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@crux/machine

v0.0.45-alpha

Published

`machine` is an asynchronous Finite State Machine for redux

Downloads

46

Readme

@crux/machine

machine is an asynchronous Finite State Machine for redux

Installation

npm install --save @crux/machine

Usage

The following example shows a very simple state machine. It has two states: idle and running, and two actions: go and stop.

import { createFSM } from '@crux/machine';

const machine = createFSM({
  idle: {
    go: () => 'running',
  },
  running: {
    stop: () => 'idle'
  }
}, { initialState: 'idle' });

Notice that the idle state has no stop action, and the running state has no go action, because these actions are meaningless for those states - you can't make a machine stop if it's idle, etc.

We've defined idle as the initial state, so let's transition the machine to running by providing the go action:

await machine.transition('go');

machine.getState() // `running`

We had to await the transition because it's asynchronous. The main reason for this is that you can listen to state transitions and if your handlers are asynchronous too, you can make the machine wait until you're done before it transitions. This gives you control over when it transitions and what you can do before and after it does.

Adding listeners to the machine

machine.onEnter(({ action, current, last )) => {
  console.log(`Transition from "${last}" to "${current}" with the "${action}" action`);
});

machine.transition('go');

// Console output:
// Transition from "idle" to "running" with the "go" action

Let's see how we can delay the transition of the machine to allow us to do some clean up work before the next state. Note that this time we're using the OnExit event:

machine.onExit({ action, current )) => new Promise(resolve => {
  // do some clean up work, then...
  resolve();
}));

machine.transition('go');

This will ensure that we stay in the idle state until the Promise resolves. Only then will it transition to running.

Unsubscribing from events

The listener methods return a function to allow you to unsubscribe:

const unsubscribe = machine.onExit(() => {});

unsubscribe(); // listener destroyed

Shorthand methods

machine.transition(...) is a little ugly. Luckily machine builds shorthand methods for each of your actions. So, transitioning our example is as simple as:

machine.go(); // new state is 'running'

machine.stop(); // new state is 'idle'

machine doesn't just build shorthand methods for transitions, but also for state changes:

machine.onIdle((data) => {});

// You can also unsubscribe as with the onEnter and onExit handlers.
const unsubscribe = machine.onRunning((data) => {});

unsubscribe();

TypeScript support

machine knows which are your states and which are your actions, and will throw TS errors when you try to transition with an action that doesn't exist. This applies to both transition and the shorthand methods:

machine.goForth(); // Property 'goForth' does not exist on type...

machine.transition('goForth'); // Argument of type '"goForth"' is not assignable to parameter of type...

machine also types the data of emitted events

machine.onEnter(data => console.log(data)); // data type is { action: keyof Actions, current: keyof State, last: keyof State )