public static object Unpack(object[] args, Type argType, int index) { Enforce.ArgumentNotNull(args, "args"); if (args.Length <= index) { throw new ArgumentException( string.Format(ParameterConversionResources.ArgOfTypeRequiredInPosition, argType, index)); } var arg = args[index]; if (arg != null && !argType.IsAssignableFrom(arg.GetType())) { throw new ArgumentException( string.Format(ParameterConversionResources.WrongArgType, index, arg.GetType(), argType)); } return(arg); }
internal Task InternalActionAsync(Transition transition, object[] args) { Enforce.ArgumentNotNull(transition, "transition"); return(ExecuteInternalActionsAsync(transition, args)); }
public void AddSubstate(StateRepresentation substate) { Enforce.ArgumentNotNull(substate, nameof(substate)); _substates.Add(substate); }
public DynamicTriggerBehaviour(TTrigger trigger, Func <object[], TState> destination, Func <bool> guard, string description) : base(trigger, guard, description) { _destination = Enforce.ArgumentNotNull(destination, "destination"); }
public void AddEntryAction(Action <Transition, object[]> action) { _entryActions.Add(Enforce.ArgumentNotNull(action, "action")); }
internal StateConfiguration(StateMachine <TState, TTrigger> machine, StateRepresentation representation, Func <TState, StateRepresentation> lookup) { _machine = Enforce.ArgumentNotNull(machine, nameof(machine)); _representation = Enforce.ArgumentNotNull(representation, nameof(representation)); _lookup = Enforce.ArgumentNotNull(lookup, nameof(lookup)); }
internal StateConfiguration(StateRepresentation representation, Func <TState, StateRepresentation> lookup) { _representation = Enforce.ArgumentNotNull(representation, nameof(representation)); _lookup = Enforce.ArgumentNotNull(lookup, nameof(lookup)); }
/// <summary> /// Transition from the current state via the specified trigger. /// The target state is determined by the configuration of the current state. /// Actions associated with leaving the current state and entering the new one /// will be invoked. /// </summary> /// <typeparam name="TArg0">Type of the first trigger argument.</typeparam> /// <typeparam name="TArg1">Type of the second trigger argument.</typeparam> /// <typeparam name="TArg2">Type of the third trigger argument.</typeparam> /// <param name="arg0">The first argument.</param> /// <param name="arg1">The second argument.</param> /// <param name="arg2">The third argument.</param> /// <param name="trigger">The trigger to fire.</param> /// <exception cref="System.InvalidOperationException">The current state does /// not allow the trigger to be fired.</exception> public void Fire <TArg0, TArg1, TArg2>(TriggerWithParameters <TArg0, TArg1, TArg2> trigger, TArg0 arg0, TArg1 arg1, TArg2 arg2) { Enforce.ArgumentNotNull(trigger, "trigger"); InternalFire(trigger.Trigger, arg0, arg1, arg2); }
/// <summary> /// Specify an action that will execute when transitioning into /// the configured state. /// </summary> /// <param name="entryAction">Action to execute.</param> /// <returns>The receiver.</returns> public StateConfiguration OnEntry(Action entryAction) { Enforce.ArgumentNotNull(entryAction, "entryAction"); return(OnEntry(t => entryAction())); }
/// <summary> /// Ignore the specified trigger when in the configured state, if the guard /// returns true.. /// </summary> /// <param name="trigger">The trigger to ignore.</param> /// <param name="guard">Function that must return true in order for the /// trigger to be ignored.</param> /// <returns>The receiver.</returns> public StateConfiguration IgnoreIf(TTrigger trigger, Func <bool> guard) { Enforce.ArgumentNotNull(guard, "guard"); _representation.AddTriggerBehaviour(new IgnoredTriggerBehaviour(trigger, guard)); return(this); }
public ExitActionBehavior(Action <Transition> action, string actionDescription) { _action = action; _actionDescription = Enforce.ArgumentNotNull(actionDescription, nameof(actionDescription)); }
/// <summary> /// </summary> /// <param name="action"></param> /// <returns></returns> public StateConfiguration OnUnhandled(Action <TState, TTrigger> action) { Enforce.ArgumentNotNull(action, "action"); _representation.OnUnhandled = action; return(this); }
protected ExitActionBehavior(string actionDescription) { _actionDescription = Enforce.ArgumentNotNull(actionDescription, nameof(actionDescription)); }
protected TriggerBehaviour(TTrigger trigger, Func <bool> guard, string guardDescription) { Trigger = trigger; Guard = guard; GuardDescription = Enforce.ArgumentNotNull(guardDescription, nameof(guardDescription)); }
/// <summary> /// Transition from the current state via the specified trigger in async fashion. /// The target state is determined by the configuration of the current state. /// Actions associated with leaving the current state and entering the new one /// will be invoked. /// </summary> /// <typeparam name="TArg0">Type of the first trigger argument.</typeparam> /// <typeparam name="TArg1">Type of the second trigger argument.</typeparam> /// <param name="arg0">The first argument.</param> /// <param name="arg1">The second argument.</param> /// <param name="trigger">The trigger to fire.</param> /// <exception cref="System.InvalidOperationException">The current state does /// not allow the trigger to be fired.</exception> public Task FireAsync <TArg0, TArg1>(TriggerWithParameters <TArg0, TArg1> trigger, TArg0 arg0, TArg1 arg1) { Enforce.ArgumentNotNull(trigger, "trigger"); return(InternalFireAsync(trigger.Trigger, arg0, arg1)); }
public EntryActionBehavior(Action <Transition, object[]> action, string actionDescription) { Action = action; ActionDescription = Enforce.ArgumentNotNull(actionDescription, nameof(actionDescription)); }
