no dependencies, in around 2kb
👨🔬 a bit less state-ish than xstate🤖 way more state-full than anything else in your code🧠 made for everything in between🖥 it does not have Visualizer, but it's VERY TypeScript centric
State machine is a blackbox you can 1) .start
2) .put
some events in and 3) observe how its working.
Internally it will be a machine working in different "states", which called phases here (water/ice) recieving different events and doing something...
Core concepts are:
- phases: different modes your machine can be in
- state: internal state machine sets and controls itself
- attributes: external configuration of machine
- messages: events it can receive from the outside or send to itself
- signals: events it can send to the outer world
- timers: in a very declarative form
- hooks: callbacks which are executed when machine start or stop handling a given message
- guards and traps: protectors from entering or leaving some states
In react world
attributes
areprops
. In xstate worldstate
iscontext
State machine
State machine starts in one phase, calls hooks for all messages for the current phase, then awaits for a messages from hooks or external customer, then could trigger a new message, emit signal to the outer world or change the current phase.
Faste is a black box - you can put message inside, and wait for a signal it will sent outside, meanwhile
observing a box phase. Black
Example
const light = faste()
// define possible "phases" of a traffic light
.withPhases(['red', 'yellow', 'green'])
// define possible transitions from one phase to another
.withTransitions({
green: ['yellow'],
yellow: ['red'],
red: ['green'],
})
// define possible events for a machine
.withMessages(['switch'])
.on('switch', ['green'], ({ transitTo }) => transitTo('yellow'))
.on('switch', ['yellow'], ({ transitTo }) => transitTo('red'))
.on('switch', ['red'], ({ transitTo }) => transitTo('green'))
// ⚠️ the following line would throw an error at _compile time_
.on('switch', ['green'], ({ transitTo }) => transitTo('red')) // this transition is blocked
// block transition TO green if any pedestrian is on the road
.guard(['green'], () => noPedestriansOnTheRoad)
// block transition FROM red if any pedestrian is on the road
.trap(['red'], () => !noPedestriansOnTheRoad);
// PS: noPedestriansOnTheRoad could be read from attr, passed from a higher state machine.
API
Machine blueprint
faste(options)
- defines a new faste machine
every faste instance provide next chainable commands
-
on(eventName, [phases], callback)
- set a hookcallback
foreventName
message in statesstates
. -
hooks(hooks)
- set a hook when some message begins, or ends its presence. -
guard(phases, callback)
- add a transition guard, prevention transition to the phase -
trap(phases, callback)
- add a transition guard, prevention transition from the phase
In development mode, and for typed languages you could use next commands
-
withState(state)
- set a initial state (use @init hook to derive state from props). -
withPhases(phases)
- limit phases to provided set. -
withTimers(timersConfuguration)
- configures timers -
withTransitions([phases]:[phases])
- limit phase transitions -
withMessages(messages)
- limit messages to provided set. -
withAttrs(attributes)
- limit attributes to provided set. -
withSignals(signals)
- limit signals to provided set. -
withMessageArguments<MessageConfiguration>()
- enabled arguments for messages -
withSignalArguments<SignalConfiguration>()
- enabled arguments for signals -
create()
- creates a machine (copies existing, use it instead ofnew
).
All methods returns a faste
constructor itself.
Machine instance
Each instance of Faste will have:
-
attrs(attrs)
- set attributes. -
put
- put message in -
connect
- connects output to the destination -
observe
- observes phase changes -
phase
- returns the current phase -
instance
- returns the current internal state. -
destroy
- exits the current state, terminates all hooks, and stops machine. -
namedBy(string)
- sets name of the instance (for debug).
For all callbacks the first argument is flow
instance, containing.
-
attrs
- all the attrs, you cannot change them -
state
- internal state -
setState
- internal state change command -
phase
- current phase -
transitTo
- phase change command. -
startTimer(timerName)
- starts a Timer -
stopTimer(timerName)
- stops a Timer -
emit
- emits a message to the outer world
Magic events
@init
- on initialization@enter
- on phase enter, last phase will be passed as a second arg.@leave
- on phase enter, new phase will be passed as a second arg.@change
- on state change, old state will be passed as a second arg.@miss
- on event without handler@error
- an error handler. If no errors handler will be found the real error will be thrown
Magic phases
@current
- set the same phase as it was on the handler entry@busy
- set the busy phase, when no other handler could be called
Hooks
Hook activates when message starts or ends it existence, ie when there is on
callback defined for it.
