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Maxine

Build Status

State machines as data, for Elixir. Includes lightweight Ecto integration.

What's new

  • 1.1.0 Maxine.Workflow-- builds on the existing Ecto integration to give easy per-event and per-state filter and validation behavior
  • 1.0.1 Inevitable bugfix after hasty release
  • Version 1.0 is out, with a breaking change to the Ecto integration. The function formerly known as cast_state/4 is now cast_state/3, and reads the event name out of the changeset. This is probably how it should have been written to begin with.

About

After shopping for a simple Elixir state machine package, I liked the approach of Fsm, in that it eschews gen_fsm's abstraction of a separate process in favor of a simple data structure and some functions on it. That said, I had two concerns:

  1. I'd have to roll my own solution for callbacks, which, ok, but:
  2. Fsm is largely implemented in macros, so as to provide a friendly DSL for specifying machines inside of module definitons. Which is great if that's what you need, but the code is frankly difficult to understand, or at least more difficult (and more metaprogramming) than the simplicity of the task seems to warrant. Furthermore, the resulting representation of the machines themselves consists of idiosyncratic DSL code which gets confusing after a while.

Maxine aims to be readable by design. It specifies a data type for state machines instead: They are maps of a certain shape (a %Maxine.Machine{}) that lay out rules for how other maps of a certain shape (%Maxine.State) may be transformed. Note that the nice clean %{data: nil, state: foo} that Fsm functions return only serve the purpose of the latter. Fsm's actual representation of events, states and transitions is obscured by the layer of metaprogramming. In the documentation on "Dynamic definitions", the example defines states and transitions via a simple keyword list, but only the better to feed them to the macros. Maxine makes the simple representation the canonical one, and exposes it.

That last clause is important: Presumably many/most state machine libraries in many/most languages have a data type for a collection of transitions, events and states, and/or implement it with a simple associative structure like a map. The thing here is that instead of treating that structure as an implementation detail, and hiding it behind an API, we expose it, and make it the interface. Benefits include:

  • Easier to read and reason about than machines specified in an idiosyncratic DSL, at least for my brain
  • Machines can be specified any way you like, at compile- or runtime
  • Really easy to serialize and send over the network to databases, other languages/platforms, etc.

This train of thought began a few years ago working on a Rails application that involved writing (a) machines with the state_machine DSL, and (b) Elasticsearch queries with whatever I wanted, because they're plain old JSON objects. (The ES "Query DSL" really just lays out the legal shapes for those objects; as they say in the documentation, "think of the Query DSL as an AST (Abstract Syntax Tree) of queries". So maybe think of Maxine as an AST of state machines.)

Maybe more importantly: The Ruby DSL had decent surface clarity, but as the machines became more complicated it seemed like I systematically understood the ES queries better than I understood the state transitions written in the DSL. Building basic data structures was certainly easier than dealing with a class-level DSL; in this case, data was easier to understand than code. Hence "state machines as data."

Basics

Typically you'll start by defining a machine, like so:

defmodule MyMachine do
  alias Maxine.Machine

  @machine %Machine{
    initial: :off,
    transitions: %{
      power: %{
        on: :off,
        off: :on
      },
      blow_fuse: %{
        on: :inoperative
      },
    },
    groups: %{
      off: :not_on,
      inoperative: [:not_on, :totally_fubar]
    },
    callbacks: %{
      entering: %{
        on: :start_billing,
      },
      leaving: %{
        on: :stop_billing
      },
      events: %{
        *: :log_event
      },
      index: %{
        start_billing: fn(from, to, event, data) -> meter_on(data) end,
        stop_billing: fn(from, to, event, data) -> meter_off(data) end,
        log_event: fn(from, to, event, data) -> log("#{event} happened") end
      }
    }
  }

  spec machine() :: %Machine{}
  def machine(), do: @machine
end

The public API gives three functions, generate/2, advance/3 and advance!/3. Use as follows:

# the second param to generate is an optional initial
# state; e.g., we could:
#   state = generate(MyMachine, :on)
# It's not going to make sure the state exists, so 
# be careful. :)
state = generate(MyMachine)
state.name == :off   # <=== true

{:ok, %State{} = state2} = advance(state, :power, options_are: "optional")
# or
state2 = advance!(state, :power) # raises on any error

state2.name == :on  # <=== true

The %State{} struct represents an actual machine state, and looks like this:

st = %State{
  name: :current_state_name,
  previous: :previous_state_name,
  machine: %Machine{...}
  data: %{
    app: %{},     # a spot for callbacks to put/get data
    tmp: %{},     # like above, but wiped on every event
    options: []   # the keyword list of arguments passed to the most recent event
  }
}

Moving parts

Machines are described in the following terms:

  • States: States are identified by names, written as atoms. The initial state is given by the machine (or by the optional argument to generate/2, mainly for testing.)
  • Events: Events are also identified by names, written as atoms. These are provided as arguments to advance/3 and advance!/3, and form the keys in the machine's transition tables.
  • Transitions: The value of each event key is itself a map that keys one state (or a group, or * to match any state) A to another B, and denotes this event will transform a state A into a state B.
  • Callbacks: Callbacks are functions that the machine runs on a given transition and that filter a %Data{} object in some way. They may be specified in the following ways, in the order in which they will be run:
    • On entering a given state (or a group, or *)
    • On leaving a given state (or a group, or *)
    • On firing a given event (or a group, or *) Maxine has no concept of "before" or "after" a state change has occurred, though you can implement your own such system using the hooks above.
  • Groups: States and events may also belong to groups; the keys in the group table are names of (concrete, "real") states and events, and the values are one or more group names for that concrete state. In the example above, :not_on is a group name for :off and :inoperative. Group names are used in two places:
    • As the "from" or "current" state in a transition mapping; i.e., "this event moves from any state in group G to some concrete state S"
    • As aliases for states and events in the callback table; i.e., "when entering/leaving any state in group G, or firing any event in group G, run this callback"

Note that groups can't be used to denote a "to" state, because denoting only the group doesn't tell Maxine what concrete state you actually want; they can't be used to denote events for the same reason.

