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2 changes: 1 addition & 1 deletion Directory.Build.props
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
<LangVersion>latest</LangVersion>
<EnforceCodeStyleInBuild>True</EnforceCodeStyleInBuild>

<AssemblyVersion>2.4.0</AssemblyVersion>
<AssemblyVersion>2.4.1</AssemblyVersion>

<BaseOutputPath>../../output/$(MSBuildProjectName)</BaseOutputPath>
<Deterministic>true</Deterministic>
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89 changes: 86 additions & 3 deletions samples/Sample04.ResultTransitions/Program.cs
Original file line number Diff line number Diff line change
@@ -1,12 +1,95 @@
// Copyright Xeno Innovations, Inc. 2026
// See the LICENSE file in the project root for more information.

using Lite.StateMachine;

namespace Sample04.ResultTransitions;

internal class Program
/// <summary>State definitions.</summary>
public enum StateId
{
State1,
State2,
State3,
}

public class Program
{
private static void Main(string[] args)
private static async Task Main(string[] args)
{
await ResultsStateMachine.RunAsync();
}
}

[System.Diagnostics.CodeAnalysis.SuppressMessage("StyleCop.CSharp.MaintainabilityRules", "SA1402:File may only contain a single type", Justification = "Ignore")]
public class ResultsStateMachine
{
/// <summary>Example asynchronous run method.</summary>
/// <returns>Task.</returns>
public static async Task RunAsync()
{
var machine = new StateMachine<StateId>();
machine.RegisterState<State1>(StateId.State1, onSuccess: StateId.State1, onError: StateId.State2, onFailure: null, subscriptionTypes: null);
machine.RegisterState<State2>(StateId.State2, onSuccess: StateId.State1, onError: null, onFailure: StateId.State3, subscriptionTypes: null);
machine.RegisterState<State3>(StateId.State3, subscriptionTypes: null);

// Async Example!
await machine.RunAsync(StateId.State1);
}

public class State1 : IState<StateId>
{
public Task OnEnter(Context<StateId> context)
{
// Simulate an Error state transition so we can continue.
context.NextState(Result.Error);

Console.WriteLine($"[State1][OnEnter].OnSuccess goto: '{context.NextStates.OnSuccess}'");
Console.WriteLine($"[State1][OnEnter].OnError goto: '{context.NextStates.OnError}'");
Console.WriteLine($"[State1][OnEnter].OnFailure goto: '{context.NextStates.OnFailure}'");
return Task.CompletedTask;
}

public Task OnEntering(Context<StateId> context) => Task.CompletedTask;

public Task OnExit(Context<StateId> context) => Task.CompletedTask;
}

public class State2 : IState<StateId>
{
Console.WriteLine("Coming Soon!");
public Task OnEnter(Context<StateId> context)
{
// Simulate a Failure state transition so we can continue.
context.NextState(Result.Failure);

Console.WriteLine($"[State2][OnEnter].OnSuccess goto: '{context.NextStates.OnSuccess}'");
Console.WriteLine($"[State2][OnEnter].OnError goto: '{context.NextStates.OnError}'");
Console.WriteLine($"[State2][OnEnter].OnFailure goto: '{context.NextStates.OnFailure}'");

return Task.CompletedTask;
}

public Task OnEntering(Context<StateId> context) => Task.CompletedTask;

public Task OnExit(Context<StateId> context) => Task.CompletedTask;
}

public class State3 : IState<StateId>
{
public Task OnEnter(Context<StateId> context)
{
// Set Failure so we can continue.
context.NextState(Result.Success);

Console.WriteLine($"[State3][OnEnter].OnSuccess goto: '{context.NextStates.OnSuccess}'");
Console.WriteLine($"[State3][OnEnter].OnError goto: '{context.NextStates.OnError}'");
Console.WriteLine($"[State3][OnEnter].OnFailure goto: '{context.NextStates.OnFailure}'");

return Task.CompletedTask;
}

public Task OnEntering(Context<StateId> context) => Task.CompletedTask;

public Task OnExit(Context<StateId> context) => Task.CompletedTask;
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -7,4 +7,8 @@
<Nullable>enable</Nullable>
</PropertyGroup>

<ItemGroup>
<ProjectReference Include="..\..\source\Lite.StateMachine\Lite.StateMachine.csproj" />
</ItemGroup>

