A modern state machine library.
Project description
statesman
The diplomatic path to building state machines in modern Python.
statesman is a library that provides an elegant and expressive API for implementing state machines in asynchronous Python 3.8+. It will negotiate with complexity on your behalf and broker a clear, concise agreement about how state is to be managed going forward.
Features
- A lightweight, but fully featured implementation of the usual suspects in finite state machine libraries (states, events, transitions, actions).
- A declarative, simple API utilizing type hints, decorators, and enums.
- Provides a rich set of actions and callbacks for states and events. States support entry and exit actions, events have guard, before, on, and after actions. State machine wide callbacks are provided via overridable methods.
- Designed and built async native. Callbacks are dispatched asynchronously, making it easy to integrate with long running, event driven processes.
- Guard actions can cancel transition before any state changes are applied.
- Data can be modeled directly on the state machine subclass compliments of Pydantic.
- Events support the use of arbitrary associated parameter data that is made available to all actions. Parameters are matched against the signature of the receiving callable, enabling compartmentalization of concerns.
- Solid test coverage and documentation.
Example
So... what's it look like? Glad you asked.
from typing import Optional, List
import statesman
class ProcessLifecycle(statesman.StateMachine):
class States(statesman.StateEnum):
starting = "Starting..."
running = "Running..."
stopping = "Stopping..."
stopped = "Terminated."
# Track state about the process we are running
command: Optional[str] = None
pid: Optional[int] = None
logs: List[str] = []
# initial state entry point
@statesman.event(None, States.starting)
async def start(self, command: str) -> None:
""""Start a process."""
self.command = command
self.pid = 31337
self.logs.clear() # Flush logs between runs
@statesman.event(source=States.starting, target=States.running)
async def run(self, transition: statesman.Transition) -> None:
"""Mark the process as running."""
self.logs.append(f"Process pid {self.pid} is now running (command=\"{self.command}\")")
@statesman.event(source=States.running, target=States.stopping)
async def stop(self) -> None:
"""Stop a running process."""
self.logs.append(f"Shutting down pid {self.pid} (command=\"{self.command}\")")
@statesman.event(source=States.stopping, target=States.stopped)
async def terminate(self) -> None:
"""Terminate a running process."""
self.logs.append(f"Terminated pid {self.pid} (\"{self.command}\")")
self.command = None
self.pid = None
@statesman.enter_state(States.stopping)
async def _print_status(self) -> None:
print("Entering stopped status!")
@statesman.after_event("run")
async def _after_run(self) -> None:
print("running...")
async def after_transition(self, transition: statesman.Transition) -> None:
if transition.event and transition.event.name == "stop":
await self.terminate()
async def _examples():
# Let's play.
state_machine = ProcessLifecycle()
await state_machine.start("ls -al")
assert state_machine.command == "ls -al"
assert state_machine.pid == 31337
assert state_machine.state == ProcessLifecycle.States.starting
await state_machine.run()
assert state_machine.logs == ['Process pid 31337 is now running (command="ls -al")']
await state_machine.stop()
assert state_machine.logs == [
'Process pid 31337 is now running (command="ls -al")',
'Shutting down pid 31337 (command="ls -al")',
'Terminated pid 31337 ("ls -al")',
]
# Or start in a specific state
state_machine = ProcessLifecycle(state=ProcessLifecycle.States.running)
# Transition to a specific state
await state_machine.enter_state(ProcessLifecycle.States.stopping)
# Trigger an event
await state_machine.trigger_event("stop", key="value")
States are defined as Python enum classes. The name of the enum item defines a
symbolic name for the state and the value provides a human readable description.
A class named States
embedded within a state machine subclass is automatically
bound to the state machine.
Events are declared using the event decorator and the define the source and
target states of a transition. A source state of None
defines an initial state
transition.
Once a method is decorated as an event action, the original method body is attached to the new event as an on event action and the method is replaced with a implementation that triggers the newly created event.
Actions can be attached to events at declaration time or later on via the
guard_event
, before_event
, on_event
, and after_event
decorators. Actions
can likewise be attached to states via the enter_state
and exit_state
decorators.
There is an extensive API for working with the state machine and its components programmatically.
Why statesman?
Statesman was developed because we couldn't find anything like it. While there is an embarassment of riches in the Python community with regard to FSM libraries, many have legacy ties back to the Python 2 era and address our first class requirements as add-ons rather than core functionality.
