关于 state-machine-design
state-machine-design 是指导有限状态机和状态图设计的 Skill,适用于生命周期、工作流和系统行为建模。内容涵盖状态、转换、事件、守卫条件与动作,并提供 PlantUML、Mermaid 及 C#、TypeScript 模式示例。
主要功能
- 01梳理状态机核心元素与状态类型
- 02提供 PlantUML 和 Mermaid 表示法
- 03展示 C# 与 TypeScript 实现模式
- 04指导状态机设计与实现流程
适用场景
- 01建模实体生命周期
- 02设计带条件分支的工作流
- 03绘制状态图并评审系统行为
MCP 相关
文档要求在设计前通过 MCP 服务验证实现模式,并举例提到 context7 查询 XState。
安装
复制下面的命令,在终端中运行。
$
npx skills add https:/ / github.com/ melodic-software/ claude-code-plugins --skill state-machine-design安装后在 Claude Code 中输入/state-machine-design确认已加载。
详细介绍
状态机设计技能
何时使用此技能
在以下情况下使用此技能:
- 状态机设计任务 - 处理生命周期和行为规范的状态图与状态机建模
- 规划或设计 - 需要状态机设计方法方面的指导
- 最佳实践 - 希望遵循成熟的模式和标准
概述
设计有限状态机和状态图,用于建模实体生命周期、工作流和系统行为。
强制要求:文档优先方法
在设计状态机之前:
- 调用
docs-management技能,了解状态机模式 - 通过 MCP 服务验证实现模式(例如,使用 context7 了解 XState)
- 所有指导均基于 Harel 状态图语义
状态机概念
核心元素
| 元素 | 描述 | 示例 |
|---|---|---|
| 状态 | 系统可能处于的条件 | Draft、Submitted、Paid |
| 转换 | 从一个状态变为另一个状态 | Draft → Submitted |
| 事件 | 触发转换的条件 | Submit、Pay、Cancel |
| 守卫条件 | 必须为真的条件 | [hasItems]、[isValid] |
| 动作 | 转换时产生的副作用 | sendNotification、updateDatabase |
| 进入动作 | 进入状态时执行的动作 | onEnter: startTimer |
| 退出动作 | 离开状态时执行的动作 | onExit: stopTimer |
状态类型
public enum StateType
{
Initial, // Starting state (filled circle)
Normal, // Regular state
Final, // End state (circle with border)
Composite, // Contains sub-states
Parallel, // Concurrent regions
History, // Remember last sub-state
Choice // Decision point
}
状态机表示法
PlantUML 语法
@startuml
title Order State Machine
[*] --> Draft : Create
state Draft {
Draft : entry / initializeOrder
Draft : exit / validateOrder
}
Draft --> Submitted : Submit [hasItems]
Draft --> Cancelled : Cancel
state Submitted {
Submitted : entry / reserveInventory
}
Submitted --> Paid : ProcessPayment [paymentValid]
Submitted --> Cancelled : Cancel / releaseInventory
Submitted --> Draft : RequireChanges
state Paid {
Paid : entry / confirmInventory
}
Paid --> Shipped : Ship
Paid --> Refunded : Refund
state Shipped {
Shipped : entry / sendTrackingNotification
}
Shipped --> Delivered : Deliver
Shipped --> Returned : Return
Delivered --> Completed : Finalize
Delivered --> Returned : Return
Returned --> Refunded : ProcessReturn
Completed --> [*]
Refunded --> [*]
Cancelled --> [*]
@enduml
Mermaid 语法
stateDiagram-v2
[*] --> Draft : Create
state Draft {
direction LR
[*] --> Empty
Empty --> HasItems : AddItem
HasItems --> HasItems : AddItem
HasItems --> Empty : RemoveLastItem
}
Draft --> Submitted : Submit
Draft --> Cancelled : Cancel
Submitted --> Paid : PaymentReceived
Submitted --> Cancelled : Cancel
Submitted --> Draft : RequireChanges
Paid --> Shipped : Ship
Paid --> Refunded : Refund
Shipped --> Delivered : Deliver
Shipped --> Returned : Return
Delivered --> Completed : Finalize
Delivered --> Returned : Return
Returned --> Refunded : ProcessReturn
Completed --> [*]
Refunded --> [*]
Cancelled --> [*]
C# 实现模式
简单状态机
public sealed class Order : Entity
{
public OrderStatus Status { get; private set; }
private static readonly Dictionary<(OrderStatus From, OrderEvent Event), OrderStatus> _transitions =
new()
{
{ (OrderStatus.Draft, OrderEvent.Submit), OrderStatus.Submitted },
{ (OrderStatus.Draft, OrderEvent.Cancel), OrderStatus.Cancelled },
{ (OrderStatus.Submitted, OrderEvent.Pay), OrderStatus.Paid },
{ (OrderStatus.Submitted, OrderEvent.Cancel), OrderStatus.Cancelled },
{ (OrderStatus.Submitted, OrderEvent.RequireChanges), OrderStatus.Draft },
{ (OrderStatus.Paid, OrderEvent.Ship), OrderStatus.Shipped },
