x) Move some stuff around.
x) Make an immutable and non-immutable FSM
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36
fsm/FSM.cs
36
fsm/FSM.cs
@ -8,33 +8,30 @@ namespace fsm;
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public record class Context : imm.Recorded<Context>
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{
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public class Context{
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}
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public record class State<T, CTX> : imm.Recorded<State<T, CTX>>
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where T: State<T, CTX>
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where CTX: Context
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public class State<T, CTX>
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where T : State<T, CTX>
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where CTX : Context
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{
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virtual public (CTX, T) onEnter(CTX ctx, State<T, CTX> oldState)
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virtual public void onEnter(CTX ctx, State<T, CTX> oldState)
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{
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return (ctx, (T)this);
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}
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virtual public (CTX, T) onExit(CTX ctx, State<T, CTX> newState)
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virtual public void onExit(CTX ctx, State<T, CTX> newState)
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{
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return (ctx, (T)this);
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}
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}
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public record class FSM<T, CTX, ST> : imm.Recorded<FSM<T, CTX, ST>>
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where T: FSM<T, CTX, ST>
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where CTX: Context
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where ST: State<ST, CTX>
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public class FSM<T, CTX, ST>
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where T : FSM<T, CTX, ST>
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where CTX : Context
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where ST : State<ST, CTX>
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{
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public CTX Context { get; private set; }
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public ST State { get; private set; }
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public ST State { get; private set; }
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public FSM(CTX context, ST state)
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{
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@ -42,17 +39,8 @@ public record class FSM<T, CTX, ST> : imm.Recorded<FSM<T, CTX, ST>>
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State = state;
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}
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public FSM<T, CTX, ST> Transition(ST newState)
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public void Transition(ST newState)
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{
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var (newOldCTX, oldState) = State.onExit(Context, newState);
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var (newCTX, storeState) = newState.onEnter(newOldCTX, oldState);
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return this with
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{
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Context = newCTX,
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State = storeState,
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};
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}
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61
imm/FSM.cs
Normal file
61
imm/FSM.cs
Normal file
@ -0,0 +1,61 @@
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using System;
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namespace imm;
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public record class Context : imm.Recorded<Context>
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{
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}
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public record class State<T, CTX> : imm.Recorded<State<T, CTX>>
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where T : State<T, CTX>
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where CTX : Context
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{
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virtual public (CTX, T) onEnter(CTX ctx, State<T, CTX> oldState)
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{
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return (ctx, (T)this);
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}
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virtual public (CTX, T) onExit(CTX ctx, State<T, CTX> newState)
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{
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return (ctx, (T)this);
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}
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}
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public record class FSM<T, CTX, ST> : imm.Recorded<FSM<T, CTX, ST>>
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where T : FSM<T, CTX, ST>
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where CTX : Context
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where ST : State<ST, CTX>
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{
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public CTX Context { get; private set; }
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public ST State { get; private set; }
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public FSM(CTX context, ST state)
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{
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Context = context;
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State = state;
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}
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public FSM<T, CTX, ST> Transition(ST newState)
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{
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var (newOldCTX, oldState) = State.onExit(Context, newState);
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var (newCTX, storeState) = newState.onEnter(newOldCTX, oldState);
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return this with
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{
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Context = newCTX,
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State = storeState,
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};
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}
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}
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63
net/FSM.cs
Normal file
63
net/FSM.cs
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@ -0,0 +1,63 @@
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using System;
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namespace net;
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public class Context{
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}
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public class State<T, CTX>
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where T : State<T, CTX>
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where CTX : Context
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{
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virtual public void onEnter(CTX ctx, State<T, CTX> oldState)
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{
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}
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virtual public void onExit(CTX ctx, State<T, CTX> newState)
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{
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}
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}
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public class PotentialState<T, CTX> : State<T, CTX>
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where T : State<T, CTX>
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where CTX : Context
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{
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virtual public void onEnter(CTX ctx, State<T, CTX> oldState)
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{
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}
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virtual public void onExit(CTX ctx, State<T, CTX> newState)
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{
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}
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}
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public class FSM<T, CTX, ST>
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where T : FSM<T, CTX, ST>
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where CTX : Context
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where ST : State<ST, CTX>
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{
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public CTX Context { get; private set; }
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public ST State { get; private set; }
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public FSM(CTX context, ST state)
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{
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Context = context;
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State = state;
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}
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public void Transition(ST newState)
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{
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}
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}
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