Our design goals were roughly:
- Utilize type hints extensively as both a documentation and design by contract tool to provide an expressive, readable API.
- Embrace asyncio as a first class citizen.
- Implement state machines as plain old Python objects with an easily understood method and input/output external API surface. Callers shouldn't need to know or care about FSM minutiae.
- Deliver an API closely aligned with the UML State Machine conceptual framework that most developers will have exposure to.
- Shun famous string values in favor of Python
enum
subclasses to facilitate type enforcement, refactoring, and IDE completions. - Enable state machines to be modeled programmatically or declaratively.
- Provide robust support for modeling data within the state machine class itself and passing external data into transitions.
- Disallow implicit "magical" behaviors such as automatically creating states, events, and actions objects or dynamically defining/dispatching methods.
Ultimately, we really wanted something that would fit right in with our existing coding style and API aesthetics. Maybe statesman matches yours too.
Transition Lifecycle
Statesman executes actions during a transition in a defined order. The
statesman.Transition
class is a callable that is responsible for modeling
a state change and coordinating its execution. The table below describes the
order of operations performed when a transition is called.
Target | Current State | Comments |
---|---|---|
StateMachine.guard_transition |
source |
Method dispatch for subclasses. Can cancel the transition. |
StateMachine.before_transition |
source |
Method dispatch for subclasses. |
Event.actions.guard |
source |
Can cancel the transition. |
Event.actions.before |
source |
|
State.actions.exit |
source |
|
StateMachine.on_transition |
target |
Method dispatch for subclasses. |
Event.actions.on |
target |
|
State.actions.entry |
target |
|
Event.actions.after |
target |
|
StateMachine.after_transition |
target |
Method dispatch for subclasses. |
API Overview
Statesman is extensively covered with docstrings and automated tests. The proceding subsections present a non-exhaustive task oriented overview of the API. Check the docstrings and look through the tests if you don't find exactly what you are looking for.
Initial States
Statesman considers a transition in which the source state is None
to describe
an initial state transition. There are a couple of ways to describe initial
states within statesman:
import statesman
# Describe the initial state with `statesman.InitialState`
class StateMachine(statesman.StateMachine):
class States(statesman.StateEnum):
starting = 'Starting...'
running = 'Running...'
stopping = 'Stopping...'
stopped = statesman.InitialState('Terminated.')
@statesman.event(None, States.starting)
def start(self) -> None:
...
async def _example() -> None:
# Set at initialization time
state_machine = StateMachine(state=StateMachine.States.stopping)
# Enter a state directly
state_machine = StateMachine()
await state_machine.enter_state(StateMachine.States.running)
# Via an event
state_machine = StateMachine()
await state_machine.start()
Introspecting State
Each state machine instance has a state
attribute that is the source of truth
for the state machine. The state can be compared to statesman.State
object
instances or string values.
import statesman
class StateMachine(statesman.StateMachine):
class States(statesman.StateEnum):
starting = 'Starting...'
running = 'Running...'
stopping = 'Stopping...'
stopped = 'Terminated.'
async def _example() -> None:
state_machine = StateMachine(state=StateMachine.States.stopping)
state_machine.state == StateMachine.States.stopping # => True
state_machine.state == "stopping" # => True
state_machine.state == StateMachine.States.running # => False
state_machine.state == "stopped" # => False
Entering States
States can be directly entered via the statesman.StateMachine.enter_state
method. States can be referenced by name or by stateman.State
object instance.
When a state is entered directly, a transition is triggered between the source
and target states:
import statesman
class StateMachine(statesman.HistoryMixin, statesman.StateMachine):
class States(statesman.StateEnum):
first = "1"
second = "2"
third = "3"
async def _example() -> None:
state_machine = StateMachine()
await state_machine.enter_state(StateMachine.States.first)
await state_machine.enter_state(StateMachine.States.second)
await state_machine.enter_state(StateMachine.States.third)
The type of transition performed is configurable (see below).
Note that enter_state
should be used thoughtfully as it enables transitions
that may not be expressible via events. Its behavior can also be constrained
and customized.
Transition Types
There are three types of transitions that can be performed by statesman. The
most common type is an external transition in which the machine moves between
two distinct states. When a transition occurs in which the source and target
states are the same, there two other possible modes: internal
and self
.
statesman.Transition.Types.external
: A transition in which the state is changed from one value to another.statesman.Transition.Types.internal
: A transition in which the source and target states are the same but are not exited and reentered during the transition.statesman.Transition.Types.self
: A transition in which the source and target states are the same and are exited and reentered during the transition.