Event bus
- message handler could change phase, state and trigger a new message
- hook could change state or trigger a new message, but not change phase
- external consumer could only trigger a new message
InternalState
Each on
or hook
handler will receive internalState
as a first argument, with following shape
attrs: { ...
AttributesYouSet
}
; // attributes
state: { ..
CurrentState
}
; // state
setState(newState); // setState (as seen in React)
transitTo(phase); // move to a new phase
emit(message, ...args); // emit Signal to the outer world (connected)
trigger(event, ...args); // trigger own message handler (dispatch an internal action)
Debug
Debug mode is integrated into Faste.
import {setFasteDebug} from 'faste'
setFasteDebug(true);
setFasteDebug(true);
setFasteDebug((instance, message, args) => console.log(...));
Examples
Try online : https://codesandbox.io/s/n7kv9081xp
Using different handlers in different states
// common code - invert the flag
onClick = () => this.setState((state) => ({ enabled: !state.enabled }));
// faste - use different flags for different states
faste()
.on('click', 'disabled', ({ transitTo }) => transitTo('enabled'))
.on('click', 'enabled', ({ transitTo }) => transitTo('disabled'));
React to state change
// common code - try to reverse engineer the change
componentDidUpdate(oldProps)
{
if (oldProps.enabled !== this.props.enabled) {
if (this.props.enabled) {
// I was enabled!
} else {
// I was disabled!
}
}
}
// faste - use "magic" methods
faste()
.on('@enter', ['disabled'], () => /* i was disabled */)
.on('@enter', ['enabled'], () => /* i was enabled */)
// or
.on('@leave', ['disabled'], () => /* i am no more disabled */)
.on('@leave', ['enabled'], () => /* i am no more enabled */)
Connected states
https://codesandbox.io/s/5zx8zl91ll
// starts a timer when active
const SignalSource = faste()
.on('@enter', ['active'], ({ setState, attrs, emit }) =>
setState({ interval: setInterval(() => emit('message'), attrs.duration) })
)
.on('@leave', ['active'], ({ state }) => clearInterval(state.interval));
// responds to "message" by moving from tick to tock
// emiting the current state outside
const TickState = faste()
// autoinit to "tick" mode
.on('@init', ({ transitTo }) => transitTo('tick'))
// message handlers
.on('message', ['tick'], ({ transitTo }) => transitTo('tock'))
.on('message', ['tock'], ({ transitTo }) => transitTo('tick'))
.on('@leave', ({ emit }, newPhase) => emit('currentState', newPhase));
// just transfer message to attached node
const DisplayState = faste().on('currentState', ({ attrs }, message) => (attrs.node.innerHTML = message));
// create machines
const signalSource = SignalSource.create().attrs({
duration: 1000,
});
const tickState = TickState.create();
const displayState = DisplayState.create().attrs({
node: document.querySelector('.display'),
});
// direct connect signal source and ticker
signalSource.connect(tickState);
// "functionaly" connect tickes and display
tickState.connect((message, payload) => displayState.put(message, payload));
// RUN! start signal in active mode
signalSource.start('active');
Traffic light
const state = faste()
.withPhases(['red', 'yellow', 'green'])
.withMessages(['tick', 'next'])
.on('tick', ['green'], ({ transit }) => transit('yellow'))
.on('tick', ['yellow'], ({ transit }) => transit('red'))
.on('tick', ['red'], ({ transit }) => transit('green'))
// on 'next' trigger 'tick' for a better debugging.
