Java tutorial
/* * Copyright 2015-2019 the original author or authors. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * https://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package org.springframework.statemachine.state; import java.util.Collection; import java.util.function.Function; import org.springframework.messaging.Message; import org.springframework.statemachine.StateContext; import org.springframework.statemachine.StateMachineEventResult; import org.springframework.statemachine.action.Action; import org.springframework.statemachine.action.ActionListener; import reactor.core.publisher.Flux; import reactor.core.publisher.Mono; /** * {@code State} is an interface representing possible state in a state machine. * * @author Janne Valkealahti * * @param <S> the type of state * @param <E> the type of event */ public interface State<S, E> { /** * Send an event {@code E} wrapped with a {@link Message} to the state and * return a {@link StateMachineEventResult} for results. * * @param event the wrapped event to send * @return the state machine event results */ Flux<StateMachineEventResult<S, E>> sendEvent(Message<E> event); /** * Checks if state wants to defer an event. * * @param event the wrapped event * @return true if event should be deferred */ boolean shouldDefer(Message<E> event); /** * Initiate an exit sequence for the state. * * @param context the state context * @return Mono for completion */ Mono<Void> exit(StateContext<S, E> context); /** * Initiate an entry sequence for the state. * * @param context the state context * @return Mono for completion */ Mono<Void> entry(StateContext<S, E> context); /** * Gets the state identifier. * * @return the state identifiers */ S getId(); /** * Gets the state identifiers. Usually returned collection contains only one * identifier except in a case where state is an orthogonal. * * @return the state identifiers */ Collection<S> getIds(); /** * Gets all possible states this state knows about including itself * and substates. * * @return all state including itself and nested states */ Collection<State<S, E>> getStates(); /** * Gets a {@link PseudoState} attached to a {@code State}. * {@link PseudoState} is not required and thus this method return * {@code NULL} if it's not set. * * @return pseudostate or null if state doesn't have one */ PseudoState<S, E> getPseudoState(); /** * Gets the deferred events for this state. * * @return the state deferred events */ Collection<E> getDeferredEvents(); /** * Gets {@link Action}s executed entering in this state. * * @return the state entry actions */ Collection<Function<StateContext<S, E>, Mono<Void>>> getEntryActions(); /** * Gets {@link Action}s executed once in this state. * * @return the state actions */ Collection<Function<StateContext<S, E>, Mono<Void>>> getStateActions(); /** * Gets {@link Action}s executed exiting from this state. * * @return the state exit actions */ Collection<Function<StateContext<S, E>, Mono<Void>>> getExitActions(); /** * Checks if state is a simple state. A simple state does not have any * regions and it does not refer to any submachine state machine. * * @return true, if state is a simple state */ boolean isSimple(); /** * Checks if state is a composite state. A composite state is a state that * contains at least one region. * * @return true, if state is a composite state */ boolean isComposite(); /** * Checks if state is an orthogonal state. An orthogonal composite state * contains two or more regions. If this method returns {@code TRUE}, * {@link #isComposite()} will also always return {@code TRUE}. * * @return true, if state is an orthogonal state */ boolean isOrthogonal(); /** * Checks if state is a submachine state. This kind of state refers to a * state machine(submachine). * * @return true, if state is a submachine state */ boolean isSubmachineState(); /** * Adds the state listener. * * @param listener the listener */ void addStateListener(StateListener<S, E> listener); /** * Removes the state listener. * * @param listener the listener */ void removeStateListener(StateListener<S, E> listener); /** * Adds the action listener. * * @param listener the listener */ void addActionListener(ActionListener<S, E> listener); /** * Removes the action listener. * * @param listener the listener */ void removeActionListener(ActionListener<S, E> listener); }