Aasm stands for "Acts As State Machine" which means that some abstract object can act as a finite state machine and can be in one of a finite number of states at a time; can change one state to another when initiated by a triggering event.
Adding a state machine to a Crystal class is as simple as including AASM
module and writing act_as_state_machine
method where you can define states and events with their transitions:
class Transaction
include AASM
def act_as_state_machine
aasm.state :pending, initial: true
aasm.state :active, enter: -> { puts "Just got activated" }
aasm.state :completed
aasm.event :activate do |e|
e.transitions from: :pending, to: :active
end
aasm.event :complete do |e|
e.transitions from: :active, to: :completed
end
end
end
t = Transaction.new.tap &.act_as_state_machine
t.state #=> :pending
t.next_state #=> :active
t.fire :activate # Just got activated
t.state #=> :active
t.next_state #=> :completed
State can be defined using aasm.state
method passing the name and options:
aasm.state :passive, initial: true
Currently state supports the following options:
initial
:Bool
optional - indicates whether this state is initial or not. If initial state not specified, first one will be considered as initialguard
:(-> Bool)
optional - a callback, that gets evaluated once state is getting entered. State will not enter if guard returns falseenter
:(->)
optional - a hook, that gets evaluated once state entered.
Event can be defined using aasm.state
method passing the name and a block with transitions:
aasm.event :delete do |e|
e.transitions from: :active, to: :deleted
end
Event has to be defined after state definition. In other case NoSuchStateException
will be raise.
Currently event supports the following options:
before
:(->)
optional - a callback, that gets evaluated once before changing a stateafter
:(->)
optional - a callback, that gets evaluated once after changing a state.
Transition can be defined on event with transitions
method passing options:
aasm.event :complete do |e|
e.transitions from: [:pending, :active], to: :deleted
end
Currently transition supports the following options:
from
:(Symbol | Array(Symbol))
required - state (or states) from which state of state machine can be changed when event firedto
:Symbol
required - state to which state of state machine will change when event fired.
class CircularStateMachine
include AASM
def act_as_state_machine
aasm.state :started
aasm.event :restart do |e|
e.transitions from: :started, to: :started
end
end
end
class TwoStateMachine
include AASM
def act_as_state_machine
assm.state :active
aasm.state :deleted
aasm.event :delete do |e|
e.transitions from: :active, to: :deleted
end
end
end
class ThreeStatesMachine
include AASM
def act_as_state_machine
aasm.state :pending, initial: true
aasm.state :active
aasm.state :completed
aasm.event :activate do |e|
e.transitions from: :pending, to: :active
end
aasm.event :complete do |e|
e.before { puts "completing..." }
e.after { puts "completed" }
e.transitions from: [:active, :pending], to: :completed
end
end
end