(() => exitAction1Executed = true)
                .ExecuteOnExit(() =>
                {
                    exitAction2Executed = true;
                    throw exception2;
                })
                .ExecuteOnExit(() =>
                {
                    exitAction3Executed = true;
                    throw exception3;
                })
                .ExecuteOnExit(async() =>
                {
                    exitAction4Executed = true;
                    await Task.Yield();
                    throw exception4;
                })
                .On(Event).Goto(AnotherState);

                machine = stateMachineDefinitionBuilder
                          .WithInitialState(State)
                          .Build()
                          .CreatePassiveStateMachine();

                machine.TransitionExceptionThrown += (s, e) => receivedException.Add(e.Exception);
            });

            "when entering the state".x(async() =>
            {
                await machine.Start();
                await machine.Fire(Event);
            });

            "it should execute all entry actions on entry".x(()
                                                             => new[]
            {
                exitAction1Executed,
                exitAction2Executed,
                exitAction3Executed,
                exitAction4Executed
            }.Should().Equal(true, true, true, true));

            "it should handle all exceptions of all throwing entry actions by firing the TransitionExceptionThrown event".x(() =>
                                                                                                                            receivedException
                                                                                                                            .Should().BeEquivalentTo(exception2, exception3, exception4));
        }
        public void CommonAncestor(
            AsyncPassiveStateMachine <int, int> machine)
        {
            const int commonAncestorState       = 0;
            const int sourceState               = 1;
            const int parentOfSourceState       = 2;
            const int siblingOfSourceState      = 3;
            const int destinationState          = 4;
            const int parentOfDestinationState  = 5;
            const int siblingOfDestinationState = 6;
            const int Event = 0;

            var commonAncestorStateLeft = false;

            "establish a hierarchical state machine".x(async() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();

                stateMachineDefinitionBuilder
                .DefineHierarchyOn(commonAncestorState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(parentOfSourceState)
                .WithSubState(parentOfDestinationState);

                stateMachineDefinitionBuilder
                .DefineHierarchyOn(parentOfSourceState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(sourceState)
                .WithSubState(siblingOfSourceState);

                stateMachineDefinitionBuilder
                .DefineHierarchyOn(parentOfDestinationState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(destinationState)
                .WithSubState(siblingOfDestinationState);

                stateMachineDefinitionBuilder
                .In(sourceState)
                .On(Event).Goto(destinationState);

                stateMachineDefinitionBuilder
                .In(commonAncestorState)
                .ExecuteOnExit(() => commonAncestorStateLeft = true);

                machine = stateMachineDefinitionBuilder
                          .WithInitialState(sourceState)
                          .Build()
                          .CreatePassiveStateMachine();

                await machine.Start();
            });

            "when firing an event resulting in a transition with a common ancestor".x(()
                                                                                      => machine.Fire(Event));

            "the state machine should remain inside common ancestor state".x(()
                                                                             => commonAncestorStateLeft
                                                                             .Should().BeFalse());
        }
        public void ExecutingTransition(
            AsyncPassiveStateMachine <int, int> machine,
            string actualParameter,
            string asyncActualParameter,
            bool exitActionExecuted,
            bool entryActionExecuted,
            bool asyncExitActionExecuted,
            bool asyncEntryActionExecuted)
        {
            "establish a state machine with transitions".x(async() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(SourceState)
                .ExecuteOnExit(() => exitActionExecuted = true)
                .ExecuteOnExit(async() =>
                {
                    asyncExitActionExecuted = true;
                    await Task.Yield();
                })
                .On(Event).Goto(DestinationState)
                .Execute((string p) => actualParameter = p)
                .Execute(async(string p) =>
                {
                    asyncActualParameter = p;
                    await Task.Yield();
                });

                stateMachineDefinitionBuilder
                .In(DestinationState)
                .ExecuteOnEntry(() => entryActionExecuted = true)
                .ExecuteOnEntry(async() =>
                {
                    asyncEntryActionExecuted = true;
                    await Task.Yield();
                });

                machine = stateMachineDefinitionBuilder
                          .WithInitialState(SourceState)
                          .Build()
                          .CreatePassiveStateMachine();

                machine.AddExtension(CurrentStateExtension);

                await machine.Start();
            });

            "when firing an event onto the state machine".x(()
                                                            => machine.Fire(Event, Parameter));

            "it should execute transition by switching state".x(()
                                                                => CurrentStateExtension.CurrentState.Should().Be(DestinationState));

            "it should execute synchronous transition actions".x(()
                                                                 => actualParameter.Should().NotBeNull());

            "it should execute asynchronous transition actions".x(()
                                                                  => asyncActualParameter.Should().NotBeNull());

            "it should pass parameters to transition action".x(()
                                                               => actualParameter.Should().Be(Parameter));

            "it should execute synchronous exit action of source state".x(()
                                                                          => exitActionExecuted.Should().BeTrue());

            "it should execute asynchronous exit action of source state".x(()
                                                                           => asyncExitActionExecuted.Should().BeTrue());

            "it should execute synchronous entry action of destination state".x(()
                                                                                => entryActionExecuted.Should().BeTrue());

            "it should execute asynchronous entry action of destination state".x(()
                                                                                 => asyncEntryActionExecuted.Should().BeTrue());
        }
Exemple #19
0
 public async Task PerformAction(SubmissionAction action, bool isAdmin)
 {
     await _machine.Fire(action, isAdmin);
 }