The transition process

When an event is called on a given state, the following steps are performed by advance/3 and friends:

  • The machine to consult is provided by the state itself (as state.machine)
  • If the event name is not also a key in the machine's transitions table, a NoSuchEventError is returned; otherwise we consult the specific table for that event.
  • In that table, we then look for an entry for the current state; if one exists, it will denote the state to transition to. If not, we then look for entries under each group name (if any) specified for this state, in the order given in the machine, and finally under *. If none of these yield a next state, we return UnavilableEventError.
  • If we find a state name to transition to, we build a new %State{} record with:
    • the same %Machine{} as the current state
    • name set to the name of the new state
    • previous set to the name of the current state
    • A new data that inherits data.app from the current state, but gets a fresh data.tmp and data.options set to whatever options the event was called with (or an empty keyword list)
  • Once the new state record is built, we create a list of callbacks to run, in the order given above. (Group names are again triggered in the order they are specified in the machine.) If we look at state.machine.callbacks we'll see a map with four keys, :entering, :leaving, :events and :index. Each of the first three in turn contains a map where the keys are state names (:entering, :leaving) or event names (:events), group names, or *; the values are names, written as atoms, of callbacks. These names are the keys of the map under index, and the values of that map are actual functions. We use this extra layer of indirection for two reasons:
    • When using anonymous function literals, (rather than, e.g., &some_named_function/3) you can associate them with multiple callback points and only specify them once; and
    • This makes the machines themselves (more) portable across platforms, languages, etc. The machine can be shared as, say, a plain JSON object with the callback index stripped; the host platform needs only to implement the named callbacks locally and the machine can then be shared freely. A list of callback names is built, and then mapped over the index to create a list of actual functions to call. If a missing callback is encountered the result will be a NoSuchCallbackError.
  • The callbacks are called, each being given the name of the state being exited, the state being entered, the event name, and a %Data{} record, and being expected to return a new %Data{} object. Callbacks do not have access to the state record! They rather filter/intercept/"change" the %Data{} record, which is then passed down the callback chain. (They cannot make illegal state changes, and data aside, can't change any of the arguments provided to other callbacks in this cycle. Note that event options are passed in as data.options, so they can filter those.) Callbacks may return CallbackError instead to halt the event chain and return to the caller.
  • If the callback chain terminates successfully, the resulting data is merged back into state. At this point we check (in data.tmp; see Maxine.Callbacks.request/3) if any callbacks have requested that we automatically fire another event:
    • If not, advance/3 returns {:ok, state} to the caller
    • If so, advance/3 is called tail-recursively with the new event name and options, and we start the process again.

See the examples for concrete illustration.

Ecto integration

cast_state/3

Use Maxine.Ecto.cast_state/3 to integrate with Ecto changesets thus:

some_record
|> cast_state(my_machine, options)

This function will look in the changeset for the current state under :state (or a field you pass in with the state: option) and the event under :event (or a field you pass in with the event: option). Will call advance/3 on the basis of the record's current state and the given event, setting the value on the field or setting an error on the changeset if the transition is invalid.

In addition to validating the change itself, you can also perform state- and event-dependent validations on the changeset by passing cast_state a module that implements validate_state/2, or an equivalent function. The first argument is the changeset (after the state has been advanced) and the second is a tuple of {event, new_state, old_state}:

defmodule StateValidator do
  def validate_state(changeset, {:navigate, _, :unsaved}) do
    # runs any time the event is :navigate and there are unsaved
    # changes, regardless of the new state
  end
end

cast_workflow/3

As you can see, Elixir's pattern matching makes sophisticated conditional validation pretty easy. Maxine.Workflow captures one such usage pattern in an Elixir behaviour. Workflow modules implement the following three functions:

  • machine/0: returns the Maxine.Machine in question
  • events/0: returns a map where the keys are event name atoms, and the values are modules implementing the Maxine.Workflow.Filter behaviour
  • `states/0': same as above, but the keys are state name atoms

Maxine.Workflows.Filter is simple to implement:

  • filter/3: A function that takes a changeset, a tuple of the event, the new state and the old state, and the changeset options list. Returns another changeset, possibly transformed or validated.

Then, add this to your changeset pipeline:

changeset
|> cast_workflow(MyWorkflow, options)

This is structured so that you can have single modules per event/state you want to define. When an event is present, and events/0 specifies a filter module, the changeset gets passed to filter/3. The same process is then repeated for the resulting state. When no event is present, filters are still run for the current state.

Composition

Because machines are simple maps, you can compose them with a simple deep merge. We use the (optional) dependency deep_merge for this. The interface:

Maxine.Compose.compose([machine1, machine2, ...])

To do

  • Fix Travis CI integration or move to something else

Who's Maxine?

It's "machine," with an interpolated "x" for "Elixir." (Though if you have a favorite Maxine that's ok too)

Installation

Maxine is available in Hex, and can be installed by adding maxine to your list of dependencies in mix.exs:

def deps do
  [
    {:maxine, "~> 1.1.1"}
  ]
end

Documentation can be generated with ExDoc and published on HexDocs. Once published, the docs can be found at https://hexdocs.pm/maxine.

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State machines as data, for Elixir.

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