{ (OrderStatus.Paid, OrderEvent.Refund), OrderStatus.Refunded },
{ (OrderStatus.Shipped, OrderEvent.Deliver), OrderStatus.Delivered },
{ (OrderStatus.Shipped, OrderEvent.Return), OrderStatus.Returned },
{ (OrderStatus.Delivered, OrderEvent.Finalize), OrderStatus.Completed },
{ (OrderStatus.Delivered, OrderEvent.Return), OrderStatus.Returned },
{ (OrderStatus.Returned, OrderEvent.ProcessReturn), OrderStatus.Refunded },
};
public Result Transition(OrderEvent @event)
{
if (!_transitions.TryGetValue((Status, @event), out var newStatus))
{
return Result.Failure($"Cannot {@event} order in {Status} status");
}
var oldStatus = Status;
Status = newStatus;
AddDomainEvent(new OrderStatusChangedEvent(Id, oldStatus, newStatus, @event));
return Result.Success();
}
}
public enum OrderStatus
{
Draft, Submitted, Paid, Shipped, Delivered, Completed, Cancelled, Returned, Refunded
}
public enum OrderEvent
{
Submit, Cancel, Pay, RequireChanges, Ship, Refund, Deliver, Return, Finalize, ProcessReturn
}
状态模式实现
public abstract class OrderState
{
public abstract OrderStatus Status { get; }
public virtual Result Submit(Order order) =>
Result.Failure($"Cannot submit order in {Status} state");
public virtual Result Cancel(Order order) =>
Result.Failure($"Cannot cancel order in {Status} state");
public virtual Result Pay(Order order) =>
Result.Failure($"Cannot pay order in {Status} state");
public virtual Result Ship(Order order) =>
Result.Failure($"Cannot ship order in {Status} state");
protected void TransitionTo(Order order, OrderState newState)
{
order.SetState(newState);
}
}
public sealed class DraftState : OrderState
{
public override OrderStatus Status => OrderStatus.Draft;
public override Result Submit(Order order)
{
if (!order.HasItems)
return Result.Failure("Order must have items to submit");
TransitionTo(order, new SubmittedState());
order.ReserveInventory();
return Result.Success();
}
public override Result Cancel(Order order)
{
TransitionTo(order, new CancelledState());
return Result.Success();
}
}
public sealed class SubmittedState : OrderState
{
public override OrderStatus Status => OrderStatus.Submitted;
public override Result Pay(Order order)
{
TransitionTo(order, new PaidState());
order.ConfirmInventory();
return Result.Success();
}
public override Result Cancel(Order order)
{
order.ReleaseInventory();
TransitionTo(order, new CancelledState());
return Result.Success();
}
}
Stateless 库模式
using Stateless;
public sealed class OrderStateMachine
{
private readonly StateMachine<OrderStatus, OrderEvent> _machine;
private readonly Order _order;
public OrderStateMachine(Order order)
{
_order = order;
_machine = new StateMachine<OrderStatus, OrderEvent>(
() => order.Status,
status => order.SetStatus(status));
ConfigureTransitions();
}
private void ConfigureTransitions()
{
_machine.Configure(OrderStatus.Draft)
.Permit(OrderEvent.Submit, OrderStatus.Submitted)
.Permit(OrderEvent.Cancel, OrderStatus.Cancelled)
.OnEntry(() => _order.InitializeOrder());
_machine.Configure(OrderStatus.Submitted)
.PermitIf(OrderEvent.Pay, OrderStatus.Paid,
() => _order.PaymentIsValid)
.Permit(OrderEvent.Cancel, OrderStatus.Cancelled)
.Permit(OrderEvent.RequireChanges, OrderStatus.Draft)
.OnEntry(() => _order.ReserveInventory())
.OnExit(() => { /* cleanup if needed */ });
_machine.Configure(OrderStatus.Paid)
.Permit(OrderEvent.Ship, OrderStatus.Shipped)
.Permit(OrderEvent.Refund, OrderStatus.Refunded)
.OnEntry(() => _order.ConfirmInventory());
_machine.Configure(OrderStatus.Shipped)
