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state_machine's Issues

Add Support for Dart >= 2.0.0

The current Dart SDK version is 2.1.0-dev.1.0.flutter-ccb16f7282.

Because {appName} depends on state_machine >=2.0.0 which requires SDK version >=1.9.0 <2.0.0, version solving failed.
pub get failed (1)

CP-2203 IllegalStateTransitions shouldn't exist

If you have to guard against doing illegal transitions, you'll need another finite-state machine implementation (e.g. a switch) to do this. The current FSM implementation creates the very problem FSMs are meant to solve.

Doing the transitions directly is also, let's say, unorthodox.

Usually, you just throw events at the FSM and it transitions in response if it feels like it. E.g. in a platform game, if the player's character is already in the jumping state, pressing the jump button once more won't do anything (unless there is a doubleJumping state the FSM could transition to).

https://en.wikipedia.org/wiki/Finite-state_machine

[An FSM is] an abstract machine that can be in one of a finite number of states. The machine is in only one state at a time; the state it is in at any given time is called the current state. It can change from one state to another when initiated by a triggering event or condition; this is called a transition. A particular FSM is defined by a list of its states, and the triggering condition for each transition.

Also check what Robert Nystrom (the author of pub and dartfmt) wrote about this topic in his spare time:

http://gameprogrammingpatterns.com/state.html

Entering next state before leaving previous, in 2 states at once?

Hi, trying to use your state package in a dart test project.
Code is below, but first here is the output with added comments as to where things are not as expected.
It's a traffic light in the UK, red, redamber, green, amber, red

Any suggestions as to what I am doing wrong would be grateful.

Entered: red
Exit: red
Entered: redamber
Exit: redamber
Entered: green.      // okay so far
Entered: amber     // but then enters amber before leaving green
Exit: green
Entered: red.         // then enters red before leaving amber
Exit: amber

Code

import 'package:state_machine/state_machine.dart';

init()  {
  StateMachine trafficlight = StateMachine('trafficlight');

  //states
  State red = trafficlight.newState('red');
  State redamber = trafficlight.newState('redamber');
  State amber = trafficlight.newState('amber');
  State green = trafficlight.newState('green');

  //transitions
  StateTransition readyToGo = trafficlight.newStateTransition('readyToGo', [red], redamber);
  StateTransition go = trafficlight.newStateTransition('go', [redamber], green);
  StateTransition readyToStop = trafficlight.newStateTransition('readyToStop', [green], amber);
  StateTransition stop = trafficlight.newStateTransition('stop', [amber], red);


  red.onEnter.listen((StateChange change) { 
    print('Entered: red'); 
    readyToGo();
  });
  red.onLeave.listen((StateChange change) { 
    print('Exit: red'); 
  });
  redamber.onEnter.listen((StateChange change) { 
    print('Entered: redamber'); 
    go();
  });
  redamber.onLeave.listen((StateChange change) { 
    print('Exit: redamber'); 
  });
  green.onEnter.listen((StateChange change) { 
    print('Entered: green'); 
    readyToStop();
  });
  green.onLeave.listen((StateChange change) { 
    print('Exit: green'); 
  });
  amber.onEnter.listen((StateChange change) { 
    print('Entered: amber'); 
    stop();
  });
  amber.onLeave.listen((StateChange change) { 
    print('Exit: amber'); 
  });


  // RUN
  trafficlight.start(red);
}

I also tried this format, but onDone is never called

  red.onEnter.listen(
    (StateChange change) { 
      print('Entered: red'); 
    },
    onDone: () {
      readyToGo();
    }
  );

CP-2204 onError event Stream

A state machine should have the ability to listen to an Error Stream.

For example, perhaps you want to do some cleanup anytime there is an IllegalStateTransition.

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