class StateMachine::Machine
Represents a state machine for a particular attribute. State machines consist of states, events and a set of transitions that define how the state changes after a particular event is fired.
A state machine will not know all of the possible states for an object
unless they are referenced somewhere in the state machine
definition. As a result, any unused states should be defined with the
other_states
or state
helper.
Actions¶ ↑
When an action is configured for a state machine, it is invoked when an object transitions via an event. The success of the event becomes dependent on the success of the action. If the action is successful, then the transitioned state remains persisted. However, if the action fails (by returning false), the transitioned state will be rolled back.
For example,
class Vehicle attr_accessor :fail, :saving_state state_machine :initial => :parked, :action => :save do event :ignite do transition :parked => :idling end event :park do transition :idling => :parked end end def save @saving_state = state fail != true end end vehicle = Vehicle.new # => #<Vehicle:0xb7c27024 @state="parked"> vehicle.save # => true vehicle.saving_state # => "parked" # The state was "parked" was save was called # Successful event vehicle.ignite # => true vehicle.saving_state # => "idling" # The state was "idling" when save was called vehicle.state # => "idling" # Failed event vehicle.fail = true vehicle.park # => false vehicle.saving_state # => "parked" vehicle.state # => "idling"
As shown, even though the state is set prior to calling the
save
action on the object, it will be rolled back to the
original state if the action fails. Note that this will
also be the case if an exception is raised while calling the action.
Indirect transitions¶ ↑
In addition to the action being run as the result of an event, the action can also be used to run events itself. For example, using the above as an example:
vehicle = Vehicle.new # => #<Vehicle:0xb7c27024 @state="parked"> vehicle.state_event = 'ignite' vehicle.save # => true vehicle.state # => "idling" vehicle.state_event # => nil
As can be seen, the save
action automatically invokes the
event stored in the state_event
attribute
(:ignite
in this case).
One important note about using this technique for running transitions is that if the class in which the state machine is defined also defines the action being invoked (and not a superclass), then it must manually run the StateMachine hook that checks for event attributes.
For example, in ActiveRecord, DataMapper, Mongoid, MongoMapper, and Sequel,
the default action (save
) is already defined in a base class.
As a result, when a state machine is defined in a model / resource, StateMachine can automatically hook into
the save
action.
On the other hand, the Vehicle class from above defined its own
save
method (and there is no save
method in its
superclass). As a result, it must be modified like so:
def save self.class.state_machines.transitions(self, :save).perform do @saving_state = state fail != true end end
This will add in the functionality for firing the event stored in the
state_event
attribute.
Callbacks¶ ↑
Callbacks are supported for hooking before and after every possible transition in the machine. Each callback is invoked in the order in which it was defined. See #before_transition and #after_transition for documentation on how to define new callbacks.
Note that callbacks only get executed within the context of an event. As a result, if a class has an initial state when it's created, any callbacks that would normally get executed when the object enters that state will not get triggered.
For example,
class Vehicle state_machine :initial => :parked do after_transition all => :parked do raise ArgumentError end ... end end vehicle = Vehicle.new # => #<Vehicle id: 1, state: "parked"> vehicle.save # => true (no exception raised)
If you need callbacks to get triggered when an object is created, this should be done by one of the following techniques:
-
Use a
before :create
or equivalent hook:class Vehicle before :create, :track_initial_transition state_machine do ... end end
-
Set an initial state and use the correct event to create the object with the proper state, resulting in callbacks being triggered and the object getting persisted (note that the
:pending
state is actually stored as nil):class Vehicle state_machine :initial => :pending after_transition :pending => :parked, :do => :track_initial_transition event :park do transition :pending => :parked end state :pending, :value => nil end end vehicle = Vehicle.new vehicle.park
-
Use a default event attribute that will automatically trigger when the configured action gets run (note that the
:pending
state is actually stored as nil):class Vehicle < ActiveRecord::Base state_machine :initial => :pending after_transition :pending => :parked, :do => :track_initial_transition event :park do transition :pending => :parked end state :pending, :value => nil end def initialize(*) super self.state_event = 'park' end end vehicle = Vehicle.new vehicle.save
Canceling callbacks¶ ↑
Callbacks can be canceled by throwing :halt at any point during the callback. For example,
... throw :halt ...
If a before
callback halts the chain, the associated
transition and all later callbacks are canceled. If an after
callback halts the chain, the later callbacks are canceled, but the
transition is still successful.
These same rules apply to around
callbacks with the exception
that any around
callback that doesn't yield will
essentially result in :halt being thrown. Any code executed after the
yield will behave in the same way as after
callbacks.
Note that if a before
callback fails and the
bang version of an event was invoked, an exception will be raised instead
of returning false. For example,
class Vehicle state_machine :initial => :parked do before_transition any => :idling, :do => lambda {|vehicle| throw :halt} ... end end vehicle = Vehicle.new vehicle.park # => false vehicle.park! # => StateMachine::InvalidTransition: Cannot transition state via :park from "idling"
Observers¶ ↑
Observers, in the sense of external classes and not Ruby's Observable mechanism, can hook into state machines as well. Such observers use the same callback api that's used internally.
Below are examples of defining observers for the following state machine:
class Vehicle state_machine do event :park do transition :idling => :parked end ... end ... end
Event/Transition behaviors:
class VehicleObserver def self.before_park(vehicle, transition) logger.info "#{vehicle} instructed to park... state is: #{transition.from}, state will be: #{transition.to}" end def self.after_park(vehicle, transition, result) logger.info "#{vehicle} instructed to park... state was: #{transition.from}, state is: #{transition.to}" end def self.before_transition(vehicle, transition) logger.info "#{vehicle} instructed to #{transition.event}... #{transition.attribute} is: #{transition.from}, #{transition.attribute} will be: #{transition.to}" end def self.after_transition(vehicle, transition) logger.info "#{vehicle} instructed to #{transition.event}... #{transition.attribute} was: #{transition.from}, #{transition.attribute} is: #{transition.to}" end def self.around_transition(vehicle, transition) logger.info Benchmark.measure { yield } end end Vehicle.state_machine do before_transition :on => :park, :do => VehicleObserver.method(:before_park) before_transition VehicleObserver.method(:before_transition) after_transition :on => :park, :do => VehicleObserver.method(:after_park) after_transition VehicleObserver.method(:after_transition) around_transition VehicleObserver.method(:around_transition) end
One common callback is to record transitions for all models in the system for auditing/debugging purposes. Below is an example of an observer that can easily automate this process for all models:
class StateMachineObserver def self.before_transition(object, transition) Audit.log_transition(object.attributes) end end [Vehicle, Switch, Project].each do |klass| klass.state_machines.each do |attribute, machine| machine.before_transition StateMachineObserver.method(:before_transition) end end
Additional observer-like behavior may be exposed by the various integrations available. See below for more information on integrations.
Overriding instance / class methods¶ ↑
Hooking in behavior to the generated instance / class methods from the
state machine, events, and states is very simple because of the way these
methods are generated on the class. Using the class's ancestors, the
original generated method can be referred to via super
. For
example,
class Vehicle state_machine do event :park do ... end end def park(*args) logger.info "..." super end end
In the above example, the park
instance method that's
generated on the Vehicle class (by the associated event) is overridden with
custom behavior. Once this behavior is complete, the original method from
the state machine is invoked by simply calling super
.
The same technique can be used for state
,
state_name
, and all other instance and class
methods on the Vehicle class.
Method conflicts¶ ↑
By default state_machine does not redefine methods that exist on superclasses (including Object) or any modules (including Kernel) that were included before it was defined. This is in order to ensure that existing behavior on the class is not broken by the inclusion of state_machine.
If a conflicting method is detected, state_machine will generate a warning. For example, consider the following class:
class Vehicle state_machine do event :open do ... end end end
In the above class, an event named “open” is defined for its state machine. However, “open” is already defined as an instance method in Ruby's Kernel module that gets included in every Object. As a result, state_machine will generate the following warning:
Instance method "open" is already defined in Object, use generic helper instead or set StateMachine::Machine.ignore_method_conflicts = true.