Transition Return Values
To enable external consumers to interact with the state machine without being exposed to its implementation details, Statesman supports a flexible set of return values from transitions.
A default return type can be configured when defining an event via the
decorators or programmatic interface. An explicit return value type can also be
requested when a transition is dispatched through the statesman.StateMachine.enter_state
or statesman.StateMachine.trigger_event
methods.
Transitions can invoke an arbitrary number of actions and the desired return
value semantics vary from case to case. Think about the API you wish to present
to the developer and carefully consider if/how None
and False
values are
utilized within the state machine.
The available return types are:
bool
: A boolean value that indicates if the transition completed successfully.object
: An arbitrary output value returned by the transition.tuple
: A tuple value containing a boolean and output object value.list
: A list of results returned by all actions invoked by the transition.statesman.Transition
: The transition object itself, containing all details about the transition.
Note that return types are configured as type arguments:
import statesman
class StateMachine(statesman.StateMachine):
class States(statesman.StateEnum):
starting = 'Starting'
running = 'Running'
stopping = 'Stopping'
stopped = 'Stopped'
@statesman.event(None, States.starting, return_type=bool)
async def start(self) -> int:
return 31337
async def _example() -> None:
state_machine = await StateMachine.create()
bool_result = await state_machine.trigger_event("start")
int_result = await state_machine.start(return_type=object)
transition = await state_machine.enter_state(
StateMachine.States.stopped,
return_type=statesman.Transition
)
print(
f"Return Values: state_machine={state_machine}\n"
f"bool_result={bool_result}\n"
f"int_result={int_result}\n"
f"transition={transition}"
)
Defining and Triggering Events
Events are typically defined using the statesman.event
decorator.
Each event has a source state and a target state. Typically these are
distinct states and describe an event that triggers an external transition.
When the source and target state are the same, the event describes an
internal or self transition (see above for details).
The source and target states can be described by string name, enum member
value, or the special sentinel values of statesman.StateEnum.__any__
or
statesman.StateEnum.__active__
. The __any__
sentinel describes a source
state of any member of the state enumeration (but not None
). The __active__
sentinel resolves dynamically to the currently active state of the state
machine and is useful in cases where you want to define a reflexive internal or
self transition that can be triggered from several states without duplicating
logic.
Events can be triggered programmatically by name, method, or by calling a decorated event method.
import statesman
class StateMachine(statesman.StateMachine):
class States(statesman.StateEnum):
waiting = 'Waiting'
running = 'Running'
stopped = 'Stopped'
aborted = 'Aborted'
@statesman.event(None, States.waiting)
async def start(self) -> None:
...
@statesman.event(States.waiting, States.running)
async def run(self) -> None:
...
@statesman.event(States.running, States.stopped)
async def stop(self) -> None:
...
@statesman.event(States.__any__, States.aborted)
async def abort(self) -> None:
...
@statesman.event(
States.__any__,
States.__active__,
type=statesman.Transition.Types.self
)
async def check(self) -> None:
print("Exiting and reentering active state!")
async def _example() -> None:
state_machine = await StateMachine.create()
await state_machine.trigger_event("start")
await state_machine.run()
await state_machine.trigger_event(state_machine.stop)
State and Event Actions
States and Events support the attachment of an arbitrary number of actions. An action is an object that wraps a callable that called at a designated moment in the lifecycle of the state machine.
State objects support the following action types:
statesman.Action.Types.entry
: Called when a state is entered during a transition.statesman.Action.Types.exit
: Called when a state is exited during a transition.
Event actions support the following action types:
statesman.Action.Types.guard
: Called to determine if the event can be executed.statesman.Action.Types.before
: Called before the state transition described by the event is applied. The state of the machine is the source state.statesman.Action.Types.on
: Called when the state transition described by the event is applied. The state of the machine is the target state.statesman.Action.Types.after
: Called after the state transition described by the event has been applied. The state of the machine is the target state.
State and Event actions can be defined in several ways. The statesman.state
and statesman.event
decorators accept keyword arguments named after the action
types that they support. These arguments support method object references,
names, or callables (e.g., lambdas). Additionally, there are standalone
decorators that enable a declarative style of action definition.
import random
import statesman
class StateMachine(statesman.StateMachine):
class States(statesman.StateEnum):
starting = 'Starting...'
running = 'Running...'
stopping = 'Stopping...'
stopped = statesman.InitialState('Terminated.')
