Default States Machine
open class DefaultStatesMachine<T : State>(statesManager: StatesManager<T>, handlers: List<CheckableHandlerHolder<in T, T>>, onStateHandlingErrorHandler: StateHandlingErrorHandler<T> = defaultStateHandlingErrorHandler()) : StatesMachine<T>
Default realization of StatesMachine. It uses statesManager for incapsulation of States storing and contexts resolving, and uses launchStateHandling for State handling.
This class suppose to be extended in case you wish some custom behaviour inside of launchStateHandling, for example
Inheritors
Constructors
Link copied to clipboard
constructor(statesManager: StatesManager<T>, handlers: List<CheckableHandlerHolder<in T, T>>, onStateHandlingErrorHandler: StateHandlingErrorHandler<T> = defaultStateHandlingErrorHandler())
Functions
Link copied to clipboard
Will call launchStateHandling for state handling
Link copied to clipboard
open suspend override fun launchStateHandling(state: T, handlers: List<CheckableHandlerHolder<in T, T>>): T?
open suspend fun launchStateHandling(state: T, handlers: List<CheckableHandlerHolder<in T, T>>, onStateHandlingErrorHandler: StateHandlingErrorHandler<T>): T?
Link copied to clipboard
open suspend fun performStateUpdate(previousState: Optional<T>, actualState: T, scope: CoroutineScope)
Link copied to clipboard
Launch handling of states. On statesManager, statesManager will be called lambda with performing of state. If launchStateHandling will returns some State then statesManager will be used, otherwise StatesManager.endChain.
Link copied to clipboard
Just calls StatesManager.startChain of statesManager