Even though you may not be using Kernel's implementation of the “open” instance method, state_machine isn't aware of this and, as a result, stays safe and just skips redefining the method.
As with almost all helpers methods defined by state_machine in your class, there are generic methods available for working around this method conflict. In the example above, you can invoke the “open” event like so:
vehicle = Vehicle.new # => #<Vehicle:0xb72686b4 @state=nil> vehicle.fire_events(:open) # => true # This will not work vehicle.open # => NoMethodError: private method `open' called for #<Vehicle:0xb72686b4 @state=nil>
If you want to take on the risk of overriding existing methods and just ignore method conflicts altogether, you can do so by setting the following configuration:
StateMachine::Machine.ignore_method_conflicts = true
This will allow you to define events like “open” as described above and still generate the “open” instance helper method. For example:
StateMachine::Machine.ignore_method_conflicts = true class Vehicle state_machine do event :open do ... end end vehicle = Vehicle.new # => #<Vehicle:0xb72686b4 @state=nil> vehicle.open # => true
By default, state_machine helps prevent you from making mistakes and
accidentally overriding methods that you didn't intend to. Once you
understand this and what the consequences are, setting the
ignore_method_conflicts
option is a perfectly reasonable
workaround.
Integrations¶ ↑
By default, state machines are library-agnostic, meaning that they work on any Ruby class and have no external dependencies. However, there are certain libraries which expose additional behavior that can be taken advantage of by state machines.
This library is built to work out of the box with a few popular Ruby libraries that allow for additional behavior to provide a cleaner and smoother experience. This is especially the case for objects backed by a database that may allow for transactions, persistent storage, search/filters, callbacks, etc.
When a state machine is defined for classes using any of the above libraries, it will try to automatically determine the integration to use (Agnostic, ActiveModel, ActiveRecord, DataMapper, Mongoid, MongoMapper, or Sequel) based on the class definition. To see how each integration affects the machine's behavior, refer to all constants defined under the StateMachine::Integrations namespace.
Attributes
The action to invoke when an object transitions
The callbacks to invoke before/after a transition is performed
Maps :before => callbacks and :after => callbacks
The events that trigger transitions. These are sorted, by default, in the order in which they were defined.
The name of the machine, used for scoping methods generated for the machine as a whole (not states or events)
An identifier that forces all methods (including state predicates and event methods) to be generated with the value prefixed or suffixed, depending on the context.
The class that the machine is defined in
A list of all of the states known to this state machine. This will pull states from the following sources:
-
Initial state
-
State behaviors
-
Event transitions (:to, :from, and :except_from options)
-
Transition callbacks (:to, :from, :except_to, and :except_from options)
-
Unreferenced states (using
other_states
helper)
These are sorted, by default, in the order in which they were referenced.
Whether the machine will use transactions when firing events
Public Class Methods
Draws the state machines defined in the given classes using GraphViz. The given classes must be a comma-delimited string of class names.
Configuration options:
-
:file
- A comma-delimited string of files to load that contain the state machine definitions to draw -
:path
- The path to write the graph file to -
:format
- The image format to generate the graph in -
:font
- The name of the font to draw state names in
# File lib/state_machine/machine.rb, line 464 def draw(class_names, options = {}) raise ArgumentError, 'At least one class must be specified' unless class_names && class_names.split(',').any? # Load any files if files = options.delete(:file) files.split(',').each {|file| require file} end class_names.split(',').each do |class_name| # Navigate through the namespace structure to get to the class klass = Object class_name.split('::').each do |name| klass = klass.const_defined?(name) ? klass.const_get(name) : klass.const_missing(name) end # Draw each of the class's state machines klass.state_machines.each_value do |machine| machine.draw(options) end end end
Attempts to find or create a state machine for the given class. For example,
StateMachine::Machine.find_or_create(Vehicle) StateMachine::Machine.find_or_create(Vehicle, :initial => :parked) StateMachine::Machine.find_or_create(Vehicle, :status) StateMachine::Machine.find_or_create(Vehicle, :status, :initial => :parked)
If a machine of the given name already exists in one of the class's superclasses, then a copy of that machine will be created and stored in the new owner class (the original will remain unchanged).
# File lib/state_machine/machine.rb, line 431 def find_or_create(owner_class, *args, &block) options = args.last.is_a?(Hash) ? args.pop : {} name = args.first || :state # Find an existing machine if owner_class.respond_to?(:state_machines) && machine = owner_class.state_machines[name] # Only create a new copy if changes are being made to the machine in # a subclass if machine.owner_class != owner_class && (options.any? || block_given?) machine = machine.clone machine.initial_state = options[:initial] if options.include?(:initial) machine.owner_class = owner_class end # Evaluate DSL machine.instance_eval(&block) if block_given? else # No existing machine: create a new one machine = new(owner_class, name, options, &block) end machine end
Creates a new state machine for the given attribute
# File lib/state_machine/machine.rb, line 539 def initialize(owner_class, *args, &block) options = args.last.is_a?(Hash) ? args.pop : {} assert_valid_keys(options, :attribute, :initial, :initialize, :action, :plural, :namespace, :integration, :messages, :use_transactions) # Find an integration that matches this machine's owner class if options.include?(:integration) @integration = options[:integration] && StateMachine::Integrations.find_by_name(options[:integration]) else @integration = StateMachine::Integrations.match(owner_class) end if @integration extend @integration options = (@integration.defaults || {}).merge(options) end # Add machine-wide defaults options = {:use_transactions => true, :initialize => true}.merge(options) # Set machine configuration @name = args.first || :state @attribute = options[:attribute] || @name @events = EventCollection.new(self) @states = StateCollection.new(self) @callbacks = {:before => [], :after => [], :failure => []} @namespace = options[:namespace] @messages = options[:messages] || {} @action = options[:action] @use_transactions = options[:use_transactions] @initialize_state = options[:initialize] @action_hook_defined = false self.owner_class = owner_class self.initial_state = options[:initial] unless sibling_machines.any? # Merge with sibling machine configurations add_sibling_machine_configs # Define class integration define_helpers define_scopes(options[:plural]) after_initialize # Evaluate DSL instance_eval(&block) if block_given? end
Public Instance Methods
Determines whether an action hook was defined for firing attribute-based event transitions when the configured action gets called.
# File lib/state_machine/machine.rb, line 1945 def action_hook?(self_only = false) @action_hook_defined || !self_only && owner_class.state_machines.any? {|name, machine| machine.action == action && machine != self && machine.action_hook?(true)} end
Creates a callback that will be invoked after a transition failures to be performed so long as the given requirements match the transition.
See before_transition
for a description of the possible
configurations for defining callbacks. Note however that
you cannot define the state requirements in these callbacks. You may only
define event requirements.
The callback¶ ↑
Failure callbacks get invoked whenever an event fails to execute. This can
happen when no transition is available, a before
callback
halts execution, or the action associated with this machine fails to
succeed. In any of these cases, any failure callback that matches the
attempted transition will be run.
For example,
class Vehicle state_machine do after_failure do |vehicle, transition| logger.error "vehicle #{vehicle} failed to transition on #{transition.event}" end after_failure :on => :ignite, :do => :log_ignition_failure ... end end
# File lib/state_machine/machine.rb, line 1781 def after_failure(*args, &block) options = (args.last.is_a?(Hash) ? args.pop : {}) options[:do] = args if args.any? assert_valid_keys(options, :on, :do, :if, :unless) add_callback(:failure, options, &block) end
Creates a callback that will be invoked after a transition is performed so long as the given requirements match the transition.
See before_transition
for a description of the possible
configurations for defining callbacks.
