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wbreeze avatar wbreeze commented on May 20, 2024

Found the restore! method and the section in the doc about persisting state with ActiveRecord.

The constructor for the class inheriting from FiniteMachine::Definition, for example, Engine

class Engine < FiniteMachine::Definition

returns a class FiniteMachine::StateMachine when called new on it. The new takes any number of arguments, and any initialize method of the class is never called.

Here is output from the program that follows:

GSM class is FiniteMachine::StateMachine
GSM current state is red
.gems/gems/finite_machine-0.10.1/lib/finite_machine/state_machine.rb:259:in `valid_state?': inappropriate current state 'red' (FiniteMachine::InvalidStateError)
require 'finite_machine'

class GenericStateMachine < FiniteMachine::Definition
  initial :red

  def initialize(light)
    puts "INITIALIZER WITH #{light}"
    super
    restore! light.state
    target light
  end

  events {
    event :start, :red => :green
    event :stop, :green => :red
  }

  callbacks {
    on_enter { |event| target.state = event.to }
  }
end

class Light
  attr_accessor :state
  def initialize
    state = 'green'
  end
  def to_s
    "Light in state #{state}"
  end
end

light = Light.new
gsm = GenericStateMachine.new(light)
puts "GSM class is #{gsm.class.to_s}"
puts "GSM current state is #{gsm.current}"
gsm.stop
puts "GSM state after stop is #{gsm.current}"
puts "Light state after stop is #{light.state}"

from finite_machine.

wbreeze avatar wbreeze commented on May 20, 2024

What works better is to make a state machine factory, that uses the DSL via FiniteMachine.define

https://en.wikipedia.org/wiki/Factory_(object-oriented_programming)

Here is output from the program that follows:

CREATING MACHINE with Light in state green
GSM class is FiniteMachine::StateMachine
GSM current state is green
GSM state after stop is red
Light state after stop is red
require 'finite_machine'

class LightMachineFactory
  def self.create_machine(light)
    FiniteMachine.define do
      puts "CREATING MACHINE with #{light}"
      initial light.state
      target light

      events {
        event :start, :red => :green
        event :stop, :green => :red
      }

      callbacks {
        on_enter { |event| target.state = event.to }
      }
    end
  end
end

class Light
  attr_accessor :state
  def initialize
    @state = 'green'
  end
  def to_s
    "Light in state #{state}"
  end
  def state
    @state.to_sym
  end
end

light = Light.new
gsm = LightMachineFactory.create_machine(light)
puts "GSM class is #{gsm.class.to_s}"
puts "GSM current state is #{gsm.current}"
gsm.stop
puts "GSM state after stop is #{gsm.current}"
puts "Light state after stop is #{light.state}"

from finite_machine.

wbreeze avatar wbreeze commented on May 20, 2024

Reposted at stackoverflow as http://stackoverflow.com/questions/31040725/peter-murach-finite-machine-restore-persisted-state

from finite_machine.

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