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219 changes: 218 additions & 1 deletion README.md
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# StateMachinePatterns
State machine patterns by C#/.Net

State machine patterns implementation in C#/.NET demonstrating various approaches to managing state in object-oriented systems.

## Overview

This repository contains three different state machine pattern implementations, each suitable for different use cases:

1. **State Pattern** - Classic Gang of Four behavioral design pattern
2. **State Machine with Transitions** - Explicit state machine with configurable transitions
3. **Hierarchical State Machine** - Nested states with event bubbling

## Patterns Implemented

### 1. State Pattern

The classic State Pattern encapsulates state-specific behavior into separate state classes. The context delegates behavior to the current state object.

**When to Use:**
- Different states have significantly different behaviors
- State transitions are relatively simple
- You want to eliminate large conditional statements

**Example:** Document Workflow
```csharp
var document = new Document("Project Proposal");
document.Edit(); // Editing in Draft state
document.Submit(); // Transition to Moderation state
document.Approve(); // Transition to Approved state
document.Publish(); // Transition to Published state
```

### 2. State Machine with Transitions

Explicit state machine where you configure allowed transitions between states. Includes entry/exit actions and transition validation.

**When to Use:**
- Complex transition rules between states
- Need to validate transitions before they occur
- Want to log or track all state changes
- Entry/exit actions are important

**Example:** Traffic Light
```csharp
var stateMachine = new StateMachine<LightState, Trigger>(LightState.Red);

stateMachine.Configure(LightState.Red)
.Permit(Trigger.TimerExpired, LightState.Green)
.OnEntry(() => Console.WriteLine("Stop!"));

stateMachine.Fire(Trigger.TimerExpired); // Transition to Green
```

### 3. Hierarchical State Machine

States can contain sub-states, allowing for nested state machines. Events bubble up from child to parent if not handled.

**When to Use:**
- States have sub-states or nested behavior
- Need event bubbling from child to parent states
- Complex state hierarchies
- Want to reuse common behavior across related states

**Example:** Vending Machine
```csharp
var vendingMachine = new VendingMachine();
vendingMachine.Initialize();
vendingMachine.HandleEvent("InsertMoney");
vendingMachine.HandleEvent("SelectProduct");
vendingMachine.HandleEvent("Dispense");
```

## Project Structure

```
StateMachinePatterns/
├── StateMachinePatterns.Core/ # Core library with pattern implementations
│ ├── IState.cs # State Pattern interface
│ ├── StateContext.cs # State Pattern context base class
│ ├── StateMachine.cs # State Machine with transitions
│ └── HierarchicalState.cs # Hierarchical state machine
├── StateMachinePatterns.Examples/ # Example implementations
│ ├── DocumentWorkflowExample.cs # State Pattern example
│ ├── TrafficLightExample.cs # State Machine example
│ └── VendingMachineExample.cs # Hierarchical State Machine example
└── StateMachinePatterns.Tests/ # Unit tests
├── StatePatternTests.cs
├── StateMachineTests.cs
└── HierarchicalStateMachineTests.cs
```

## Getting Started

### Prerequisites
- .NET 9.0 SDK or later

### Building the Project

```bash
dotnet build
```

### Running Tests

```bash
dotnet test
```

### Running Examples

```bash
dotnet run --project StateMachinePatterns.Examples
```

## Usage Examples

### State Pattern

```csharp
// Define your context
public class MyContext : StateContext<MyContext>
{
public void DoSomething()
{
Execute(); // Delegates to current state
}
}

// Define your states
public class StateA : IState<MyContext>
{
public void OnEnter(MyContext context) { /* ... */ }
public void OnExit(MyContext context) { /* ... */ }
public void Execute(MyContext context) { /* ... */ }
}

// Use it
var context = new MyContext();
context.TransitionTo(new StateA());
context.DoSomething();
```

### State Machine

```csharp
// Define your enums
public enum State { Idle, Running, Stopped }
public enum Trigger { Start, Stop }

// Configure the state machine
var sm = new StateMachine<State, Trigger>(State.Idle);

sm.Configure(State.Idle)
.Permit(Trigger.Start, State.Running)
.OnEntry(() => Console.WriteLine("Ready"));

sm.Configure(State.Running)
.Permit(Trigger.Stop, State.Stopped)
.OnEntry(() => Console.WriteLine("Started"));

// Use it
sm.Fire(Trigger.Start); // Idle -> Running
sm.Fire(Trigger.Stop); // Running -> Stopped
```

### Hierarchical State Machine

```csharp
// Define your states
public class RootState : HierarchicalState
{
public override string Name => "Root";

public override bool HandleEvent(string eventName)
{
// Handle event or bubble to parent
return base.HandleEvent(eventName);
}
}

// Use it
var hsm = new HierarchicalStateMachine();
hsm.Initialize(new RootState());
hsm.HandleEvent("SomeEvent");
```

## Key Features

- ✅ Three different state machine patterns
- ✅ Comprehensive unit tests (18 tests, 100% pass rate)
- ✅ Real-world examples
- ✅ Type-safe state transitions
- ✅ Entry/Exit actions
- ✅ Event handling and bubbling
- ✅ Transition validation
- ✅ Clean, documented code

## Design Principles

- **Single Responsibility:** Each state class handles only its own behavior
- **Open/Closed:** Easy to add new states without modifying existing code
- **Type Safety:** Strongly-typed state and trigger enums
- **Separation of Concerns:** State logic separated from context
- **Testability:** All patterns are easily unit testable

## License

This project is licensed under the MIT License - see the [LICENSE](LICENSE) file for details.