# File lib/state_machine/machine.rb, line 1686 def after_transition(*args, &block) options = (args.last.is_a?(Hash) ? args.pop : {}) options[:do] = args if args.any? add_callback(:after, options, &block) end
Creates a callback that will be invoked around a transition so long as the given requirements match the transition.
The callback¶ ↑
Around callbacks wrap transitions, executing code both before and after. These callbacks are defined in the exact same manner as before / after callbacks with the exception that the transition must be yielded to in order to finish running it.
If defining around
callbacks using blocks, you must yield
within the transition by directly calling the block (since yielding is not
allowed within blocks).
For example,
class Vehicle state_machine do around_transition do |block| Benchmark.measure { block.call } end around_transition do |vehicle, block| logger.info "vehicle was #{state}..." block.call logger.info "...and is now #{state}" end around_transition do |vehicle, transition, block| logger.info "before #{transition.event}: #{vehicle.state}" block.call logger.info "after #{transition.event}: #{vehicle.state}" end end end
Notice that referencing the block is similar to doing so within an actual method definition in that it is always the last argument.
On the other hand, if you're defining around
callbacks
using method references, you can yield like normal:
class Vehicle state_machine do around_transition :benchmark ... end def benchmark Benchmark.measure { yield } end end
See before_transition
for a description of the possible
configurations for defining callbacks.
# File lib/state_machine/machine.rb, line 1747 def around_transition(*args, &block) options = (args.last.is_a?(Hash) ? args.pop : {}) options[:do] = args if args.any? add_callback(:around, options, &block) end
Gets the actual name of the attribute on the machine's owner class that stores data with the given name.
# File lib/state_machine/machine.rb, line 714 def attribute(name = :state) name == :state ? @attribute : :"#{self.name}_#{name}" end
Creates a callback that will be invoked before a transition is performed so long as the given requirements match the transition.
The callback¶ ↑
Callbacks must be defined as either an argument, in the :do option, or as a block. For example,
class Vehicle state_machine do before_transition :set_alarm before_transition :set_alarm, all => :parked before_transition all => :parked, :do => :set_alarm before_transition all => :parked do |vehicle, transition| vehicle.set_alarm end ... end end
Notice that the first three callbacks are the same in terms of how the
methods to invoke are defined. However, using the :do
can
provide for a more fluid DSL.
In addition, multiple callbacks can be defined like so:
class Vehicle state_machine do before_transition :set_alarm, :lock_doors, all => :parked before_transition all => :parked, :do => [:set_alarm, :lock_doors] before_transition :set_alarm do |vehicle, transition| vehicle.lock_doors end end end
Notice that the different ways of configuring methods can be mixed.
State requirements¶ ↑
Callbacks can require that the machine be transitioning from and to specific states. These requirements use a Hash syntax to map beginning states to ending states. For example,
before_transition :parked => :idling, :idling => :first_gear, :do => :set_alarm
In this case, the set_alarm
callback will only be called if
the machine is transitioning from parked
to
idling
or from idling
to parked
.
To help define state requirements, a set of helpers are available for slightly more complex matching:
-
all
- Matches every state/event in the machine -
all - [:parked, :idling, ...]
- Matches every state/event except those specified -
any
- An alias forall
(matches every state/event in the machine) -
same
- Matches the same state being transitioned from
See StateMachine::MatcherHelpers for more information.
Examples:
before_transition :parked => [:idling, :first_gear], :do => ... # Matches from parked to idling or first_gear before_transition all - [:parked, :idling] => :idling, :do => ... # Matches from every state except parked and idling to idling before_transition all => :parked, :do => ... # Matches all states to parked before_transition any => same, :do => ... # Matches every loopback
Event requirements¶ ↑
In addition to state requirements, an event requirement can be defined so
that the callback is only invoked on specific events using the
on
option. This can also use the same matcher helpers as the
state requirements.
Examples:
before_transition :on => :ignite, :do => ... # Matches only on ignite before_transition :on => all - :ignite, :do => ... # Matches on every event except ignite before_transition :parked => :idling, :on => :ignite, :do => ... # Matches from parked to idling on ignite
Verbose Requirements¶ ↑
Requirements can also be defined using verbose options rather than the implicit Hash syntax and helper methods described above.
Configuration options:
-
:from
- One or more states being transitioned from. If none are specified, then all states will match. -
:to
- One or more states being transitioned to. If none are specified, then all states will match. -
:on
- One or more events that fired the transition. If none are specified, then all events will match. -
:except_from
- One or more states not being transitioned from -
:except_to
- One more states not being transitioned to -
:except_on
- One or more events that *did not* fire the transition
Examples:
before_transition :from => :ignite, :to => :idling, :on => :park, :do => ... before_transition :except_from => :ignite, :except_to => :idling, :except_on => :park, :do => ...
Conditions¶ ↑
In addition to the state/event requirements, a condition can also be defined to help determine whether the callback should be invoked.
Configuration options:
-
:if
- A method, proc or string to call to determine if the callback should occur (e.g. :if => :allow_callbacks, or :if => lambda {|user| user.signup_step > 2}). The method, proc or string should return or evaluate to a true or false value. -
:unless
- A method, proc or string to call to determine if the callback should not occur (e.g. :unless => :skip_callbacks, or :unless => lambda {|user| user.signup_step <= 2}). The method, proc or string should return or evaluate to a true or false value.
Examples:
before_transition :parked => :idling, :if => :moving?, :do => ... before_transition :on => :ignite, :unless => :seatbelt_on?, :do => ...
Accessing the transition¶ ↑
In addition to passing the object being transitioned, the actual transition describing the context (e.g. event, from, to) can be accessed as well. This additional argument is only passed if the callback allows for it.
For example,
class Vehicle # Only specifies one parameter (the object being transitioned) before_transition all => :parked do |vehicle| vehicle.set_alarm end # Specifies 2 parameters (object being transitioned and actual transition) before_transition all => :parked do |vehicle, transition| vehicle.set_alarm(transition) end end
Note that the object in the callback will only be passed in as an argument if callbacks are configured to not be bound to the object involved. This is the default and may change on a per-integration basis.
See StateMachine::Transition for more information about the attributes available on the transition.
Usage with delegates¶ ↑
As noted above, state_machine uses the callback method's argument list arity to determine whether to include the transition in the method call. If you're using delegates, such as those defined in ActiveSupport or Forwardable, the actual arity of the delegated method gets masked. This means that callbacks which reference delegates will always get passed the transition as an argument. For example:
class Vehicle extend Forwardable delegate :refresh => :dashboard state_machine do before_transition :refresh ... end def dashboard @dashboard ||= Dashboard.new end end class Dashboard def refresh(transition) # ... end end
In the above example, Dashboard#refresh
must
defined a transition
argument. Otherwise, an
ArgumentError
exception will get raised. The only way around
this is to avoid the use of delegates and manually define the delegate
method so that the correct arity is used.
Examples¶ ↑
Below is an example of a class with one state machine and various types of
before
transitions defined for it:
class Vehicle state_machine do # Before all transitions before_transition :update_dashboard # Before specific transition: before_transition [:first_gear, :idling] => :parked, :on => :park, :do => :take_off_seatbelt # With conditional callback: before_transition all => :parked, :do => :take_off_seatbelt, :if => :seatbelt_on? # Using helpers: before_transition all - :stalled => same, :on => any - :crash, :do => :update_dashboard ... end end
As can be seen, any number of transitions can be created using various combinations of configuration options.
# File lib/state_machine/machine.rb, line 1675 def before_transition(*args, &block) options = (args.last.is_a?(Hash) ? args.pop : {}) options[:do] = args if args.any? add_callback(:before, options, &block) end
Defines a new helper method in an instance or class scope with the given name. If the method is already defined in the scope, then this will not override it.
If passing in a block, there are two side effects to be aware of
-
The method cannot be chained, meaning that the block cannot call
super
-
If the method is already defined in an ancestor, then it will not get overridden and a warning will be output.
