DefaultStatesMachine

open class DefaultStatesMachine<T : State>(statesManager: StatesManager<T>, handlers: List<CheckableHandlerHolder<in T, T>>, onStateHandlingErrorHandler: StateHandlingErrorHandler<T> = defaultStateHandlingErrorHandler()) : StatesMachine<T> (source)

Default realization of StatesMachine. It uses statesManager for incapsulation of States storing and contexts resolving, and uses launchStateHandling for State handling.

This class suppose to be extended in case you wish some custom behaviour inside of launchStateHandling, for example

Inheritors

Constructors

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constructor(statesManager: StatesManager<T>, handlers: List<CheckableHandlerHolder<in T, T>>, onStateHandlingErrorHandler: StateHandlingErrorHandler<T> = defaultStateHandlingErrorHandler())

Functions

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open suspend override fun StatesMachine<in T>.handleState(state: T): T?

Will call launchStateHandling for state handling

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inline fun <I : O, O : State> StatesHandler<I, O>.holder(strict: Boolean = true): CustomizableHandlerHolder<O, O>
inline fun <I : O, O : State> StatesHandler<I, O>.holder(noinline filter: suspend (state: State) -> Boolean): CustomizableHandlerHolder<O, O>
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open suspend override fun launchStateHandling(state: T, handlers: List<CheckableHandlerHolder<in T, T>>): T?
open suspend fun launchStateHandling(state: T, handlers: List<CheckableHandlerHolder<in T, T>>, onStateHandlingErrorHandler: StateHandlingErrorHandler<T>): T?
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open suspend fun performStateUpdate(previousState: Optional<T>, actualState: T, scope: CoroutineScope)
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open override fun start(scope: CoroutineScope): Job

Launch handling of states. On statesManager, statesManager will be called lambda with performing of state. If launchStateHandling will returns some State then statesManager will be used, otherwise StatesManager.endChain.

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open suspend override fun startChain(state: T)

Just calls StatesManager.startChain of statesManager