swift 状态机

作者: 寒枫傲天 | 来源:发表于2017-02-22 15:11 被阅读244次

    先说下状态机 :
    意图:允许一个对象在其状态改变时,改变它的行为。看起来对象似乎修改了它的类。
    适用性:
    1、一个对象的行为取决于它的状态,并且它必须在运行过程中可以根据它的状态改变它的行为;
    2、一个操作中含有庞大的多分支的条件语句,并且这些分支依赖于该对象的状态;这个状态通常使用一个或多个枚举常量表示;通常,有多个操作包含这一相同的条件结构;State模式把每一个条件分支放入一个独立的类中;这使得你可以根据对象自身的情况把对象的状态作为一个对象,而且这一对象可以不依赖于其它对象而独立变化;

    • 示例如下


    • 简单来说 你的对象的行为取决于state 就可以算是状态机 ,比如我们APP中实现的promise 也是一种状态机,
     [QXPromise promise:^(ResolveHandler resolve, RejectHandler reject) {
            //                    bill_id=&user_id=
        [[MXNetTool defaultManager] getWithParams:@{@"bill_id":model.model.bill_id,@"user_id":[AppSetting appsetting].userid} url:Biztask_cancelbill success:^(NSURLSessionDataTask *task, id responseObject) {
                  resolve(responseObject[responseObject]);   
            } failure:^(NSURLSessionDataTask *task, NSError *error) {
                reject(error);
            }];
            
        }].then(^id(id data){
            
            if ([data[@"data"] isEqualToString:CODE200]) {
                [self showMXHint:@"取消账单成功" yOffset:0];
            }
            
            return nil;
        })
    .catch(^id(NSError *e){
            [self showHint:e];
    }).finally(^(){
            
        });
    
    • 废话少说 我们看下实现一个swift状态机
      stateMachine
      event
      state
      将会实现这三个类。
      event 会绑定事件,有原始状态至目标状态。
      state绑定每个状态进入或退出的事件。
      statemachine 会操作event。

    event 代码

    open class Event<T:Hashable> : Equatable {
        open let name : String
        open let sourceValues:[T]
        open let destinationValue:T
        
        open var shouldFireEvent:((_ event:Event)->Bool)?
        
        open var willFireEvent:((_ event:Event)->Void)?
        
        open var didFireEvent:((_ event:Event)->Void)?
        
        required public init(name:String,sourceValues sources:[T],destinationValue destination:T){
            self.name = name
            self.sourceValues = sources
            self.destinationValue = destination
        }
        
        static open func == (lhs:Event<T>,rhs:Event<T>)->Bool{
            return lhs.name == rhs.name
        }
    }
    

    看到 event绑定了事件以及状态。


    state

    open class State<T:Hashable> {
        
        public typealias enterStateHandle = ((_ enteringState:State<T>)->Void)
        open let value:T
        open var willEnterState:enterStateHandle?
        
        open var didEnterState:enterStateHandle?
        
        open var willExitState: enterStateHandle?
        
        open var didExitState: enterStateHandle?
        
        public init(_ value:T){
            self.value = value
        }
        
        
    }
    

    同样 state也会绑定事件 以及值 该值为你的几种状态。一般可以为枚举。


    现在就差状态机了

    open class StateMachine<T:Hashable> {
        var initialState:State<T>
    open private(set) var currentState:State<T>
        
        private lazy var availableStates:[State<T>] = []
        
        private lazy var events : [Event<T>] = []
        
        required public init(initialState:State<T>){
            self.initialState = initialState;
            self.currentState = initialState;
            availableStates.append(initialState)
        }
    
        open func activateState(_ stateValue:T) {
            if (isStateAvailable(stateValue)){
                let oldState = currentState
                let newState = stateWithValue(stateValue)!
                
                newState.willEnterState?(newState)
                oldState.willExitState?(oldState)
                
                currentState = newState
                
                oldState.didExitState?(oldState)
                newState.didEnterState?(newState)
            }
    
        @discardableResult
        open func fireEvent(_ event:Event<T>) -> Transition<T> {
            return _fireEventNamed(event.name)
        }
        
        @discardableResult
        open func fireEvent(_ eventName:String) ->Transition<T> {
            return _fireEventNamed(eventName)
        }
        }
    
    private extension StateMachine {
        
        func _fireEventNamed(_ eventName:String)->Transition<T> {
            if let event = eventWithName(eventName) {
                let possibleTransition = possibleTransitionForEvent(event)
                
                switch possibleTransition {
                case .success(sourceState: let sourceState, destinationState: let destinationState):
                    
                    if let shouldBlock = event.shouldFireEvent {
                        if shouldBlock(event) {
                            event.willFireEvent?(event)
                            activateState(event.destinationValue)
                            event.didFireEvent?(event)
                            return Transition.success(sourceState: sourceState, destinationState: destinationState)
                        } else {
                            return Transition.error(.transitionDeclined)
                        }
                    }
                    else {
                        let sourceState = self.currentState
                        event.willFireEvent?(event)
                        activateState(event.destinationValue)
                        event.didFireEvent?(event)
                        return Transition.success(sourceState: sourceState, destinationState: destinationState)
                    }
                    
                default:
                    return possibleTransition
                }
            } else {
                return Transition.error(.unknownEvent)
            }
        }
     }
    
     }
    
    

    下面就不贴代码了。
    statemachine 绑定了事件以及 状态。若需要改变状态,只需要调用 fireEvenet即可 如若调用成功将会触发state以及event绑定的事件。

    以下为测试代码

    var machine: StateMachine<String>!
    let state = State("Initial")
    state.willExitState = { _ in
        print("fuck 1")
    }
    
    state.willEnterState = { _ in
        print("fuck 2")
    }
    
    state.didEnterState = { _ in
        print("fuck 3")
    }
    
    state.didExitState = { _ in
        print("fuck 4")
    }
    let passedState = State("Passed")
    
    passedState.willExitState = { _ in
        print("fuck pass 1")
    }
    
    passedState.willEnterState = { _ in
        print("fuck pass 2")
    }
    
    passedState.didEnterState = { _ in
        print("fuck pass 3")
    }
    
    passedState.didExitState = { _ in
        print("fuck pass 4")
    }
    machine = StateMachine(initialState: state)
    machine.addState(passedState)
    
    let event = Event(name: "Pass", sourceValues: ["Initial"], destinationValue: "Passed")
    
     _ = try? machine.addEvent(event)
    
    let transition = machine.fireEvent("Pass")
    
    let event2 = Event(name: "Pass3", sourceValues: ["Passed"], destinationValue: "Initial")
     _ = try? machine.addEvent(event2)
    let transition2 = machine.fireEvent("Pass3")
    
    

    执行结果为

    fuck pass 2
    fuck 1
    fuck 4
    fuck pass 3
    fuck 2
    fuck pass 1
    fuck pass 4
    fuck 3
    

    此状态机还是比较好理解的。虽然我们用枚举也能很方便的知道状态变化。但是这种做法更加抽象。并且代码也是漂亮的。

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