Example:
# Instance helper machine.define_helper(:instance, :state_name) do |machine, object| machine.states.match(object).name end # Class helper machine.define_helper(:class, :state_machine_name) do |machine, klass| "State" end
You can also define helpers using string evaluation like so:
# Instance helper machine.define_helper :instance, " def state_name self.class.state_machine(:state).states.match(self).name end ", __FILE__, __LINE__ + 1 # Class helper machine.define_helper :class, " def state_machine_name "State" end ", __FILE__, __LINE__ + 1
# File lib/state_machine/machine.rb, line 754 def define_helper(scope, method, *args, &block) helper_module = @helper_modules.fetch(scope) if block_given? if !self.class.ignore_method_conflicts && conflicting_ancestor = owner_class_ancestor_has_method?(scope, method) ancestor_name = conflicting_ancestor.name && !conflicting_ancestor.name.empty? ? conflicting_ancestor.name : conflicting_ancestor.to_s warn "#{scope == :class ? 'Class' : 'Instance'} method \"#{method}\" is already defined in #{ancestor_name}, use generic helper instead or set StateMachine::Machine.ignore_method_conflicts = true." else name = self.name helper_module.class_eval do define_method(method) do |*block_args| block.call((scope == :instance ? self.class : self).state_machine(name), self, *block_args) end end end else helper_module.class_eval(method, *args) end end
Draws a directed graph of the machine for visualizing the various events, states, and their transitions.
This requires both the Ruby graphviz gem and the graphviz library be installed on the system.
Configuration options:
-
:name
- The name of the file to write to (without the file extension). Default is “#{owner_class.name}_#{name}” -
:path
- The path to write the graph file to. Default is the current directory (“.”). -
:format
- The image format to generate the graph in. Default is “png'. -
:font
- The name of the font to draw state names in. Default is “Arial”. -
:orientation
- The direction of the graph (“portrait” or “landscape”). Default is “portrait”. -
:human_names
- Whether to use human state / event names for node labels on the graph instead of the internal name. Default is false.
# File lib/state_machine/machine.rb, line 1927 def draw(graph_options = {}) name = graph_options.delete(:name) || "#{owner_class.name}_#{self.name}" draw_options = {:human_name => false} draw_options[:human_name] = graph_options.delete(:human_names) if graph_options.include?(:human_names) graph = Graph.new(name, graph_options) # Add nodes / edges states.by_priority.each {|state| state.draw(graph, draw_options)} events.each {|event| event.draw(graph, draw_options)} # Output result graph.output graph end
Whether a dynamic initial state is being used in the machine
# File lib/state_machine/machine.rb, line 687 def dynamic_initial_state? instance_variable_defined?('@initial_state') && @initial_state.is_a?(Proc) end
Gets a description of the errors for the given object. This is used to provide more detailed information when an InvalidTransition exception is raised.
# File lib/state_machine/machine.rb, line 1871 def errors_for(object) '' end
Defines one or more events for the machine and the transitions that can be performed when those events are run.
This method is also aliased as on
for improved compatibility
with using a domain-specific language.
Configuration options:
-
:human_name
- The human-readable version of this event's name. By default, this is either defined by the integration or stringifies the name and converts underscores to spaces.
Instance methods¶ ↑
The following instance methods are generated when a new event is defined (the “park” event is used as an example):
-
park(..., run_action = true)
- Fires the “park” event, transitioning from the current state to the next valid state. If the last argument is a boolean, it will control whether the machine's action gets run. -
park!(..., run_action = true)
- Fires the “park” event, transitioning from the current state to the next valid state. If the transition fails, then a StateMachine::InvalidTransition error will be raised. If the last argument is a boolean, it will control whether the machine's action gets run. -
can_park?(requirements = {})
- Checks whether the “park” event can be fired given the current state of the object. This will not run validations or callbacks in ORM integrations. It will only determine if the state machine defines a valid transition for the event. To check whether an event can fire and passes validations, use event attributes (e.g. state_event) as described in the “Events” documentation of each ORM integration. -
park_transition(requirements = {})
- Gets the next transition that would be performed if the “park” event were to be fired now on the object or nil if no transitions can be performed. Likecan_park?
this will also not run validations or callbacks. It will only determine if the state machine defines a valid transition for the event.
With a namespace of “car”, the above names map to the following methods:
-
can_park_car?
-
park_car_transition
-
park_car
-
park_car!
The can_park?
and park_transition
helpers both
take an optional set of requirements for determining what transitions are
available for the current object. These requirements include:
-
:from
- One or more states to transition from. If none are specified, then this will be the object's current state. -
:to
- One or more states to transition to. If none are specified, then this will match any to state. -
:guard
- Whether to guard transitions with the if/unless conditionals defined for each one. Default is true.
Defining transitions¶ ↑
event
requires a block which allows you to define the possible
transitions that can happen as a result of that event. For example,
event :park, :stop do transition :idling => :parked end event :first_gear do transition :parked => :first_gear, :if => :seatbelt_on? transition :parked => same # Allow to loopback if seatbelt is off end
See StateMachine::Event#transition for more information on the possible options that can be passed in.
Note that this block is executed within the context of the actual event object. As a result, you will not be able to reference any class methods on the model without referencing the class itself. For example,
class Vehicle def self.safe_states [:parked, :idling, :stalled] end state_machine do event :park do transition Vehicle.safe_states => :parked end end end
Overriding the event method¶ ↑
By default, this will define an instance method (with the same name as the
event) that will fire the next possible transition for that. Although the
before_transition
, after_transition
, and
around_transition
hooks allow you to define behavior that gets
executed as a result of the event's transition, you can also override
the event method in order to have a little more fine-grained control.
For example:
class Vehicle state_machine do event :park do ... end end def park(*) take_deep_breath # Executes before the transition (and before_transition hooks) even if no transition is possible if result = super # Runs the transition and all before/after/around hooks applaud # Executes after the transition (and after_transition hooks) end result end end
There are a few important things to note here. First, the method signature
is defined with an unlimited argument list in order to allow callers to
continue passing arguments that are expected by state_machine. For example,
it will still allow calls to park
with a single parameter for
skipping the configured action.
Second, the overridden event method must call super
in order
to run the logic for running the next possible transition. In order to
remain consistent with other events, the result of super
is
returned.
Third, any behavior defined in this method will not get executed if you're taking advantage of attribute-based event transitions. For example:
vehicle = Vehicle.new vehicle.state_event = 'park' vehicle.save
In this case, the park
event will run the before/after/around
transition hooks and transition the state, but the behavior defined in the
overriden park
method will not be executed.
Defining additional arguments¶ ↑
Additional arguments can be passed into events and accessed by transition hooks like so:
class Vehicle state_machine do after_transition :on => :park do |vehicle, transition| kind = *transition.args # :parallel ... end after_transition :on => :park, :do => :take_deep_breath event :park do ... end def take_deep_breath(transition) kind = *transition.args # :parallel ... end end end vehicle = Vehicle.new vehicle.park(:parallel)
Remember that if the last argument is a boolean, it will
be used as the run_action
parameter to the event action.
Using the park
action example from above, you can might call
it like so:
vehicle.park # => Uses default args and runs machine action vehicle.park(:parallel) # => Specifies the +kind+ argument and runs the machine action vehicle.park(:parallel, false) # => Specifies the +kind+ argument and *skips* the machine action
If you decide to override the park
event method
and define additional arguments, you can do so as shown
below:
class Vehicle state_machine do event :park do ... end end def park(kind = :parallel, *args) take_deep_breath if kind == :parallel super end end
Note that super
is called instead of
super(*args)
. This allow the entire arguments list to be
accessed by transition callbacks through StateMachine::Transition#args.
Using matchers¶ ↑
The all
/ any
matchers can be used to easily
execute blocks for a group of events. Note, however, that you cannot use
these matchers to set configurations for events. Blocks using these
matchers can be defined at any point in the state machine and will always
get applied to the proper events.
