machine_handler_engine.bend
bendvy-ecs-core@0.1.0.0 · 90 lines · 0 definitions
1import Base
2import bendvy-ecs-core@0.1.0.0/system.bend as Sys
3import bendvy-ecs-core@0.1.0.0/machine.bend as M
4# One transition engine, independent of the operational state carrier.
5type PhaseResult<State:Type,Entry:Type> is Type:
6 Complete{entries:List<Entry>,world:State}
7 Failed{entries:List<Entry>,world:State,error:String}
8type Owners<Entry:Type> is Type:
9 Owners{exit:List<Entry>,transition:List<Entry>,enter:List<Entry>}
10type HandlerResult<State:Type,Entry:Type,Phase:Data> is Type:
11 Completed{owners:Owners<Entry>,world:State}
12 Stopped{owners:Owners<Entry>,world:State,phase:Phase,error:String}
13type Prepared<S:Data,K:Data,V:Data> is Data:
14 Idle{slot:M.Slot<S,K,V>}
15 Ready{slot:M.Slot<S,K,V>,transition:M.Transition<V>,skipSame:Bool}
16def prepend(~S:Data,~State:Type,~Entry:Type,~Phase:Data,~V:Data,~invoke:Entry -> State -> Phase -> V -> V -> Entry & Sys.Outcome<State,String,Unit>,~initial:Entry -> State -> V -> Entry & Sys.Outcome<State,String,Unit>,~exitPhase:Phase,~transitionPhase:Phase,~enterPhase:Phase,head:Entry,tail:PhaseResult<State,Entry>) -> PhaseResult<State,Entry>:
17 match tail:
18 case Complete{entries,world}: Complete{head <> entries,world}
19 case Failed{entries,world,error}: Failed{head <> entries,world,error}
20
21def entry_outcome(~S:Data,~State:Type,~Entry:Type,~Phase:Data,~V:Data,~invoke:Entry -> State -> Phase -> V -> V -> Entry & Sys.Outcome<State,String,Unit>,~initial:Entry -> State -> V -> Entry & Sys.Outcome<State,String,Unit>,~exitPhase:Phase,~transitionPhase:Phase,~enterPhase:Phase,entry:Entry,outcome:Sys.Outcome<State,String,Unit>,next:State -> Maybe<&2,String> -> PhaseResult<State,Entry>) -> PhaseResult<State,Entry>:
22 match outcome:
23 case Sys.Failed{world,error}:prepend(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,entry,next(world,Some{error}))
24 case Sys.Succeeded{world,_}:prepend(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,entry,next(world,None{}))
25def entry_result(~S:Data,~State:Type,~Entry:Type,~Phase:Data,~V:Data,~invoke:Entry -> State -> Phase -> V -> V -> Entry & Sys.Outcome<State,String,Unit>,~initial:Entry -> State -> V -> Entry & Sys.Outcome<State,String,Unit>,~exitPhase:Phase,~transitionPhase:Phase,~enterPhase:Phase,observed:Entry & Sys.Outcome<State,String,Unit>,next:State -> Maybe<&2,String> -> PhaseResult<State,Entry>) -> PhaseResult<State,Entry>:
26 match observed:
27 case (entry,outcome):entry_outcome(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,entry,outcome,next)
28def run_phase(~S:Data,~State:Type,~Entry:Type,~Phase:Data,~V:Data,~invoke:Entry -> State -> Phase -> V -> V -> Entry & Sys.Outcome<State,String,Unit>,~initial:Entry -> State -> V -> Entry & Sys.Outcome<State,String,Unit>,~exitPhase:Phase,~transitionPhase:Phase,~enterPhase:Phase,entries:List<&1,Entry>,world:State,+phase:Phase,+from:V,+to:V,error:Maybe<&2,String>) -> PhaseResult<State,Entry>:
29 match entries error:
30 case entries Some{error}: Failed{entries,world,error}
31 case [] None{}: Complete{[],world}
32 case entry <> rest None{}: entry_result(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,invoke(entry,world,phase,from,to),world => error => run_phase(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,rest,world,phase,from,to,error))
33
34def run_initial(~S:Data,~State:Type,~Entry:Type,~Phase:Data,~V:Data,~invoke:Entry -> State -> Phase -> V -> V -> Entry & Sys.Outcome<State,String,Unit>,~initial:Entry -> State -> V -> Entry & Sys.Outcome<State,String,Unit>,~exitPhase:Phase,~transitionPhase:Phase,~enterPhase:Phase,entries:List<&1,Entry>,world:State,+to:V,error:Maybe<&2,String>) -> PhaseResult<State,Entry>:
35 match entries error:
36 case entries Some{error}: Failed{entries,world,error}
