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https://github.com/zinovyev/php-fsm

PHP Finite-state Machine
https://github.com/zinovyev/php-fsm

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PHP Finite-state Machine

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PHP Finite-state Machine
=======

Finite-state machine allows you to create an object, containing different states and transitions between them,
that can change its behaivour according to the current state.

## Install:

For installing the FSM machine use Composer. Simply add following to your composer.json file:
```json
"require": {
"zinovyev/php-fsm": "0.6.5"
}
```

## Creating a State machine steps:
+ Create State classes and define states:
```php
class StateA extends State
{
public function foo($name)
{
printf("Hello, %s!", $name);
}
}
```

+ Create a new FSM\Client instance (StateMachine).
+ Bind your States to the Client instance, apply transactions and set initial state:

```php
class StateMachine extends Client
{
public function __construct()
{
parent::__construct();

/* ... */

$this
->addState($stateA)
/* ... */
->createTransition('fourth', 'stateA', 'stateB')
/* ... */
```
or
```php
$stateMachine = new Client;
$stateMachine
->addState($stateA)
->addState($stateB)
->createTransition('fourth', 'stateA', 'stateB')
;
```

+ Use Memento if you want do store current State and parameters and restore them later:
```php
$memento = $stateMachine->createMemento();
```
and restore:
```php
$stateMachine = new StateMachine();
$stateMachine->applyMemento($memento);
```

+ That's all =) Your simple State machine is now configured and ready for use!

## Example code:
```php
setName('stateA');
$stateA->setType(StateInterface::TYPE_INITIAL);

// Create StateB finite type instance of class StateB
$stateB = new StateB();
$stateB->setName('stateB');
$stateB->setType(StateInterface::TYPE_FINITE);

// Create StateC regular type instance of class StateC
$stateC = new StateC();
$stateC->setName('stateC');
$stateC->setType(StateInterface::TYPE_REGULAR);

// Create StateD regular type instance of class StateB
$stateD = new StateB();
$stateD->setName('stateD');
$stateD->setType(StateInterface::TYPE_REGULAR);

// Attach states and transitions
$this
->addState($stateA)
->addState($stateB)
->addState($stateC)
->addState($stateD)
->setInitialState($stateA)
->createTransition('initial', 'stateA', 'stateA')
->createTransition('second', 'stateA', 'stateC')
->createTransition('secondAlternative', 'stateA', 'stateD')
->createTransition('third', 'stateC', 'stateD')
->createTransition('thirdAlternative', 'stateD', 'stateC')
->createTransition('fourth', 'stateD', 'stateB')
->createTransition('fourthAlternative', 'stateC', 'stateB')
->createTransition('shortWay', 'stateA', 'stateB')
;

}
}

// Create new StateMachine instance
$stateMachine = new StateMachine();
$stateMachine->foo = 'bar'; // Add public property

// Test StateA state
printf("%d) State machine is at state: '%s'. Test function call result is: '%s'\n", 1,
$stateMachine->getCurrentState()->getName(), // Get State Name
$stateMachine->callAction('foo', $properties = [100]) // Call State function
);

// Accept transition "initial"
$stateMachine->acceptTransitionByName('initial');
printf("%d) State machine is at SAME state: '%s'. Test function call result: '%s'\n", 2,
$stateMachine->getCurrentState()->getName(), // Get State Name
$stateMachine->callAction('foo', $properties = [200]) // Call State function
);

// Accept transition "second"
$stateMachine->acceptTransitionByName('second');
printf("%d) State machine is at state: '%s'. Test function call result: '%s'\n", 3,
$stateMachine->getCurrentState()->getName(), // Get State Name
$stateMachine->fooBar('foo bar') // Call State function
);

// Create a memento (snapshot) of the current state
$memento = $stateMachine->createMemento();

// Unset StateMachine
$stateMachine = null;
unset($stateMachine);

// Restore StateMachine from a snapshot (Memento)
$stateMachine = new StateMachine();
$stateMachine->applyMemento($memento);

printf("=*= Check property value after restore: \$foo='%s' =*=\n", $stateMachine->foo);

// Accept transition "third"
$stateMachine->acceptTransitionByName('third');
printf("%d) State machine is at state '%s'. Test function call result: '%s'\n", 4,
$stateMachine->getCurrentState()->getName(), // Get State Name
$stateMachine->bar(1) // Call State function
);

// Accept transition "fourth"
$stateMachine->acceptTransitionByName('fourth');
printf("%d) State machine is at state '%s'. Test function call result: '%s'\n", 5,
$stateMachine->getCurrentState()->getName(), // Get State Name
$stateMachine->bar(2) // Call State function
);
```

## Example code execution result:

*If you run the code in your console, you'll see the following output*:
```
1) State machine is at state: 'stateA'. Test function call result is: '100'
2) State machine is at SAME state: 'stateA'. Test function call result: '200'
3) State machine is at state: 'stateC'. Test function call result: 'rab oof'
=*= Check property value after restore: $foo='bar' =*=
4) State machine is at state 'stateD'. Test function call result: '2'
5) State machine is at state 'stateB'. Test function call result: '4'
```