@statesman.event(States.stopped, States.starting)
async def start(self) -> None:
...
@statesman.enter_state(States.starting)
async def _announce_start(self) -> None:
print("enter:starting")
def _can_run(self) -> bool:
return False
@statesman.event(States.starting, States.running, guard=_can_run)
async def run(self) -> None:
...
@statesman.event(States.running, States.stopping)
async def stop(self) -> None:
...
@statesman.after_event(stop)
async def _announce_stop(self) -> None:
print("after:stop")
@statesman.event(
States.stopping,
States.stopped,
guard=lambda: random.choice([True, False])
)
async def terminate(self) -> None:
...
Guard Callbacks and Actions
Guard callbacks and actions are handled differently from other behavioral hooks. Because guards can be used to cancel/reject an event, they are executed sequentially in the order that they were added to the state machine.
Upon encountering a failing guard that has returned False
or raised an
exception of type AssertionError
, the state machine consults the guard_with
behavior configured on the Config
class nested within the state machine class.
There are three behaviors available for configuration via guard_with
:
statesman.Guard.silence
(Default): The transition is aborted and an empty result set is returned.statesman.Guard.warning
: The transition is aborted, an empty result set is returned, and a warning is logged.statesman.Guard.exception
: The transition is aborted and aRuntimeError
is raised.
import statesman
class StateMachine(statesman.StateMachine):
class States(statesman.StateEnum):
starting = 'Starting...'
running = 'Running...'
stopping = 'Stopping...'
stopped = statesman.InitialState('Terminated.')
class Config:
guard_with = statesman.Guard.exception
Passing Data to Transitions
Statesman is designed to model and manage arbitrary data that is bound to the
current state of the state machine. Such data can be provided as positional and
keyword arguments when a transition is triggered via the statesman.StateMachine.enter_state
or statesman.StateMachine.trigger_event
methods.
Statesman utilizes method argument list introspection and type-hinting to invoke
callbacks and actions with the specific arguments that they are interested in.
This facilitates cleaner encapsulation, separation of concerns, and
maintainability by ensuring that each callback and method declares its
expectations. The *args
and **kwargs
variadic arguments can be used as
necessary.
import statesman
class StateMachine(statesman.StateMachine):
class States(statesman.StateEnum):
starting = 'Starting...'
running = 'Running...'
stopping = 'Stopping...'
stopped = statesman.InitialState('Terminated.')
@statesman.event(States.stopped, States.starting)
async def start(self, process_name: str) -> None:
...
@statesman.event(States.starting, States.running)
async def run(self, uid: int, gid: int) -> None:
...
@statesman.event(States.running, States.stopping)
async def stop(self, *args, all: bool = False, **kwargs) -> None:
...
async def _example() -> None:
state_machine = await StateMachine.create()
await state_machine.start("servox")
await state_machine.run(0, 31337)
await state_machine.stop("one", "two", all=True, this="That")
State Machine Inheritable Callbacks
The statesman.StateMachine
class is typically subclassed. The base class
provides inheritable method implementations of transition lifecycle events.
Analogous functionality can be implemented through callbacks as through the
State and Event actions except that perspective is rooted on the transition
as opposed to the State or Event.
See the Transition Lifecycle for specifics on execution order and precedence between callbacks and actions.
import statesman
class InheritableStateMachine(statesman.StateMachine):
async def guard_transition(self, transition: statesman.Transition, *args, **kwargs) -> bool:
return True
async def before_transition(self, transition: statesman.Transition, *args, **kwargs) -> None:
...
async def on_transition(self, transition: statesman.Transition, *args, **kwargs) -> None:
...
async def after_transition(self, transition: statesman.Transition, *args, **kwargs) -> None:
...
Async Initialization
State machines can be asynchronously constructed and initialized:
import statesman
class States(statesman.StateEnum):
starting = 'Starting'
running = 'Running'
stopping = 'Stopping'
stopped = 'Stopped'
async def _example() -> None:
state_machine = await statesman.StateMachine.create(
states=statesman.State.from_enum(States)
)
print(f"Initialized state machine: {repr(state_machine)}")
Restricting State Entry
The statesman.StateMachine.enter_state
method provides great flexibility for
putting the state machine into a specific state without regard for the event
transition constraints that have been defined. Depending on the specifics of the
state being modeled, this can become a potential liability as it can enable
programmer errors by coercing an initialized state machine into an inconsistent
or unexpected state. It can be desirable to restrict the use of enter_state
to
establishing an initial state or forbidding its use entirely in favor of initial
state transition events.