37 case [] None{}: Complete{[],world}
38 case entry <> rest None{}: entry_result(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,initial(entry,world,to),world => error => run_initial(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,rest,world,to,error))
39
40def choose(~S:Data,~K:Data,~V:Data,skip:Bool,+current:V,+value:V,previous:Maybe<&2,V>,+skipSame:Bool) -> Prepared<S,K,V>:
41 match skip:
42 case True{}: Idle{M.Present{current,M.NoPending{},previous,False{}}}
43 case False{}: Ready{M.Present{current,M.NoPending{},Some{current},False{}},M.Transition{current,value},skipSame}
44
45def prepare(~S:Data,~K:Data,~V:Data,~same:V -> V -> Bool,slot:M.Slot<S,K,V>,captured:M.Snapshot<V>) -> Prepared<S,K,V>:
46 match slot captured:
47 case slot M.Unscheduled{}: Idle{M.clear_changed(~S,~K,~V,slot)}
48 case M.Missing{} M.Scheduled{_,_}: Idle{M.Missing{}}
49 case M.Present{+current,_,previous,_} M.Scheduled{+value,+skipSame}: choose(~S,~K,~V,Bool.and(skipSame,same(current,value)),current,value,previous,skipSame)
50
51def committed(~S:Data,~K:Data,~V:Data,slot:M.Slot<S,K,V>,from:V,to:V) -> M.Slot<S,K,V>:
52 match slot:
53 case M.Missing{}: M.Missing{}
54 case M.Present{_,pending,_,_}: M.Present{to,pending,Some{from},True{}}
55
56def requeued(~S:Data,~State:Type,~Entry:Type,~Phase:Data,~V:Data,~invoke:Entry -> State -> Phase -> V -> V -> Entry & Sys.Outcome<State,String,Unit>,~initial:Entry -> State -> V -> Entry & Sys.Outcome<State,String,Unit>,~exitPhase:Phase,~transitionPhase:Phase,~enterPhase:Phase,~K:Data,~take:State -> State & M.Slot<S,K,V>,~put:State -> M.Slot<S,K,V> -> State,~publish:State -> M.Transition<V> -> State,observed:State & M.Slot<S,K,V>,to:V,skipSame:Bool) -> State:
57 (world,slot)=observed
58 put(world,M.queue(~S,~K,~V,slot,to,skipSame))
59
60def published(~S:Data,~State:Type,~Entry:Type,~Phase:Data,~V:Data,~invoke:Entry -> State -> Phase -> V -> V -> Entry & Sys.Outcome<State,String,Unit>,~initial:Entry -> State -> V -> Entry & Sys.Outcome<State,String,Unit>,~exitPhase:Phase,~transitionPhase:Phase,~enterPhase:Phase,~K:Data,~take:State -> State & M.Slot<S,K,V>,~put:State -> M.Slot<S,K,V> -> State,~publish:State -> M.Transition<V> -> State,observed:State & M.Slot<S,K,V>,+from:V,+to:V) -> State:
61 (world,slot)=observed
62 publish(put(world,committed(~S,~K,~V,slot,from,to)),M.Transition{from,to})
63
64def after_enter(~S:Data,~State:Type,~Entry:Type,~Phase:Data,~V:Data,~invoke:Entry -> State -> Phase -> V -> V -> Entry & Sys.Outcome<State,String,Unit>,~initial:Entry -> State -> V -> Entry & Sys.Outcome<State,String,Unit>,~exitPhase:Phase,~transitionPhase:Phase,~enterPhase:Phase,exit:List<&1,Entry>,transition:List<&1,Entry>,observed:PhaseResult<State,Entry>) -> HandlerResult<State,Entry,Phase>:
65 match observed:
66 case Complete{enter,world}: Completed{Owners{exit,transition,enter},world}
67 case Failed{enter,world,error}: Stopped{Owners{exit,transition,enter},world,enterPhase,error}
68
69def after_transition(~S:Data,~State:Type,~Entry:Type,~Phase:Data,~V:Data,~invoke:Entry -> State -> Phase -> V -> V -> Entry & Sys.Outcome<State,String,Unit>,~initial:Entry -> State -> V -> Entry & Sys.Outcome<State,String,Unit>,~exitPhase:Phase,~transitionPhase:Phase,~enterPhase:Phase,~K:Data,~take:State -> State & M.Slot<S,K,V>,~put:State -> M.Slot<S,K,V> -> State,~publish:State -> M.Transition<V> -> State,exit:List<&1,Entry>,enter:List<&1,Entry>,observed:PhaseResult<State,Entry>,+from:V,+to:V,skipSame:Bool) -> HandlerResult<State,Entry,Phase>:
70 match observed:
71 case Failed{transition,world,error}: Stopped{Owners{exit,transition,enter},requeued(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,~K,~take,~put,~publish,take(world),to,skipSame),transitionPhase,error}