.Permit(OrderEvent.Deliver, OrderStatus.Delivered)
.Permit(OrderEvent.Return, OrderStatus.Returned)
.OnEntry(() => _order.SendTrackingNotification());
_machine.Configure(OrderStatus.Delivered)
.Permit(OrderEvent.Finalize, OrderStatus.Completed)
.Permit(OrderEvent.Return, OrderStatus.Returned);
_machine.Configure(OrderStatus.Returned)
.Permit(OrderEvent.ProcessReturn, OrderStatus.Refunded);
// Terminal states
_machine.Configure(OrderStatus.Completed);
_machine.Configure(OrderStatus.Cancelled);
_machine.Configure(OrderStatus.Refunded);
}
public bool CanFire(OrderEvent trigger) => _machine.CanFire(trigger);
public void Fire(OrderEvent trigger) => _machine.Fire(trigger);
public IEnumerable<OrderEvent> GetPermittedTriggers() =>
_machine.GetPermittedTriggers();
}
XState 模式(TypeScript)
import { createMachine, assign } from 'xstate';
interface OrderContext {
items: LineItem[];
customerId: string;
paymentId?: string;
trackingNumber?: string;
}
type OrderEvent =
| { type: 'ADD_ITEM'; item: LineItem }
| { type: 'REMOVE_ITEM'; itemId: string }
| { type: 'SUBMIT' }
| { type: 'PAY'; paymentId: string }
| { type: 'CANCEL' }
| { type: 'SHIP'; trackingNumber: string }
| { type: 'DELIVER' }
| { type: 'RETURN' }
| { type: 'REFUND' };
const orderMachine = createMachine({
id: 'order',
initial: 'draft',
context: {
items: [],
customerId: '',
} as OrderContext,
states: {
draft: {
entry: 'initializeOrder',
on: {
ADD_ITEM: {
actions: assign({
items: ({ context, event }) => [...context.items, event.item],
}),
},
REMOVE_ITEM: {
actions: assign({
items: ({ context, event }) =>
context.items.filter(i => i.id !== event.itemId),
}),
},
SUBMIT: {
target: 'submitted',
guard: 'hasItems',
},
CANCEL: 'cancelled',
},
},
submitted: {
entry: 'reserveInventory',
exit: 'onSubmittedExit',
on: {
PAY: {
target: 'paid',
guard: 'paymentValid',
actions: assign({
paymentId: ({ event }) => event.paymentId,
}),
},
CANCEL: {
target: 'cancelled',
actions: 'releaseInventory',
},
},
},
paid: {
entry: 'confirmInventory',
on: {
SHIP: {
target: 'shipped',
actions: assign({
trackingNumber: ({ event }) => event.trackingNumber,
}),
},
REFUND: 'refunded',
},
},
shipped: {
entry: 'sendTrackingNotification',
on: {
DELIVER: 'delivered',
RETURN: 'returned',
},
},
delivered: {
on: {
RETURN: 'returned',
},
after: {
// Auto-complete after 14 days
'14d': 'completed',
},
},
returned: {
on: {
REFUND: 'refunded',
},
},
completed: { type: 'final' },
cancelled: { type: 'final' },
refunded: { type: 'final' },
},
}, {
guards: {
hasItems: ({ context }) => context.items.length > 0,
paymentValid: ({ event }) => event.type === 'PAY' && !!event.paymentId,
},
actions: {
initializeOrder: () => console.log('Order initialized'),
reserveInventory: ({ context }) =>
console.log(`Reserving ${context.items.length} items`),
confirmInventory: () => console.log('Inventory confirmed'),
releaseInventory: () => console.log('Inventory released'),
sendTrackingNotification: ({ context }) =>
console.log(`Tracking: ${context.trackingNumber}`),
},
});
设计最佳实践
状态设计指南
- 将状态命名为条件:使用
Submitted,而不是Submit - 将事件命名为命令:使用
Submit,而不是Submitted - 使用守卫条件控制条件转换
- 保持状态原子性:每个状态只负责一项职责
- 记录进入/退出动作
- 考虑终止状态(最终状态)
常见模式
| 模式 | 使用场景 |
|---|---|
| 线性 | 简单的顺序流程 |
| 选择 | 条件分支 |
| 并行 | 并发活动 |
| 层次结构 | 复杂的嵌套状态 |
| 历史 | 从上一个状态恢复 |
工作流
设计状态机时:
- 确定实体:什么具有生命周期?
- 列出状态:它可能处于哪些条件?
- 定义事件:什么会触发状态变化?
- 映射转换:状态 + 事件 → 新状态
- 添加守卫条件:哪些条件必须为真?
- 定义动作:转换时会发生什么?
- 绘制图表:可视化以供审查
- 实现:选择合适的模式
参考资料
如需详细指导:
最后更新: 2025-12-26
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