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FSM for Go

FSM is a finite state machine for Go.

It is heavily based on two FSM implementations:

For API docs and examples see http://godoc.org/github.com/looplab/fsm

Basic Example

From examples/simple.go:

package main

import (
    "context"
    "fmt"

    "github.com/looplab/fsm"
)

func main() {
    fsm := fsm.NewFSM(
        "closed",
        fsm.Events{
            {Name: "open", Src: []string{"closed"}, Dst: "open"},
            {Name: "close", Src: []string{"open"}, Dst: "closed"},
        },
        fsm.Callbacks{},
    )

    fmt.Println(fsm.Current())

    err := fsm.Event(context.Background(), "open")
    if err != nil {
        fmt.Println(err)
    }

    fmt.Println(fsm.Current())

    err = fsm.Event(context.Background(), "close")
    if err != nil {
        fmt.Println(err)
    }

    fmt.Println(fsm.Current())
}

Usage as a struct field

From examples/struct.go:

package main

import (
    "context"
    "fmt"

    "github.com/looplab/fsm"
)

type Door struct {
    To  string
    FSM *fsm.FSM
}

func NewDoor(to string) *Door {
    d := &Door{
        To: to,
    }

    d.FSM = fsm.NewFSM(
        "closed",
        fsm.Events{
            {Name: "open", Src: []string{"closed"}, Dst: "open"},
            {Name: "close", Src: []string{"open"}, Dst: "closed"},
        },
        fsm.Callbacks{
            "enter_state": func(_ context.Context, e *fsm.Event) { d.enterState(e) },
        },
    )

    return d
}

func (d *Door) enterState(e *fsm.Event) {
    fmt.Printf("The door to %s is %s\n", d.To, e.Dst)
}

func main() {
    door := NewDoor("heaven")

    err := door.FSM.Event(context.Background(), "open")
    if err != nil {
        fmt.Println(err)
    }

    err = door.FSM.Event(context.Background(), "close")
    if err != nil {
        fmt.Println(err)
    }
}

License

FSM is licensed under Apache License 2.0

http://www.apache.org/licenses/LICENSE-2.0