As such, statesman provides a set of behaviors that govern how the enter_state
method behaves. The behavior is configured via the state_entry
attribute of
the Config
class nested within the state machine class.
There are four behaviors available for configuration via state_entry
:
statesman.Entry.allow
(Default): Theenter_state
method can be called at any time.statesman.Entry.initial
: Theenter_state
method can be called to establish an initial state and thereafter is forbidden.statesman.Entry.ignore
: Theenter_state
method can never succeed and will fail and return silently when called.statesman.Entry.forbid
: Theenter_state
method can never succeed and will raise an exception when called.
import statesman
class StateMachine(statesman.StateMachine):
class States(statesman.StateEnum):
starting = 'Starting...'
running = 'Running...'
stopping = 'Stopping...'
stopped = statesman.InitialState('Terminated.')
class Config:
state_entry = statesman.Entry.forbid
Tracking History
It can be interesting to maintain a history of transitions that have occurred
within a state machine. Statesman provides out of the box support for history
tracking via the statesman.HistoryMixin
class:
import statesman
class StateMachine(statesman.HistoryMixin, statesman.StateMachine):
class States(statesman.StateEnum):
ready = statesman.InitialState("Ready")
analyzing = "Analyzing"
awaiting_description = "Awaiting Description"
awaiting_measurement = "Awaiting Measurement"
awaiting_adjustment = "Awaiting Adjustment"
done = "Done"
failed = "Failed"
async def _example() -> None:
state_machine = StateMachine()
await state_machine.enter_state(StateMachine.States.analyzing)
await state_machine.enter_state(StateMachine.States.awaiting_measurement)
await state_machine.enter_state(StateMachine.States.done)
await state_machine.enter_state(StateMachine.States.failed)
print(f"The history is: {state_machine.history}")
Sequencing Transitions
There are use cases such as testing and protocol development in which it can become desirable for the state machine to follow a defined linear sequence of transitions.
Statesman supports such use cases via the statesman.SequencingMixin
class.
Transitions can be sequenced by passing coroutine objects into the
sequence
method. Coroutine objects are returned when you call an async
function but do not await its execution. The coroutine objects freeze your
desired state transition, which are queued for iterative execution by invoking
the next_transition
method.
from typing import List
import statesman
class StateMachine(statesman.SequencingMixin, statesman.StateMachine):
class States(statesman.StateEnum):
ready = statesman.InitialState("Ready")
analyzing = "Analyzing"
awaiting_description = "Awaiting Description"
awaiting_measurement = "Awaiting Measurement"
awaiting_adjustment = "Awaiting Adjustment"
done = "Done"
failed = "Failed"
@statesman.event([States.ready, States.analyzing], States.awaiting_description)
async def request_description(self) -> None:
"""Request a Description of application state from the servo."""
...
@statesman.event([States.ready, States.analyzing], States.awaiting_measurement)
async def request_measurement(self, metrics: List[str]) -> None:
"""Request a Measurement from the servo."""
...
@statesman.event([States.ready, States.analyzing], States.awaiting_adjustment)
async def recommend_adjustments(self, adjustments: List[str]) -> None:
"""Recommend Adjustments to the Servo."""
...
async def _example() -> None:
state_machine = StateMachine()
state_machine.sequence(
state_machine.request_description(),
state_machine.request_measurement(metrics=[...]),
state_machine.recommend_adjustments([...]),
state_machine.request_measurement(metrics=[...]),
state_machine.recommend_adjustments([...]),
)
while True:
transition = state_machine.next_transition()
print(f"Executed transition: {repr(transition)}")
if not transition:
break
Future Directions
There is active work underway exploring alternate syntaxes for working with statesman via a state table syntax/interface.
It would also be interesting to follow in the tradition of other FSM libraries that have come before and support graphing/visualizations of statesman machines.
It seems inevitable that hierarchical state machine support will eventually land.
Acknowledgements
Klemen Verdnik contributed the statesman logo.
License
statesman is licensed under the terms of the Apache 2.0 license.
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