void ExecuteExitActions(Transition transition) { Enforce.ArgumentNotNull(transition, nameof(transition)); foreach (var action in _exitActions) action.Action(transition); }
/// <summary> /// Specify an action that will execute when transitioning into /// the configured state. /// </summary> /// <param name="entryAction">Action to execute.</param> /// <param name="trigger">The trigger by which the state must be entered in order for the action to execute.</param> /// <returns>The receiver.</returns> public StateConfiguration OnEntryFrom(TTrigger trigger, Action entryAction) { Enforce.ArgumentNotNull(entryAction, "entryAction"); return(OnEntryFrom(trigger, t => entryAction())); }
/// <summary> /// Construct a state machine with external state storage. /// </summary> /// <param name="stateAccessor">A function that will be called to read the current state value.</param> /// <param name="stateMutator">An action that will be called to write new state values.</param> public StateMachine(Func <TState> stateAccessor, Action <TState> stateMutator) : this() { _stateAccessor = Enforce.ArgumentNotNull(stateAccessor, "stateAccessor"); _stateMutator = Enforce.ArgumentNotNull(stateMutator, "stateMutator"); }
/// <summary> /// Specify an action that will execute when transitioning into /// the configured state. /// </summary> /// <param name="entryAction">Action to execute, providing details of the transition.</param> /// <param name="trigger">The trigger by which the state must be entered in order for the action to execute.</param> /// <returns>The receiver.</returns> public StateConfiguration OnEntryFrom(TTrigger trigger, Action <Transition> entryAction) { Enforce.ArgumentNotNull(entryAction, "entryAction"); _representation.AddEntryAction(trigger, (t, args) => entryAction(t)); return(this); }
protected ActivateActionBehaviour(TState state, string actionDescription) { _state = state; _actionDescription = Enforce.ArgumentNotNull(actionDescription, nameof(actionDescription)); }
internal StateConfiguration(StateRepresentation representation, Func <TState, StateRepresentation> lookup) { _representation = Enforce.ArgumentNotNull(representation, "representation"); _lookup = Enforce.ArgumentNotNull(lookup, "lookup"); }
StateConfiguration InternalPermitIf(TTrigger trigger, TState destinationState, Func <bool> guard, string guardDescription) { Enforce.ArgumentNotNull(guard, nameof(guard)); _representation.AddTriggerBehaviour(new TransitioningTriggerBehaviour(trigger, destinationState, guard, guardDescription)); return(this); }
/// <summary> /// Specify an action that will execute when transitioning into /// the configured state. /// </summary> /// <typeparam name="TArg0">Type of the first trigger argument.</typeparam> /// <typeparam name="TArg1">Type of the second trigger argument.</typeparam> /// <typeparam name="TArg2">Type of the third trigger argument.</typeparam> /// <param name="entryAction">Action to execute, providing details of the transition.</param> /// <param name="trigger">The trigger by which the state must be entered in order for the action to execute.</param> /// <returns>The receiver.</returns> public StateConfiguration OnEntryFrom <TArg0, TArg1, TArg2>(TriggerWithParameters <TArg0, TArg1, TArg2> trigger, Action <TArg0, TArg1, TArg2> entryAction) { Enforce.ArgumentNotNull(entryAction, "entryAction"); return(OnEntryFrom <TArg0, TArg1, TArg2>(trigger, (a0, a1, a2, t) => entryAction(a0, a1, a2))); }
public void AddExitAction(Action <Transition> action) { _exitActions.Add(Enforce.ArgumentNotNull(action, "action")); }
/// <summary> /// Specify an action that will execute when transitioning from /// the configured state. /// </summary> /// <param name="exitAction">Action to execute.</param> /// <returns>The receiver.</returns> public StateConfiguration OnExit(Action exitAction) { Enforce.ArgumentNotNull(exitAction, "exitAction"); return(OnExit(t => exitAction())); }
/// <summary> /// Ensure that the supplied arguments are compatible with those configured for this /// trigger. /// </summary> /// <param name="args"></param> public void ValidateParameters(object[] args) { Enforce.ArgumentNotNull(args, "args"); ParameterConversion.Validate(args, _argumentTypes); }
/// <summary> /// Specify an action that will execute when transitioning from /// the configured state. /// </summary> /// <param name="exitAction">Action to execute, providing details of the transition.</param> /// <returns>The receiver.</returns> public StateConfiguration OnExit(Action <Transition> exitAction) { Enforce.ArgumentNotNull(exitAction, "exitAction"); _representation.AddExitAction(exitAction); return(this); }
internal void InternalAction(Transition transition, object[] args) { Enforce.ArgumentNotNull(transition, "transition"); ExecuteInternalActions(transition, args); }
/// <summary> /// Accept the specified trigger and transition to the destination state, calculated /// dynamically by the supplied function. /// </summary> /// <param name="trigger">The accepted trigger.</param> /// <param name="destinationStateSelector">Function to calculate the state /// that the trigger will cause a transition to.</param> /// <param name="guard">Function that must return true in order for the /// trigger to be accepted.</param> /// <returns>The reciever.</returns> public StateConfiguration PermitDynamicIf(TTrigger trigger, Func <TState> destinationStateSelector, Func <bool> guard) { Enforce.ArgumentNotNull(destinationStateSelector, "destinationStateSelector"); return(InternalPermitDynamicIf(trigger, args => destinationStateSelector(), guard)); }