72 case Complete{transition,world}: after_enter(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,exit,transition,run_phase(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,enter,published(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,~K,~take,~put,~publish,take(world),from,to),enterPhase,from,to,None{}))
73
74def after_exit(~S:Data,~State:Type,~Entry:Type,~Phase:Data,~V:Data,~invoke:Entry -> State -> Phase -> V -> V -> Entry & Sys.Outcome<State,String,Unit>,~initial:Entry -> State -> V -> Entry & Sys.Outcome<State,String,Unit>,~exitPhase:Phase,~transitionPhase:Phase,~enterPhase:Phase,~K:Data,~take:State -> State & M.Slot<S,K,V>,~put:State -> M.Slot<S,K,V> -> State,~publish:State -> M.Transition<V> -> State,transition:List<&1,Entry>,enter:List<&1,Entry>,observed:PhaseResult<State,Entry>,+from:V,+to:V,skipSame:Bool) -> HandlerResult<State,Entry,Phase>:
75 match observed:
76 case Failed{exit,world,error}: Stopped{Owners{exit,transition,enter},requeued(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,~K,~take,~put,~publish,take(world),to,skipSame),exitPhase,error}
77 case Complete{exit,world}: after_transition(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,~K,~take,~put,~publish,exit,enter,run_phase(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,transition,world,transitionPhase,from,to,None{}),from,to,skipSame)
78
79def prepared(~S:Data,~State:Type,~Entry:Type,~Phase:Data,~V:Data,~invoke:Entry -> State -> Phase -> V -> V -> Entry & Sys.Outcome<State,String,Unit>,~initial:Entry -> State -> V -> Entry & Sys.Outcome<State,String,Unit>,~exitPhase:Phase,~transitionPhase:Phase,~enterPhase:Phase,~K:Data,~take:State -> State & M.Slot<S,K,V>,~put:State -> M.Slot<S,K,V> -> State,~publish:State -> M.Transition<V> -> State,owners:Owners<Entry>,world:State,prepared:Prepared<S,K,V>) -> HandlerResult<State,Entry,Phase>:
80 match owners prepared:
81 case owners Idle{slot}: Completed{owners,put(world,slot)}
82 case Owners{exit,transition,enter} Ready{slot,M.Initial{to},_}:after_enter(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,exit,transition,run_initial(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,enter,put(world,slot),to,None{}))
83 case Owners{exit,transition,enter} Ready{slot,M.Transition{+from,+to},skipSame}: after_exit(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,~K,~take,~put,~publish,transition,enter,run_phase(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,exit,put(world,slot),exitPhase,from,to,None{}),from,to,skipSame)
84
85def taken(~S:Data,~State:Type,~Entry:Type,~Phase:Data,~V:Data,~invoke:Entry -> State -> Phase -> V -> V -> Entry & Sys.Outcome<State,String,Unit>,~initial:Entry -> State -> V -> Entry & Sys.Outcome<State,String,Unit>,~exitPhase:Phase,~transitionPhase:Phase,~enterPhase:Phase,~K:Data,~take:State -> State & M.Slot<S,K,V>,~put:State -> M.Slot<S,K,V> -> State,~publish:State -> M.Transition<V> -> State,~same:V -> V -> Bool,owners:Owners<Entry>,observed:State & M.Slot<S,K,V>,captured:M.Snapshot<V>) -> HandlerResult<State,Entry,Phase>:
86 (world,slot)=observed
87 prepared(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,~K,~take,~put,~publish,owners,world,prepare(~S,~K,~V,~same,slot,captured))
88
89def run(~S:Data,~State:Type,~Entry:Type,~Phase:Data,~V:Data,~invoke:Entry -> State -> Phase -> V -> V -> Entry & Sys.Outcome<State,String,Unit>,~initial:Entry -> State -> V -> Entry & Sys.Outcome<State,String,Unit>,~exitPhase:Phase,~transitionPhase:Phase,~enterPhase:Phase,~K:Data,~take:State -> State & M.Slot<S,K,V>,~put:State -> M.Slot<S,K,V> -> State,~publish:State -> M.Transition<V> -> State,~same:V -> V -> Bool,owners:Owners<Entry>,world:State,captured:M.Snapshot<V>) -> HandlerResult<State,Entry,Phase>:
90 taken(~S,~State,~Entry,~Phase,~V,~invoke,~initial,~exitPhase,~transitionPhase,~enterPhase,~K,~take,~put,~publish,~same,owners,take(world),captured)