// just rethrow event
.on('next', [], ({ trigger }) => trigger('tick'))
// on "green" - start timer
.on('@enter', ['green'], ({ setState, attrs, trigger }) =>
setState({
interval: setInterval(() => trigger('next'), attrs.duration),
})
)
// on "red" - stop timer
.on('@leave', ['red'], ({ state }) => clearInterval(state.interval))
.check();
state.create().attrs({ duration: 1000 }).start('green');
Try online : https://codesandbox.io/s/n7kv9081xp
Draggable
const domHook =
(eventName) =>
({ attrs, trigger }) => {
const callback = (event) => trigger(eventName, event);
attrs.node.addEventListener(eventName, callback);
// "hook" could return anything, callback for example
return () => {
attrs.node.removeEventListener(eventName, hook);
};
};
const state = faste({})
.on('@enter', ['active'], ({ emit }) => emit('start'))
.on('@leave', ['active'], ({ emit }) => emit('end'))
.on('mousedown', ['idle'], ({ transitTo }) => transitTo('active'))
.on('mousemove', ['active'], (_, event) => emit('move', event))
.on('mouseup', ['active'], ({ transitTo }) => transitTo('idle'));
hooks({
mousedown: domHook('mousedown'),
mousemove: domHook('mousemove'),
mouseup: domHook('mouseup'),
})
.check()
.attr({ node: document.body })
.start('idle');
Async
Message handler doesn't have to be sync. But managing async commands could be hard. But will not
- Accept command only in initial state, then transit to temporal state to prevent other commands to be executes.
const Login = faste().on('login', ['idle'], ({ transitTo }, { userName, password }) => {
transitTo('logging-in'); // just transit to "other" state
login(userName, password)
.then(() => transitTo('logged'))
.catch(() => transitTo('error'));
});
- Accept command only in initial state, then transit to execution state, and do the job on state enter
const Login = faste()
.on('login', ['idle'], ({transitTo}, data) => transitTo('logging', data)
.on('@enter', ['logging'], ({transitTo}, {userName, password}) => {
login(userName, password)
.then(() => transitTo('logged'))
.catch(() => transitTo('error'))
});
- Always accept command, but be "busy" while doing stuff
const Login = faste().on('login', ({ transitTo }, { userName, password }) => {
transitTo('@busy'); // we are "busy"
return login(userName, password)
.then(() => transitTo('logged'))
.catch(() => transitTo('error'));
});
handler returns Promise( could be async ) to indicate that ending in @busy state is not a mistake, and will not lead to deadlock.
By default @busy
will queue messages, executing them after leaving busy phase.
If want to ignore them - instead of @busy
, you might use @locked
phase, which will ignore them.
PS: You probably will never need those states.
Using timers to create timers
Plain variant
const SignalSource = faste()
.on('@enter', ['active'], ({ setState, attrs, emit }) =>
setState({ interval: setInterval(() => emit('message'), attrs.duration) })
)
.on('@leave', ['active'], ({ state }) => clearInterval(state.interval));
Hook and timer based
const SignalSource = faste()
.on('tick', ['active'], ({ emit, startTimer }) => {
emit('message');
})
.hook({
tick: ({ attrs }) => {
const interval = setInterval(() => emit('message'), attrs.duration);
return () => clearInterval(interval);
},
});
Hook and timer based
const SignalSource = faste()
.withTimers({
T0: 1000,
})
.on('on_T0', ({ emit, startTimer }) => {
emit('message');
startTimer('T0'); //restarts timers
})
.on('@enter', ['active'], ({ startTimer }) => startTimer('T0'));
SDL and Block
Faste was born from this. From Q.931(EDSS) state definition.
How it starts. What signals it accepts. What it does next.
That is quite simple diagram.
Thoughts
This is a Finite State Machine from SDL(Specification and Description Language) prospective. SDL defines state as a set of messages, it should react on, and the actions beneath.
Once state
receives a message
it executes an action
, which could perform calculations and/or change the
current state.
The goal is not to change the state, but - execute a bound action. From this prospective faste is closer to RxJX.
Usually "FSM" are more focused on state transitions, often even omitting any operations on message receive. In the Traffic Light example it could be useful, but in more real life examples - probably not.
Faste is more about when you will be able to do what. What you will do, when you receive event, and what you will do next.
Keeping in mind the best practices, like KISS and DRY, it is better to invert state->message->action connection, as long as actions are most complex part of it, and messages are usually reused across different states.
And, make things more common we will call "state" as a "phase", and "state" will be for "internal state".
The key idea is not about transition between states, but transition between behaviors. Keep in mind - if some handler is not defined in some state, and you are sending a message - it will be lost.
Written in TypeScript. To make things less flexible. Flow definitions as incomplete.
Prior art
This library combines ideas from xstate and redux-saga. The original idea is based on xflow state machine, developed for CT Company's VoIP solutions back in 2005.
Licence
MIT