文章目录
- 简介
 - 安装
 - 初试
 - 绘图
 - 回调和状态检查懒方法
 - 状态及检查懒方法修改前缀
 - 枚举
 - 转换状态
 - 获取触发器(转换状态的函数)
 - 获取转换逻辑
 - 批量添加状态转换
 - 自反转换
 - 内部转换
 - 顺序转换
 - 队列转换
 - 满足条件才转换状态
 - 转换状态前后回调
 - 状态机转换状态前后回调
 - 异常处理
 - 回调协议
 - 回调执行顺序
 - 传递参数
 - 初始化模式
 - 日志
 - 扩展
 - Diagrams
 - [Hierarchical State Machine (HSM)](https://github.com/pytransitions/transitions#hierarchical-state-machine-hsm)
 - 常用参数
 - 参考文献
 
简介

 transitions 是一款轻量的、面向对象的 Python 有限状态机库。
有限状态机是有限个状态以及在这些状态之间的转移和动作等行为的数学模型,例如交通信号灯系统。
安装
pip install transitions
 
初试
以物体状态变化为例,如状态转换表
| 条件/当前状态 | 固态 solid | 液态 liquid | 气态 gas | 等离子态 plasma | 
|---|---|---|---|---|
| 熔化 melt | 液态 liquid | |||
| 蒸发 evaporate | 气态 gas | |||
| 升华 sublimate | 气态 gas | |||
| 电离 ionize | 等离子态 plasma | 

from transitions import Machine
class Matter:
    states = ['solid', 'liquid', 'gas', 'plasma']  # 状态有固态、液态、气态、等离子态
    transitions = [
        {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
        {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
        {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
        {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
    ]
    def __init__(self):
        """不定型物体
        固态→熔化→液态
        液态→蒸发→气态
        固态→升华→气态
        气态→电离→等离子态
        """
        self.machine = Machine(model=self, states=Matter.states, transitions=Matter.transitions, initial='solid')
lump = Matter()
print(lump.state)  # solid
lump.melt()
print(lump.state)  # liquid
 
绘图
下载 Graphviz 并添加到环境变量 Path
安装
pip install graphviz
 
代码
from transitions.extensions import GraphMachine
class Matter:
    pass
states = ['固态 solid', '液态 liquid', '气态 gas', '等离子态 plasma']
transitions = [
    {'trigger': '熔化 melt', 'source': '固态 solid', 'dest': '液态 liquid'},
    {'trigger': '蒸发 evaporate', 'source': '液态 liquid', 'dest': '气态 gas'},
    {'trigger': '升华 sublimate', 'source': '固态 solid', 'dest': '气态 gas'},
    {'trigger': '电离 ionize', 'source': '气态 gas', 'dest': '等离子态 plasma'}
]
machine = GraphMachine(Matter(), states=states, transitions=transitions, initial='固态 solid')
# machine = GraphMachine(lump, states=states, transitions=transitions, initial='solid', show_auto_transitions=True)  # 完整流程
graph = machine.get_graph()
graph.edge_attr['fontname'] = 'Microsoft Yahei'
graph.node_attr['fontname'] = 'Microsoft Yahei'
graph.graph_attr['fontname'] = 'Microsoft Yahei'
graph.graph_attr['dpi'] = '300'  # 设置分辨率
graph.graph_attr.pop('label')  # 删除标题
graph.draw('result.png', prog='dot')
 

封装
from transitions import Machine
from transitions.extensions import GraphMachine
def draw_machine(machine, filename='result.png'):
    """绘制有限状态机"""
    transitions = []
    for trigger, event in machine.events.items():
        for source, _transitions in event.transitions.items():
            for i in _transitions:
                transitions.append({'trigger': trigger, 'source': source, 'dest': i.dest})
    machine = GraphMachine(model=machine.model, states=list(machine.states.keys()), transitions=transitions,
                           initial=machine.initial)
    graph = machine.get_graph()
    graph.edge_attr['fontname'] = 'Microsoft Yahei'
    graph.node_attr['fontname'] = 'Microsoft Yahei'
    graph.graph_attr['fontname'] = 'Microsoft Yahei'
    graph.graph_attr['dpi'] = '300'  # 设置分辨率
    graph.graph_attr.pop('label')  # 删除标题
    graph.draw(filename, prog='dot')
class Matter:
    pass
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
    {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
    {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
]
machine = Machine(Matter(), states=states, transitions=transitions, initial='solid', auto_transitions=False)
draw_machine(machine)
 