</Project>
87 changes: 87 additions & 0 deletions source/Lite.StateMachine.Tests/StateTests/NextStateResultTests.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,87 @@
// Copyright Xeno Innovations, Inc. 2026
// See the LICENSE file in the project root for more information.

using System;
using System.Linq;
using System.Threading.Tasks;

namespace Lite.StateMachine.Tests.StateTests;

[TestClass]
public class NextStateResultTests : TestBase
{
/// <summary>State definitions.</summary>
public enum StateId
{
State1,
State2,
State3,
}

[TestMethod]
public async Task NextState_Error_Failure__SuccessTestAsync()
{
var machine = new StateMachine<StateId>();
machine.RegisterState<State1>(StateId.State1, onSuccess: StateId.State1, onError: StateId.State2, onFailure: null, subscriptionTypes: null);
machine.RegisterState<State2>(StateId.State2, onSuccess: StateId.State1, onError: null, onFailure: StateId.State3, subscriptionTypes: null);
machine.RegisterState<State3>(StateId.State3, subscriptionTypes: null);

// Async Example!
await machine.RunAsync(StateId.State1);

// Assert Results
AssertMachineNotNull(machine);

// Ensure all states are registered
var enums = Enum.GetValues<StateId>().Cast<StateId>();
Assert.IsNotNull(enums);
Assert.HasCount(enums.Count(), machine.States);
Assert.IsTrue(enums.All(k => machine.States.Contains(k)));
}

private class State1 : IState<StateId>
{
public Task OnEnter(Context<StateId> context)
{
// Simulate an Error state transition so we can continue.
context.NextState(Result.Error);

Console.WriteLine($"[State1][OnEnter].OnSuccess goto: '{context.NextStates.OnSuccess}'");
Console.WriteLine($"[State1][OnEnter].OnError goto: '{context.NextStates.OnError}'");
Console.WriteLine($"[State1][OnEnter].OnFailure goto: '{context.NextStates.OnFailure}'");
return Task.CompletedTask;
}

public Task OnEntering(Context<StateId> context) => Task.CompletedTask;

public Task OnExit(Context<StateId> context) => Task.CompletedTask;
}

private class State2 : IState<StateId>
{
public Task OnEnter(Context<StateId> context)
{
// Simulate a Failure state transition so we can continue.
context.NextState(Result.Failure);
return Task.CompletedTask;
}

public Task OnEntering(Context<StateId> context) => Task.CompletedTask;

public Task OnExit(Context<StateId> context) => Task.CompletedTask;
}

private class State3 : IState<StateId>
{
public Task OnEnter(Context<StateId> context)
{
// Set Failure so we can continue.
context.NextState(Result.Success);
return Task.CompletedTask;
}

public Task OnEntering(Context<StateId> context) => Task.CompletedTask;

public Task OnExit(Context<StateId> context) => Task.CompletedTask;
}
}
3 changes: 3 additions & 0 deletions source/Lite.StateMachine/Lite.StateMachine.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,9 @@
<PackageTags>statemachine;lite;fsm;suesslabs;xeno-innovations</PackageTags>
<PackageLicenseFile>LICENSE.md</PackageLicenseFile>
<PackageReleaseNotes>
New Features in v2.4:
* Added custom State Results (Success, Error, Failure, etc.) and ability to override the default Result.Success/.Error./Failure.

New Features in v2.2:

* New: Renamed, Result.Ok -&gt; Result.Success (Breaking Change).
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2 changes: 1 addition & 1 deletion source/Lite.StateMachine/StateMachine.cs
Original file line number Diff line number Diff line change
Expand Up @@ -133,7 +133,7 @@ public StateMachine<TStateId> RegisterState<TStateClass>(
IReadOnlyCollection<Type>? subscriptionTypes = null)
where TStateClass : class, IState<TStateId>
{
return RegisterState<TStateClass>(stateId, onSuccess, onError: null, onFailure: null, parentStateId: null, isCompositeParent: false, initialChildStateId: null, subscriptionTypes: subscriptionTypes);
return RegisterState<TStateClass>(stateId, onSuccess, onError: onError, onFailure: onFailure, parentStateId: null, isCompositeParent: false, initialChildStateId: null, subscriptionTypes: subscriptionTypes);
}

/// <inheritdoc/>
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