## Contributing

Contributions are welcome! Feel free to submit issues or pull requests.

## References

- [State Pattern - Gang of Four](https://en.wikipedia.org/wiki/State_pattern)
- [Stateless (C# State Machine Library)](https://github.com/dotnet-state-machine/stateless)
- [Hierarchical State Machines](https://en.wikipedia.org/wiki/UML_state_machine#Hierarchically_nested_states)

141 changes: 141 additions & 0 deletions StateMachinePatterns.Core/HierarchicalState.cs
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namespace StateMachinePatterns.Core;

/// <summary>
/// Represents a hierarchical state that can contain sub-states.
/// This allows for nested state machines where states can have their own internal states.
/// </summary>
public abstract class HierarchicalState
{
private HierarchicalState? _currentSubState;
private HierarchicalState? _parentState;

/// <summary>
/// Gets the current sub-state, if any
/// </summary>
public HierarchicalState? CurrentSubState => _currentSubState;

/// <summary>
/// Gets the parent state, if any
/// </summary>
public HierarchicalState? ParentState => _parentState;

/// <summary>
/// Gets the name of this state
/// </summary>
public abstract string Name { get; }

/// <summary>
/// Called when entering this state
/// </summary>
public virtual void OnEnter()
{
}

/// <summary>
/// Called when exiting this state
/// </summary>
public virtual void OnExit()
{
}

/// <summary>
/// Handle an event. Returns true if handled, false otherwise.
/// If not handled, the event bubbles up to the parent state.
/// </summary>
public virtual bool HandleEvent(string eventName)
{
// First, try to handle in the current sub-state
if (_currentSubState != null && _currentSubState.HandleEvent(eventName))
{
return true;
}

// If not handled by sub-state, try to handle it here
return false;
}

/// <summary>
/// Transition to a sub-state
/// </summary>
protected void TransitionToSubState(HierarchicalState subState)
{
_currentSubState?.OnExit();
_currentSubState = subState;
subState._parentState = this;
_currentSubState?.OnEnter();
}

/// <summary>
/// Transition to a sibling state (same parent)
/// </summary>
protected void TransitionToSibling(HierarchicalState siblingState)
{
if (_parentState == null)
{
throw new InvalidOperationException("Cannot transition to sibling - no parent state");
}

_parentState.TransitionToSubState(siblingState);
}

/// <summary>
/// Get the full state path (including parent states)
/// </summary>
public string GetFullPath()
{
if (_parentState == null)
{
return Name;
}

return $"{_parentState.GetFullPath()}/{Name}";
}
}

/// <summary>
/// Context for managing hierarchical state machines
/// </summary>
public class HierarchicalStateMachine
{
private HierarchicalState? _rootState;

/// <summary>
/// Gets the current root state
/// </summary>
public HierarchicalState? CurrentState => _rootState;

/// <summary>
/// Initialize the state machine with a root state
/// </summary>
public void Initialize(HierarchicalState initialState)
{
_rootState = initialState;
_rootState.OnEnter();
}

/// <summary>
/// Transition to a new root state
/// </summary>
public void TransitionTo(HierarchicalState newState)
{
_rootState?.OnExit();
_rootState = newState;
_rootState?.OnEnter();
}

/// <summary>
/// Handle an event by passing it to the current state
/// </summary>
public bool HandleEvent(string eventName)
{
return _rootState?.HandleEvent(eventName) ?? false;
}

/// <summary>
/// Get the current active state path
/// </summary>
public string GetCurrentStatePath()
{
return _rootState?.GetFullPath() ?? "None";
}
}
24 changes: 24 additions & 0 deletions StateMachinePatterns.Core/IState.cs
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namespace StateMachinePatterns.Core;

/// <summary>
/// Represents a state in the State Pattern.
/// Each concrete state implements this interface and defines behavior for that state.
/// </summary>
/// <typeparam name="TContext">The context type that holds the state</typeparam>
public interface IState<TContext> where TContext : class
{
/// <summary>
/// Handle operations when entering this state
/// </summary>
void OnEnter(TContext context);

/// <summary>
/// Handle operations when exiting this state
/// </summary>
void OnExit(TContext context);

/// <summary>
/// Execute state-specific behavior
/// </summary>
void Execute(TContext context);
}
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