回调和状态检查懒方法
- 状态切换时自动调用函数
 - 懒方法判断状态
 
from transitions import State, Machine
class Matter:
    def say_hello(self):
        print('hello, new state!')
    def say_goodbye(self):
        print('goodbye, old state!')
    def on_enter_liquid(self):
        print('We have just entered state liquid!')
    def __init__(self):
        """不定型物体
        固态→熔化→液态
        液态→蒸发→气态
        固态→升华→气态
        气态→电离→等离子态
        """
        states = [
            State(name='solid', on_enter='say_hello', on_exit='say_goodbye'),
            State(name='liquid', on_enter='say_hello', on_exit='say_goodbye'),
            State(name='gas', on_enter='say_hello', on_exit='say_goodbye'),
            State(name='plasma', on_enter='say_hello', on_exit='say_goodbye'),
        ]
        self.machine = Machine(model=self, states=states, initial=states[0])
        self.machine.add_transition(trigger='melt', source='solid', dest='liquid')
        self.machine.add_transition(trigger='evaporate', source='liquid', dest='gas')
        self.machine.add_transition(trigger='sublimate', source='solid', dest='gas')
        self.machine.add_transition(trigger='ionize', source='gas', dest='plasma')
lump = Matter()
print(lump.state)  # solid
lump.melt()
# goodbye, old state!
# hello, new state!
# We have just entered state liquid!
print(lump.state)  # liquid
print(lump.is_solid())  # Fasle
print(lump.is_liquid())  # True
 
状态及检查懒方法修改前缀
- 状态由原本的 state 变成了 <model_attribute>
 - 状态检查懒方法由原本的 is_<状态名> 变成了 is_<model_attribute>_<状态名>
 state变成matter_stateis_solid()变成is_matter_state_solid()to_solid()变成to_matter_state_gas()
from transitions import Machine
class Matter:
    def __init__(self):
        self.machine = Machine(model=self, states=['solid', 'liquid', 'gas'], initial='solid',
                               model_attribute='matter_state')
lump = Matter()
print(lump.matter_state)  # solid
print(lump.is_matter_state_solid())  # True
print(lump.to_matter_state_gas())  # True
 
枚举
from enum import Enum
from transitions import Machine
class States(Enum):
    ERROR = 0
    RED = 1
    YELLOW = 2
    GREEN = 3
transitions = [
    ['proceed', States.RED, States.YELLOW],
    ['proceed', States.YELLOW, States.GREEN],
    ['error', '*', States.ERROR]
]
m = Machine(states=States, transitions=transitions, initial=States.RED)
assert m.is_RED()
assert m.state is States.RED
state = m.get_state(States.RED)
print(state.name)  # RED
m.proceed()
m.proceed()
assert m.is_GREEN()
m.error()
assert m.state is States.ERROR
 
转换状态
transitions 为转换列表,每个元素是字典或列表
from transitions import Machine
class Matter:
    pass
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
    {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
    {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
]
transitions = [
    ['melt', 'solid', 'liquid'],
    ['evaporate', 'liquid', 'gas'],
    ['sublimate', 'solid', 'gas'],
    ['ionize', 'gas', 'plasma']
]
lump = Matter()
machine = Machine(model=lump, states=states, transitions=transitions, initial='solid')
print(lump.state)  # solid
 
常使用参数 auto_transitions=False 来禁止自动转换
from transitions import Machine
class Matter:
    pass
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
    {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
    {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
]
lump = Matter()
machine = Machine(model=lump, states=states, transitions=transitions, initial='solid')
print(lump.state)  # 初始化状态为固态solid
print(machine.get_triggers('solid'))  # 获取固态的触发器(转换状态的函数)
lump.to_plasma()  # 尝试转换为等离子态
print(lump.state)  # 竟然成功了,实际上不能直接转换为等离子态
print()
lump = Matter()
machine = Machine(model=lump, states=states, transitions=transitions, initial='solid', auto_transitions=False)  # 禁止自动转换
print(lump.state)  # 初始化状态为固态solid
print(machine.get_triggers('solid'))  # 获取固态的触发器(转换状态的函数)
try:
    lump.to_plasma()  # 尝试转换为等离子态失败
    print(lump.state)
except Exception as e:
    print(e)
 