For example:
state_machine :initial => :parked do ... event all - [:crash] do transition :stalled => :parked end end
Example¶ ↑
class Vehicle state_machine do # The park, stop, and halt events will all share the given transitions event :park, :stop, :halt do transition [:idling, :backing_up] => :parked end event :stop do transition :first_gear => :idling end event :ignite do transition :parked => :idling transition :idling => same # Allow ignite while still idling end end end
# File lib/state_machine/machine.rb, line 1342 def event(*names, &block) options = names.last.is_a?(Hash) ? names.pop : {} assert_valid_keys(options, :human_name) # Store the context so that it can be used for / matched against any event # that gets added @events.context(names, &block) if block_given? if names.first.is_a?(Matcher) # Add any events referenced in the matcher. When matchers are used, # events are not allowed to be configured. raise ArgumentError, "Cannot configure events when using matchers (using #{options.inspect})" if options.any? events = add_events(names.first.values) else events = add_events(names) # Update the configuration for the event(s) events.each do |event| event.human_name = options[:human_name] if options.include?(:human_name) # Add any states that may have been referenced within the event add_states(event.known_states) end end events.length == 1 ? events.first : events end
Generates the message to use when invalidating the given object after failing to transition on a specific event
# File lib/state_machine/machine.rb, line 1883 def generate_message(name, values = []) message = (@messages[name] || self.class.default_messages[name]) # Check whether there are actually any values to interpolate to avoid # any warnings if message.scan(/%./).any? {|match| match != '%%'} message % values.map {|value| value.last} else message end end
Gets the initial state of the machine for the given object. If a dynamic initial state was configured for this machine, then the object will be passed into the lambda block to help determine the actual state.
Examples¶ ↑
With a static initial state:
class Vehicle state_machine :initial => :parked do ... end end vehicle = Vehicle.new Vehicle.state_machine.initial_state(vehicle) # => #<StateMachine::State name=:parked value="parked" initial=true>
With a dynamic initial state:
class Vehicle attr_accessor :force_idle state_machine :initial => lambda {|vehicle| vehicle.force_idle ? :idling : :parked} do ... end end vehicle = Vehicle.new vehicle.force_idle = true Vehicle.state_machine.initial_state(vehicle) # => #<StateMachine::State name=:idling value="idling" initial=false> vehicle.force_idle = false Vehicle.state_machine.initial_state(vehicle) # => #<StateMachine::State name=:parked value="parked" initial=false>
# File lib/state_machine/machine.rb, line 682 def initial_state(object) states.fetch(dynamic_initial_state? ? evaluate_method(object, @initial_state) : @initial_state) if instance_variable_defined?('@initial_state') end
Sets the initial state of the machine. This can be either the static name of a state or a lambda block which determines the initial state at creation time.
# File lib/state_machine/machine.rb, line 629 def initial_state=(new_initial_state) @initial_state = new_initial_state add_states([@initial_state]) unless dynamic_initial_state? # Update all states to reflect the new initial state states.each {|state| state.initial = (state.name == @initial_state)} # Output a warning if there are conflicting initial states for the machine's # attribute initial_state = states.detect {|state| state.initial} if !owner_class_attribute_default.nil? && (dynamic_initial_state? || !owner_class_attribute_default_matches?(initial_state)) warn( "Both #{owner_class.name} and its #{name.inspect} machine have defined " "a different default for \"#{attribute}\". Use only one or the other for " "defining defaults to avoid unexpected behaviors." ) end end
Initializes the state on the given object. Initial values are only set if the machine's attribute hasn't been previously initialized.
Configuration options:
-
:force
- Whether to initialize the state regardless of its current value -
:to
- A hash to set the initial value in instead of writing directly to the object
# File lib/state_machine/machine.rb, line 699 def initialize_state(object, options = {}) state = initial_state(object) if state && (options[:force] || initialize_state?(object)) value = state.value if hash = options[:to] hash[attribute.to_s] = value else write(object, :state, value) end end end
Marks the given object as invalid with the given message.
By default, this is a no-op.
# File lib/state_machine/machine.rb, line 1865 def invalidate(object, attribute, message, values = []) end
Sets the class which is the owner of this state machine. Any methods generated by states, events, or other parts of the machine will be defined on the given owner class.
# File lib/state_machine/machine.rb, line 601 def owner_class=(klass) @owner_class = klass # Create modules for extending the class with state/event-specific methods @helper_modules = helper_modules = {:instance => HelperModule.new(self, :instance), :class => HelperModule.new(self, :class)} owner_class.class_eval do extend helper_modules[:class] include helper_modules[:instance] end # Add class-/instance-level methods to the owner class for state initialization unless owner_class < StateMachine::InstanceMethods owner_class.class_eval do extend StateMachine::ClassMethods include StateMachine::InstanceMethods end define_state_initializer if @initialize_state end # Record this machine as matched to the name in the current owner class. # This will override any machines mapped to the same name in any superclasses. owner_class.state_machines[name] = self end
Generates a list of the possible transition sequences that can be run on the given object. These paths can reveal all of the possible states and events that can be encountered in the object's state machine based on the object's current state.
Configuration options:
-
from
- The initial state to start all paths from. By default, this is the object's current state. -
to
- The target state to end all paths on. By default, paths will end when they loop back to the first transition on the path. -
deep
- Whether to allow the target state to be crossed more than once in a path. By default, paths will immediately stop when the target state (if specified) is reached. If this is enabled, then paths can continue even after reaching the target state; they will stop when reaching the target state a second time.
Note that the object is never modified when the list of paths is generated.
Examples¶ ↑
class Vehicle state_machine :initial => :parked do event :ignite do transition :parked => :idling end event :shift_up do transition :idling => :first_gear, :first_gear => :second_gear end event :shift_down do transition :second_gear => :first_gear, :first_gear => :idling end end end vehicle = Vehicle.new # => #<Vehicle:0xb7c27024 @state="parked"> vehicle.state # => "parked" vehicle.state_paths # => [ # [#<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>, # #<StateMachine::Transition attribute=:state event=:shift_up from="idling" from_name=:idling to="first_gear" to_name=:first_gear>, # #<StateMachine::Transition attribute=:state event=:shift_up from="first_gear" from_name=:first_gear to="second_gear" to_name=:second_gear>, # #<StateMachine::Transition attribute=:state event=:shift_down from="second_gear" from_name=:second_gear to="first_gear" to_name=:first_gear>, # #<StateMachine::Transition attribute=:state event=:shift_down from="first_gear" from_name=:first_gear to="idling" to_name=:idling>], # # [#<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>, # #<StateMachine::Transition attribute=:state event=:shift_up from="idling" from_name=:idling to="first_gear" to_name=:first_gear>, # #<StateMachine::Transition attribute=:state event=:shift_down from="first_gear" from_name=:first_gear to="idling" to_name=:idling>] # ] vehicle.state_paths(:from => :parked, :to => :second_gear) # => [ # [#<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>, # #<StateMachine::Transition attribute=:state event=:shift_up from="idling" from_name=:idling to="first_gear" to_name=:first_gear>, # #<StateMachine::Transition attribute=:state event=:shift_up from="first_gear" from_name=:first_gear to="second_gear" to_name=:second_gear>] # ]
In addition to getting the possible paths that can be accessed, you can also get summary information about the states / events that can be accessed at some point along one of the paths. For example:
# Get the list of states that can be accessed from the current state vehicle.state_paths.to_states # => [:idling, :first_gear, :second_gear] # Get the list of events that can be accessed from the current state vehicle.state_paths.events # => [:ignite, :shift_up, :shift_down]
# File lib/state_machine/machine.rb, line 1858 def paths_for(object, requirements = {}) PathCollection.new(object, self, requirements) end
Gets the current value stored in the given object's attribute.
