예제 #1
0
        public void Start(
            AsyncPassiveStateMachine <int, int> machine,
            bool entryActionExecuted,
            CurrentStateExtension currentStateExtension)
        {
            "establish an initialized state machine".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .In(TestState)
                .ExecuteOnEntry(() => entryActionExecuted = true);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(TestState)
                          .Build()
                          .CreatePassiveStateMachine();

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

            "when starting the state machine".x(() =>
                                                machine.Start());

            "should set current state of state machine to state to which it is initialized".x(() =>
                                                                                              currentStateExtension.CurrentState.Should().Be(TestState));

            "should execute entry action of state to which state machine is initialized".x(() =>
                                                                                           entryActionExecuted.Should().BeTrue());
        }
예제 #2
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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"));
        }
예제 #3
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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));
        }
예제 #4
0
        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 InitializationInSuperState(
            AsyncPassiveStateMachine <int, int> machine,
            CurrentStateExtension testExtension,
            bool entryActionOfLeafStateExecuted,
            bool entryActionOfSuperStateExecuted)
        {
            "establish a hierarchical state machine with super state as initial state".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .DefineHierarchyOn(SuperState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(LeafState);
                stateMachineDefinitionBuilder
                .In(SuperState)
                .ExecuteOnEntry(() => entryActionOfSuperStateExecuted = true);
                stateMachineDefinitionBuilder
                .In(LeafState)
                .ExecuteOnEntry(() => entryActionOfLeafStateExecuted = true);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(SuperState)
                          .Build()
                          .CreatePassiveStateMachine();

                testExtension = new CurrentStateExtension();
                machine.AddExtension(testExtension);
            });

            "when starting the state machine".x(async() =>
                                                await machine.Start());

            "it should_set_current_state_of_state_machine_to_initial_leaf_state_of_the_state_to_which_it_is_initialized".x(() =>
                                                                                                                           testExtension.CurrentState
                                                                                                                           .Should().Be(LeafState));

            "it should_execute_entry_action_of_super_state_to_which_state_machine_is_initialized".x(() =>
                                                                                                    entryActionOfSuperStateExecuted
                                                                                                    .Should().BeTrue());

            "it should_execute_entry_actions_of_initial_sub_states_until_a_leaf_state_is_reached".x(() =>
                                                                                                    entryActionOfLeafStateExecuted
                                                                                                    .Should().BeTrue());
        }
        public void InitializationInLeafState(
            AsyncPassiveStateMachine <int, int> machine,
            CurrentStateExtension testExtension,
            bool entryActionOfLeafStateExecuted,
            bool entryActionOfSuperStateExecuted)
        {
            "establish a hierarchical state machine with leaf state as initial state".x(() =>
            {
                var stateMachineDefinitionBuilder = new StateMachineDefinitionBuilder <int, int>();
                stateMachineDefinitionBuilder
                .DefineHierarchyOn(SuperState)
                .WithHistoryType(HistoryType.None)
                .WithInitialSubState(LeafState);
                stateMachineDefinitionBuilder
                .In(SuperState)
                .ExecuteOnEntry(() => entryActionOfSuperStateExecuted = true);
                stateMachineDefinitionBuilder
                .In(LeafState)
                .ExecuteOnEntry(() => entryActionOfLeafStateExecuted = true);
                machine = stateMachineDefinitionBuilder
                          .WithInitialState(LeafState)
                          .Build()
                          .CreatePassiveStateMachine();

                testExtension = new CurrentStateExtension();
                machine.AddExtension(testExtension);
            });

            "when starting the state machine".x(async() =>
                                                await machine.Start());

            "it should set current state of state machine to state to which it is initialized".x(() =>
                                                                                                 testExtension.CurrentState
                                                                                                 .Should().Be(LeafState));

            "it should execute entry action of state to which state machine is initialized".x(() =>
                                                                                              entryActionOfLeafStateExecuted
                                                                                              .Should().BeTrue());

            "it should execute entry action of super states of the state to which state machine is initialized".x(() =>
                                                                                                                  entryActionOfSuperStateExecuted
                                                                                                                  .Should().BeTrue());
        }