获取触发器(转换状态的函数)
from transitions import Machine
class Matter:
    pass
lump = Matter()
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
    {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
    {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
]
machine = Machine(model=lump, states=states, transitions=transitions, ignore_invalid_triggers=True,
                  auto_transitions=False)  # 禁止自动转换
print(machine.get_triggers('solid'))
print(machine.get_triggers('liquid'))
print(machine.get_triggers('plasma'))
print(machine.get_triggers('solid', 'liquid', 'gas', 'plasma'))  # 一次获取多个
# ['melt', 'sublimate']
# ['evaporate']
# []
# ['melt', 'evaporate', 'sublimate', 'ionize']
 
获取转换逻辑
from transitions import Machine
def get_transitions(machine, auto_transitions=False):
    """获取转换逻辑"""
    transitions = []
    for trigger, event in machine.events.items():
        if auto_transitions == False and trigger.startswith('to_'):
            continue
        for source, _transitions in event.transitions.items():
            for i in _transitions:
                transitions.append({'trigger': trigger, 'source': source, 'dest': i.dest})
    return transitions
class Matter:
    pass
lump = Matter()
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
    {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
    {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
]
machine = Machine(model=lump, states=states, transitions=transitions)
print(get_transitions(machine))
# [{'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'}, {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'}, {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'}, {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}]
 
批量添加状态转换
调用 Machine.add_transition(trigger, source, dest, conditions=None, unless=None, before=None, after=None, prepare=None)
参数 source 可为列表
from transitions import Machine
class Matter:
    pass
lump = Matter()
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
    {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
    {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
]
machine = Machine(model=lump, states=states, transitions=transitions, auto_transitions=False)  # 禁止自动转换
machine.add_transition('transmogrify', ['solid', 'liquid', 'gas'], 'plasma')  # 批量添加
machine.add_transition('to_liquid', '*', 'liquid')  # 批量添加
print(machine.get_triggers('solid'))
print(machine.get_triggers('liquid'))
print(machine.get_triggers('gas'))
print(machine.get_triggers('plasma'))
# ['melt', 'sublimate', 'transmogrify', 'to_liquid']
# ['evaporate', 'transmogrify', 'to_liquid']
# ['ionize', 'transmogrify', 'to_liquid']
# ['to_liquid']
 
自反转换
自己转换为自己
from transitions import Machine
class Matter:
    pass
def change_shape():
    print(1)
lump = Matter()
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
    {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
    {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
]
machine = Machine(model=lump, states=states, transitions=transitions, initial='solid', auto_transitions=False)  # 禁止自动转换
machine.add_transition('touch', ['liquid', 'gas', 'plasma'], '=', after=change_shape)  # 自反转换,并在转换后调用某函数
print(machine.get_triggers('solid'))
print(machine.get_triggers('liquid'))
print(machine.get_triggers('gas'))
print(machine.get_triggers('plasma'))
print()
# ['melt', 'sublimate']
# ['evaporate', 'touch']
# ['ionize', 'touch']
# ['touch']
print(lump.state)
lump.melt()
print(lump.state)
lump.touch()
print(lump.state)
# solid
# liquid
# 1
# liquid
 
内部转换
不同于自反转换,内部转换不会真正转换状态,意味着转换的回调如 before 或 after 会被调用,而状态相关的回调如 exit 或 enter 则不会被调用。
from transitions import Machine
class Matter:
    pass
def change_shape():
    print(1)
lump = Matter()
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
    {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
    {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
]
machine = Machine(model=lump, states=states, transitions=transitions, initial='solid', auto_transitions=False)  # 禁止自动转换
machine.add_transition('internal', ['liquid', 'gas'], None, after=change_shape)  # 自反转换,并在转换后调用某函数
print(machine.get_triggers('solid'))
print(machine.get_triggers('liquid'))
print(machine.get_triggers('gas'))
print(machine.get_triggers('plasma'))
print()
# ['melt', 'sublimate']
# ['evaporate', 'internal']
# ['ionize', 'internal']
# []
print(lump.state)
lump.melt()
print(lump.state)
lump.internal()
print(lump.state)
# solid
# liquid
# 1
# liquid
 