For example,
class Vehicle state_machine :initial => :parked do ... end end vehicle = Vehicle.new # => #<Vehicle:0xb7d94ab0 @state="parked"> Vehicle.state_machine.read(vehicle, :state) # => "parked" # Equivalent to vehicle.state Vehicle.state_machine.read(vehicle, :event) # => nil # Equivalent to vehicle.state_event
# File lib/state_machine/machine.rb, line 1087 def read(object, attribute, ivar = false) attribute = self.attribute(attribute) if ivar object.instance_variable_defined?("@#{attribute}") ? object.instance_variable_get("@#{attribute}") : nil else object.send(attribute) end end
Resets any errors previously added when invalidating the given object.
By default, this is a no-op.
# File lib/state_machine/machine.rb, line 1878 def reset(object) end
Customizes the definition of one or more states in the machine.
Configuration options:
-
:value
- The actual value to store when an object transitions to the state. Default is the name (stringified). -
:cache
- If a dynamic value (via a lambda block) is being used, then setting this to true will cache the evaluated result -
:if
- Determines whether an object's value matches the state (e.g. :value => lambda {Time.now}, :if => lambda {|state| !state.nil?}). By default, the configured value is matched. -
:human_name
- The human-readable version of this state's name. By default, this is either defined by the integration or stringifies the name and converts underscores to spaces.
Customizing the stored value¶ ↑
Whenever a state is automatically discovered in the state machine, its default value is assumed to be the stringified version of the name. For example,
class Vehicle state_machine :initial => :parked do event :ignite do transition :parked => :idling end end end
In the above state machine, there are two states automatically discovered: :parked and :idling. These states, by default, will store their stringified equivalents when an object moves into that state (e.g. “parked” / “idling”).
For legacy systems or when tying state machines into existing frameworks, it's oftentimes necessary to need to store a different value for a state than the default. In order to continue taking advantage of an expressive state machine and helper methods, every defined state can be re-configured with a custom stored value. For example,
class Vehicle state_machine :initial => :parked do event :ignite do transition :parked => :idling end state :idling, :value => 'IDLING' state :parked, :value => 'PARKED end end
This is also useful if being used in association with a database and, instead of storing the state name in a column, you want to store the state's foreign key:
class VehicleState < ActiveRecord::Base end class Vehicle < ActiveRecord::Base state_machine :attribute => :state_id, :initial => :parked do event :ignite do transition :parked => :idling end states.each do |state| self.state(state.name, :value => lambda { VehicleState.find_by_name(state.name.to_s).id }, :cache => true) end end end
In the above example, each known state is configured to store it's
associated database id in the state_id
attribute. Also,
notice that a lambda block is used to define the state's value. This
is required in situations (like testing) where the model is loaded without
any existing data (i.e. no VehicleState records available).
One caveat to the above example is to keep performance in mind. To avoid
constant db hits for looking up the VehicleState ids, the value is cached
by specifying the :cache
option. Alternatively, a custom
caching strategy can be used like so:
class VehicleState < ActiveRecord::Base cattr_accessor :cache_store self.cache_store = ActiveSupport::Cache::MemoryStore.new def self.find_by_name(name) cache_store.fetch(name) { find(:first, :conditions => {:name => name}) } end end
Dynamic values¶ ↑
In addition to customizing states with other value types, lambda blocks can also be specified to allow for a state's value to be determined dynamically at runtime. For example,
class Vehicle state_machine :purchased_at, :initial => :available do event :purchase do transition all => :purchased end event :restock do transition all => :available end state :available, :value => nil state :purchased, :if => lambda {|value| !value.nil?}, :value => lambda {Time.now} end end
In the above definition, the :purchased
state is customized
with both a dynamic value and a value matcher.
When an object transitions to the purchased state, the value's lambda
block will be called. This will get the current time and store it in the
object's purchased_at
attribute.
Note that the custom matcher is very important here.
Since there's no way for the state machine to figure out an
object's state when it's set to a runtime value, it must be
explicitly defined. If the :if
option were not configured for
the state, then an ArgumentError exception would be raised at runtime,
indicating that the state machine could not figure out what the current
state of the object was.
Behaviors¶ ↑
Behaviors define a series of methods to mixin with objects when the current state matches the given one(s). This allows instance methods to behave a specific way depending on what the value of the object's state is.
For example,
class Vehicle attr_accessor :driver attr_accessor :passenger state_machine :initial => :parked do event :ignite do transition :parked => :idling end state :parked do def speed 0 end def rotate_driver driver = self.driver self.driver = passenger self.passenger = driver true end end state :idling, :first_gear do def speed 20 end def rotate_driver self.state = 'parked' rotate_driver end end other_states :backing_up end end
In the above example, there are two dynamic behaviors defined for the class:
-
speed
-
rotate_driver
Each of these behaviors are instance methods on the Vehicle class. However, which method actually gets invoked is based on the current state of the object. Using the above class as the example:
vehicle = Vehicle.new vehicle.driver = 'John' vehicle.passenger = 'Jane' # Behaviors in the "parked" state vehicle.state # => "parked" vehicle.speed # => 0 vehicle.rotate_driver # => true vehicle.driver # => "Jane" vehicle.passenger # => "John" vehicle.ignite # => true # Behaviors in the "idling" state vehicle.state # => "idling" vehicle.speed # => 20 vehicle.rotate_driver # => true vehicle.driver # => "John" vehicle.passenger # => "Jane"
As can be seen, both the speed
and rotate_driver
instance method implementations changed how they behave based on what the
current state of the vehicle was.
Invalid behaviors¶ ↑
If a specific behavior has not been defined for a state, then a NoMethodError exception will be raised, indicating that that method would not normally exist for an object with that state.
Using the example from before:
vehicle = Vehicle.new vehicle.state = 'backing_up' vehicle.speed # => NoMethodError: undefined method 'speed' for #<Vehicle:0xb7d296ac> in state "backing_up"
Using matchers¶ ↑
The all
/ any
matchers can be used to easily
define behaviors for a group of states. Note, however, that you cannot use
these matchers to set configurations for states. Behaviors using these
matchers can be defined at any point in the state machine and will always
get applied to the proper states.
For example:
state_machine :initial => :parked do ... state all - [:parked, :idling, :stalled] do validates_presence_of :speed def speed gear * 10 end end end
State-aware class methods¶ ↑
In addition to defining scopes for instance methods that are state-aware, the same can be done for certain types of class methods.
Some libraries have support for class-level methods that only run certain behaviors based on a conditions hash passed in. For example:
class Vehicle < ActiveRecord::Base state_machine do ... state :first_gear, :second_gear, :third_gear do validates_presence_of :speed validates_inclusion_of :speed, :in => 0..25, :if => :in_school_zone? end end end
In the above ActiveRecord model, two
validations have been defined which will only run when the
Vehicle object is in one of the three states: first_gear
,
second_gear
, or +third_gear. Notice, also, that if/unless
conditions can continue to be used.
This functionality is not library-specific and can work for any class-level method that is defined like so:
def validates_presence_of(attribute, options = {}) ... end
The minimum requirement is that the last argument in the method be an
options hash which contains at least :if
condition support.
# File lib/state_machine/machine.rb, line 1041 def state(*names, &block) options = names.last.is_a?(Hash) ? names.pop : {} assert_valid_keys(options, :value, :cache, :if, :human_name) # Store the context so that it can be used for / matched against any state # that gets added @states.context(names, &block) if block_given? if names.first.is_a?(Matcher) # Add any states referenced in the matcher. When matchers are used, # states are not allowed to be configured. raise ArgumentError, "Cannot configure states when using matchers (using #{options.inspect})" if options.any? states = add_states(names.first.values) else states = add_states(names) # Update the configuration for the state(s) states.each do |state| if options.include?(:value) state.value = options[:value] self.states.update(state) end state.human_name = options[:human_name] if options.include?(:human_name) state.cache = options[:cache] if options.include?(:cache) state.matcher = options[:if] if options.include?(:if) end end states.length == 1 ? states.first : states end
Creates a new transition that determines what to change the current state to when an event fires.
