Transition is a Golang state machine implementation.
Embed transition.Transition
into your struct, it will enable the state machine feature for the struct:
import "github.com/vvorld/transition"
type Order struct {
ID uint
transition.Transition
}
var OrderStateMachine = transition.New(&Order{})
// Define initial state
OrderStateMachine.Initial("draft")
// Define a State
OrderStateMachine.State("checkout")
// Define another State and what to do when entering and exiting that state.
OrderStateMachine.State("paid").Enter(func(order interface{}) error {
// To get order object use 'order.(*Order)'
// business logic here
return
}).Exit(func(order interface{}) error {
// business logic here
return
})
// Define more States
OrderStateMachine.State("cancelled")
OrderStateMachine.State("paid_cancelled")
// Define an Event
OrderStateMachine.Event("checkout").To("checkout").From("draft")
// Define another event and what to do before and after performing the transition.
OrderStateMachine.Event("paid").To("paid").From("checkout").Before(func(order interface{}) error {
// business logic here
return nil
}).After(func(order interface{}) error {
// business logic here
return nil
})
// Different state transitions for one event
cancellEvent := OrderStateMachine.Event("cancel")
cancellEvent.To("cancelled").From("draft", "checkout")
cancellEvent.To("paid_cancelled").From("paid").After(func(order interface{}) error {
// Refund
}})
// func (*StateMachine) Trigger(name string, value Stater, notes ...string) error
OrderStatemachine.Trigger("paid", &order, "charged offline by jinzhu")
OrderStatemachine.Trigger("cancel", &order)
// order's state will be changed to cancelled if current state is "draft"
// order's state will be changed to paid_cancelled if current state is "paid"
var order Order
// Get Current State
order.GetState()
// Set State
order.SetState("finished") // this will only update order's state, won't save it into database
Released under the MIT License.