顺序转换
常见的需求是转换状态按顺序转换,如给定状态 ['A', 'B', 'C'],转换状态的情况只有 A → B、 B → C、 C → A。
调用 add_ordered_transitions()
import random
from transitions import Machine
class Matter:
    pass
def check():
    success = random.randint(0, 1)
    if success:
        print('转换状态')
    else:
        print('不转换状态')
    return success
def f1():
    return check()
def f2():
    return check()
def f3():
    return check()
states = ['A', 'B', 'C']
machine = Machine(states=states, initial=states[0])
machine.add_ordered_transitions()
# machine.add_ordered_transitions(['A', 'C', 'B'])  # 指定顺序
# machine.add_ordered_transitions(conditions=check)  # 为进行转换必须通过的条件,True则转换状态
# machine.add_ordered_transitions(conditions=[f1, f2, f3])  # 同上,列表里的个数与states同,一一对应
# machine.add_ordered_transitions(loop=False)  # 禁止循环
for _ in range(4):  # 转换四次
    print(machine.state)
    machine.next_state()
    # A
    # B
    # C
    # A
 
队列转换
队列特点是先进先出
转换状态会马上处理事件,意味着 on_enter 会在 after 前调用
 
import random
from transitions import Machine
class Matter:
    pass
def go_to_C():
    global machine
    machine.to_C()
def after_advance():
    print('I am in state B now!')
def entering_C():
    print('I am in state C now!')
states = ['A', 'B', 'C']
machine = Machine(states=states, initial=states[0])
machine.add_transition('advance', 'A', 'B', after=after_advance)
print(machine.state)  # A
machine.on_enter_B(go_to_C)  # 转换为B时调用go_to_C
machine.on_enter_C(entering_C)  # 转换为C时调用entering_C
machine.advance()
print(machine.state)  # C
 
调用链为
prepare -> before -> on_enter_B -> on_enter_C -> after
 
满足条件才转换状态
调用 Machine.add_transition()
- conditions:满足条件才转换状态,为可调用对象及其列表。即所有返回为 
True才转换状态。 - unless:不满足条件才转换状态,类似 
conditions 
from transitions import Machine
class Matter:
    def is_flammable(self):
        """是否易燃物"""
        return False
    def is_really_hot(self):
        """高温"""
        return True
lump = Matter()
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
    {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
    {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
]
machine = Machine(model=lump, states=states, transitions=transitions, initial='solid', auto_transitions=False)  # 禁止自动转换
machine.add_transition('heat', 'solid', 'gas', conditions='is_flammable')  # 加热时如果是易燃物会变气态
# machine.add_transition('heat', 'solid', 'gas', unless=['is_flammable', 'is_really_hot'])  # 加热时不易燃且不高温变气态
machine.add_transition('heat', 'solid', 'liquid', conditions=['is_really_hot'])  # 加热时如果高温会变液态
print(lump.state)
lump.heat()
print(lump.state)
# solid
# liquid
 
转换状态前后回调
调用 Machine.add_transition()
- before:转换状态前调用。
 - after:转换状态后调用。
 - prepare:触发器激活时调用。
 
from transitions import Machine
class Matter:
    def make_hissing_noises(self):
        print("HISSSSSSSSSSSSSSSS")
    def disappear(self):
        print("where'd all the liquid go?")
lump = Matter()
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid', 'before': 'make_hissing_noises'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas', 'after': 'disappear'}
]
machine = Machine(model=lump, states=states, transitions=transitions, initial='solid')
print(lump.state)
lump.melt()
print(lump.state)
lump.evaporate()
print(lump.state)
# solid
# HISSSSSSSSSSSSSSSS
# liquid
# where'd all the liquid go?
# gas
 
加热物体并在沸腾的时候输出加热了几次
import random
from transitions import Machine
class Matter:
    heat = False  # 是否沸腾
    attempts = 0  # 尝试次数
    def heat_up(self):
        """随机沸腾"""
        self.heat = random.random() < 0.25
    def count_attempts(self):
        self.attempts += 1
    def stats(self):
        print('It took you %i attempts to melt the lump!' % self.attempts)
    @property
    def is_really_hot(self):
        return self.heat
lump = Matter()
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid', 'prepare': ['heat_up', 'count_attempts'], 'conditions': 'is_really_hot', 'after': 'stats'},
]
machine = Machine(model=lump, states=states, transitions=transitions, initial='solid')
print(lump.state)
lump.melt()
lump.melt()
lump.melt()
lump.melt()
print(lump.state)
# solid
# It took you 4 attempts to melt the lump!
# liquid
 