Defining transitions¶ ↑
The options for a new transition uses the Hash syntax to map beginning states to ending states. For example,
transition :parked => :idling, :idling => :first_gear, :on => :ignite
In this case, when the ignite
event is fired, this transition
will cause the state to be idling
if it's current state is
parked
or first_gear
if it's current state is
idling
.
To help define these implicit transitions, a set of helpers are available for slightly more complex matching:
-
all
- Matches every state in the machine -
all - [:parked, :idling, ...]
- Matches every state except those specified -
any
- An alias forall
(matches every state in the machine) -
same
- Matches the same state being transitioned from
See StateMachine::MatcherHelpers for more information.
Examples:
transition all => nil, :on => :ignite # Transitions to nil regardless of the current state transition all => :idling, :on => :ignite # Transitions to :idling regardless of the current state transition all - [:idling, :first_gear] => :idling, :on => :ignite # Transitions every state but :idling and :first_gear to :idling transition nil => :idling, :on => :ignite # Transitions to :idling from the nil state transition :parked => :idling, :on => :ignite # Transitions to :idling if :parked transition [:parked, :stalled] => :idling, :on => :ignite # Transitions to :idling if :parked or :stalled transition :parked => same, :on => :park # Loops :parked back to :parked transition [:parked, :stalled] => same, :on => [:park, :stall] # Loops either :parked or :stalled back to the same state on the park and stall events transition all - :parked => same, :on => :noop # Loops every state but :parked back to the same state # Transitions to :idling if :parked, :first_gear if :idling, or :second_gear if :first_gear transition :parked => :idling, :idling => :first_gear, :first_gear => :second_gear, :on => :shift_up
Verbose transitions¶ ↑
Transitions can also be defined use an explicit set of configuration options:
-
:from
- A state or array of states that can be transitioned from. If not specified, then the transition can occur for any state. -
:to
- The state that's being transitioned to. If not specified, then the transition will simply loop back (i.e. the state will not change). -
:except_from
- A state or array of states that cannot be transitioned from.
These options must be used when defining transitions within the context of a state.
Examples:
transition :to => nil, :on => :park transition :to => :idling, :on => :ignite transition :except_from => [:idling, :first_gear], :to => :idling, :on => :ignite transition :from => nil, :to => :idling, :on => :ignite transition :from => [:parked, :stalled], :to => :idling, :on => :ignite
Conditions¶ ↑
In addition to the state requirements for each transition, a condition can also be defined to help determine whether that transition is available. These options will work on both the normal and verbose syntax.
Configuration options:
-
:if
- A method, proc or string to call to determine if the transition should occur (e.g. :if => :moving?, or :if => lambda {|vehicle| vehicle.speed > 60}). The condition should return or evaluate to true or false. -
:unless
- A method, proc or string to call to determine if the transition should not occur (e.g. :unless => :stopped?, or :unless => lambda {|vehicle| vehicle.speed <= 60}). The condition should return or evaluate to true or false.
Examples:
transition :parked => :idling, :on => :ignite, :if => :moving? transition :parked => :idling, :on => :ignite, :unless => :stopped? transition :idling => :first_gear, :first_gear => :second_gear, :on => :shift_up, :if => :seatbelt_on? transition :from => :parked, :to => :idling, :on => ignite, :if => :moving? transition :from => :parked, :to => :idling, :on => ignite, :unless => :stopped?
Order of operations¶ ↑
Transitions are evaluated in the order in which they're defined. As a result, if more than one transition applies to a given object, then the first transition that matches will be performed.
# File lib/state_machine/machine.rb, line 1460 def transition(options) raise ArgumentError, 'Must specify :on event' unless options[:on] branches = [] options = options.dup event(*Array(options.delete(:on))) { branches << transition(options) } branches.length == 1 ? branches.first : branches end
Runs a transaction, rolling back any changes if the yielded block fails.
This is only applicable to integrations that involve databases. By default, this will not run any transactions since the changes aren't taking place within the context of a database.
# File lib/state_machine/machine.rb, line 1900 def within_transaction(object) if use_transactions transaction(object) { yield } else yield end end
Sets a new value in the given object's attribute.
For example,
class Vehicle state_machine :initial => :parked do ... end end vehicle = Vehicle.new # => #<Vehicle:0xb7d94ab0 @state="parked"> Vehicle.state_machine.write(vehicle, :state, 'idling') # => Equivalent to vehicle.state = 'idling' Vehicle.state_machine.write(vehicle, :event, 'park') # => Equivalent to vehicle.state_event = 'park' vehicle.state # => "idling" vehicle.event # => "park"
# File lib/state_machine/machine.rb, line 1111 def write(object, attribute, value, ivar = false) attribute = self.attribute(attribute) ivar ? object.instance_variable_set("@#{attribute}", value) : object.send("#{attribute}=", value) end
Protected Instance Methods
The method to hook into for triggering transitions when invoked. By default, this is the action configured for the machine.
Since the default hook technique relies on module inheritance, the action must be defined in an ancestor of the owner classs in order for it to be the action hook.
# File lib/state_machine/machine.rb, line 2108 def action_hook action && owner_class_ancestor_has_method?(:instance, action) ? action : nil end
Adds a new transition callback of the given type.
# File lib/state_machine/machine.rb, line 2247 def add_callback(type, options, &block) callbacks[type == :around ? :before : type] << callback = Callback.new(type, options, &block) add_states(callback.known_states) callback end
Tracks the given set of events in the list of all known events for this machine
# File lib/state_machine/machine.rb, line 2276 def add_events(new_events) new_events.map do |new_event| # Check for other states that use a different class type for their name. # This typically prevents string / symbol misuse. if conflict = events.detect {|event| event.name.class != new_event.class} raise ArgumentError, "#{new_event.inspect} event defined as #{new_event.class}, #{conflict.name.inspect} defined as #{conflict.name.class}; all events must be consistent" end unless event = events[new_event] events << event = Event.new(self, new_event) end event end end
Updates this machine based on the configuration of other machines in the owner class that share the same target attribute.
# File lib/state_machine/machine.rb, line 2239 def add_sibling_machine_configs # Add existing states sibling_machines.each do |machine| machine.states.each {|state| states << state unless states[state.name]} end end
Tracks the given set of states in the list of all known states for this machine
# File lib/state_machine/machine.rb, line 2255 def add_states(new_states) new_states.map do |new_state| # Check for other states that use a different class type for their name. # This typically prevents string / symbol misuse. if new_state && conflict = states.detect {|state| state.name && state.name.class != new_state.class} raise ArgumentError, "#{new_state.inspect} state defined as #{new_state.class}, #{conflict.name.inspect} defined as #{conflict.name.class}; all states must be consistent" end unless state = states[new_state] states << state = State.new(self, new_state) # Copy states over to sibling machines sibling_machines.each {|machine| machine.states << state} end state end end
Runs additional initialization hooks. By default, this is a no-op.
# File lib/state_machine/machine.rb, line 1951 def after_initialize end
Creates a scope for finding objects with a particular value or values for the attribute.
By default, this is a no-op.
# File lib/state_machine/machine.rb, line 2210 def create_with_scope(name) end
Creates a scope for finding objects without a particular value or values for the attribute.
By default, this is a no-op.
# File lib/state_machine/machine.rb, line 2217 def create_without_scope(name) end
Adds helper methods for automatically firing events when an action is invoked
# File lib/state_machine/machine.rb, line 2077 def define_action_helpers if action_hook @action_hook_defined = true define_action_hook end end
Determines whether action helpers should be defined for this machine. This is only true if there is an action configured and no other machines have process this same configuration already.
# File lib/state_machine/machine.rb, line 2071 def define_action_helpers? action && !owner_class.state_machines.any? {|name, machine| machine.action == action && machine != self} end
Hooks directly into actions by defining the same method in an included module. As a result, when the action gets invoked, any state events defined for the object will get run. Method visibility is preserved.
# File lib/state_machine/machine.rb, line 2087 def define_action_hook action_hook = self.action_hook action = self.action private_action_hook = owner_class.private_method_defined?(action_hook) # Only define helper if it hasn't define_helper :instance, " def #{action_hook}(*) self.class.state_machines.transitions(self, #{action.inspect}).perform { super } end private #{action_hook.inspect} if #{private_action_hook} ", __FILE__, __LINE__ + 1 end
Adds helper methods for getting information about this state machine's events
# File lib/state_machine/machine.rb, line 2019 def define_event_helpers # Gets the events that are allowed to fire on the current object define_helper(:instance, attribute(:events)) do |machine, object, *args| machine.events.valid_for(object, *args).map {|event| event.name} end # Gets the next possible transitions that can be run on the current # object define_helper(:instance, attribute(:transitions)) do |machine, object, *args| machine.events.transitions_for(object, *args) end # Fire an arbitrary event for this machine define_helper(:instance, "fire_#{attribute(:event)}") do |machine, object, event, *args| machine.events.fetch(event).fire(object, *args) end # Add helpers for tracking the event / transition to invoke when the # action is called if action event_attribute = attribute(:event) define_helper(:instance, event_attribute) do |machine, object| # Interpret non-blank events as present event = machine.read(object, :event, true) event && !(event.respond_to?(:empty?) && event.empty?) ? event.to_sym : nil end # A roundabout way of writing the attribute is used here so that # integrations can hook into this modification define_helper(:instance, "#{event_attribute}=") do |machine, object, value| machine.write(object, :event, value, true) end event_transition_attribute = attribute(:event_transition) define_helper :instance, " protected; attr_accessor #{event_transition_attribute.inspect} ", __FILE__, __LINE__ + 1 end end
Adds helper methods for interacting with the state machine, including for states, events, and transitions
# File lib/state_machine/machine.rb, line 1978 def define_helpers define_state_accessor define_state_predicate define_event_helpers define_path_helpers define_action_helpers if define_action_helpers? define_name_helpers end
Adds helper methods for accessing naming information about states and events on the owner class
# File lib/state_machine/machine.rb, line 2143 def define_name_helpers # Gets the humanized version of a state define_helper(:class, "human_#{attribute(:name)}") do |machine, klass, state| machine.states.fetch(state).human_name(klass) end # Gets the humanized version of an event define_helper(:class, "human_#{attribute(:event_name)}") do |machine, klass, event| machine.events.fetch(event).human_name(klass) end # Gets the state name for the current value define_helper(:instance, attribute(:name)) do |machine, object| machine.states.match!(object).name end # Gets the human state name for the current value define_helper(:instance, "human_#{attribute(:name)}") do |machine, object| machine.states.match!(object).human_name(object.class) end end
Adds helper methods for getting information about this state machine's available transition paths
# File lib/state_machine/machine.rb, line 2061 def define_path_helpers # Gets the paths of transitions available to the current object define_helper(:instance, attribute(:paths)) do |machine, object, *args| machine.paths_for(object, *args) end end
Defines the with/without scope helpers for this attribute. Both the
singular and plural versions of the attribute are defined for each scope
helper. A custom plural can be specified if it cannot be automatically
determined by either calling pluralize
on the attribute name
or adding an “s” to the end of the name.
# File lib/state_machine/machine.rb, line 2170 def define_scopes(custom_plural = nil) plural = custom_plural || pluralize(name) [:with, :without].each do |kind| [name, plural].map {|s| s.to_s}.uniq.each do |suffix| method = "#{kind}_#{suffix}" if scope = send("create_#{kind}_scope", method) # Converts state names to their corresponding values so that they # can be looked up properly define_helper(:class, method) do |machine, klass, *states| run_scope(scope, machine, klass, states) end end end end end
Adds reader/writer methods for accessing the state attribute
# File lib/state_machine/machine.rb, line 1999 def define_state_accessor attribute = self.attribute @helper_modules[:instance].class_eval { attr_reader attribute } unless owner_class_ancestor_has_method?(:instance, attribute) @helper_modules[:instance].class_eval { attr_writer attribute } unless owner_class_ancestor_has_method?(:instance, "#{attribute}=") end
Defines the initial values for state machine attributes. Static values are set prior to the original initialize method and dynamic values are set after the initialize method in case it is dependent on it.
# File lib/state_machine/machine.rb, line 1990 def define_state_initializer define_helper :instance, " def initialize(*) self.class.state_machines.initialize_states(self) { super } end ", __FILE__, __LINE__ + 1 end
Adds predicate method to the owner class for determining the name of the current state
# File lib/state_machine/machine.rb, line 2008 def define_state_predicate call_super = !!owner_class_ancestor_has_method?(:instance, "#{name}?") define_helper :instance, " def #{name}?(*args) args.empty? && (#{call_super} || defined?(super)) ? super : self.class.state_machine(#{name.inspect}).states.matches?(self, *args) end ", __FILE__, __LINE__ + 1 end
Determines if the machine's attribute needs to be initialized. This will only be true if the machine's attribute is blank.
# File lib/state_machine/machine.rb, line 1971 def initialize_state?(object) value = read(object, :state) (value.nil? || value.respond_to?(:empty?) && value.empty?) && !states[value, :value] end
Determines whether there's already a helper method defined within the given scope. This is true only if one of the owner's ancestors defines the method and is further along in the ancestor chain than this machine's helper module.
# File lib/state_machine/machine.rb, line 2116 def owner_class_ancestor_has_method?(scope, method) superclasses = owner_class.ancestors[1..-1].select {|ancestor| ancestor.is_a?(Class)} if scope == :class # Use singleton classes current = (class << owner_class; self; end) superclass = superclasses.first else current = owner_class superclass = owner_class.superclass end # Generate the list of modules that *only* occur in the owner class, but # were included *prior* to the helper modules, in addition to the # superclasses ancestors = current.ancestors - superclass.ancestors + superclasses ancestors = ancestors[ancestors.index(@helper_modules[scope])..-1].reverse # Search for for the first ancestor that defined this method ancestors.detect do |ancestor| ancestor = (class << ancestor; self; end) if scope == :class && ancestor.is_a?(Class) ancestor.method_defined?(method) || ancestor.private_method_defined?(method) end end
Gets the initial attribute value defined by the owner class (outside of the machine's definition). By default, this is always nil.
# File lib/state_machine/machine.rb, line 2227 def owner_class_attribute_default nil end
Checks whether the given state matches the attribute default specified by the owner class
# File lib/state_machine/machine.rb, line 2233 def owner_class_attribute_default_matches?(state) state.matches?(owner_class_attribute_default) end
Pluralizes the given word using pluralize (if available) or simply adding an “s” to the end of the word
# File lib/state_machine/machine.rb, line 2197 def pluralize(word) word = word.to_s if word.respond_to?(:pluralize) word.pluralize else "#{name}s" end end
Generates the results for the given scope based on one or more states to filter by
# File lib/state_machine/machine.rb, line 2190 def run_scope(scope, machine, klass, states) values = states.flatten.map {|state| machine.states.fetch(state).value} scope.call(klass, values) end
Looks up other machines that have been defined in the owner class and are targeting the same attribute as this machine. When accessing sibling machines, they will be automatically copied for the current class if they haven't been already. This ensures that any configuration changes made to the sibling machines only affect this class and not any base class that may have originally defined the machine.
# File lib/state_machine/machine.rb, line 1960 def sibling_machines owner_class.state_machines.inject([]) do |machines, (name, machine)| if machine.attribute == attribute && machine != self machines << (owner_class.state_machine(name) {}) end machines end end
Always yields
# File lib/state_machine/machine.rb, line 2221 def transaction(object) yield end