除非当前状态是命名转换的有效源,否则不会调用 prepare
状态机转换状态前后回调
初始化状态机对象 Machine
- before_state_change:转换状态前调用可调用对象。
 - after_state_change:转换状态后调用可调用对象。
 
from transitions import Machine
class Matter:
    def before(self):
        print('before')
    def after(self):
        print('after')
    def prepare(self):
        print('prepare')
    def before_state_change(self):
        print('before_state_change')
    def after_state_change(self):
        print('after_state_change')
lump = Matter()
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid',
     'before': 'before', 'after': 'after', 'prepare': 'prepare'},
]
machine = Machine(model=lump, states=states, transitions=transitions, initial='solid',
                  before_state_change='before_state_change', after_state_change='after_state_change')
lump.melt()
# prepare
# before_state_change
# before
# after
# after_state_change
 
异常处理
from transitions import Machine
class Matter:
    def raise_error(self, event):
        raise ValueError('Oh no')
    def prepare(self, event):
        print('I am ready!')
    def finalize(self, event):
        print('Result: ', type(event.error), event.error)
lump = Matter()
states = ['solid', 'liquid', 'gas', 'plasma']
machine = Machine(model=lump, states=states, prepare_event='prepare', before_state_change='raise_error',
                  finalize_event='finalize', send_event=True)
try:
    lump.to_gas()
except ValueError:
    pass
print(lump.state)
# I am ready!
# Result:  <class 'ValueError'> Oh no
# initial
 
可以传递给 on_exception
from transitions import Machine
class Matter(object):
    def raise_error(self, event):
        raise ValueError('Oh no')
    def handle_error(self, event):
        print('Fixing things ...')
        del event.error  # 看不到就不会发生
states = ['solid', 'liquid', 'gas', 'plasma']
lump = Matter()
m = Machine(lump, states, before_state_change='raise_error', on_exception='handle_error', send_event=True)
try:
    lump.to_gas()
except ValueError:
    pass
print(lump.state)
# Fixing things ...
# initial
 
回调协议
可能你意识到,给 states、conditions、transitions 赋予的回调通过名称,会从模型中检索相关可调用对象。如果检索不到,或包含点,则会将其视作通往模块函数的路径,并尝试导入。
或者,可以传递属性或属性名,但这样无法接收 event 数据
也可以传递函数之类的可调用对象
还可以传递可调用对象的列表/元组,将按顺序执行
my_tool.py
def imported_func():
    print(1)
 
from transitions import Machine
from my_tool import imported_func
import random
class Model(object):
    def a_callback(self):
        imported_func()
    @property
    def a_property(self):
        return random.random() < 0.5
    an_attribute = False
model = Model()
machine = Machine(model=model, states=['A'], initial='A')
machine.add_transition('by_name', 'A', 'A', conditions='a_property', after='a_callback')
machine.add_transition('by_reference', 'A', 'A', unless=['a_property', 'an_attribute'], after=model.a_callback)
machine.add_transition('imported', 'A', 'A', after='my_tool.imported_func')
model.by_name()
model.by_reference()
model.imported()
# 1
# 1
 
回调协议在 Machine.resolve_callable 中实现,如果需要更复杂的解析策略,可以重写此方法
from transitions import Machine
class CustomMachine(Machine):
    @staticmethod
    def resolve_callable(func, event_data):
        super(CustomMachine, CustomMachine).resolve_callable(func, event_data)
 
回调执行顺序
有三种方法触发事件:
lump.melt()lump.trigger('melt')machine.dispatch('melt')
并按以下顺序执行转换状态的回调
| 回调 | 当前状态 | 备注 | 
|---|---|---|
| ‘machine.prepare_event’ | source | 在处理个别转换前执行一次 | 
| ‘transition.prepare’ | source | 在转换开始时执行 | 
| ‘transition.conditions’ | source | 条件可能会失效并停止转换 | 
| ‘transition.unless’ | source | 条件可能会失效并停止转换 | 
| ‘machine.before_state_change’ | source | 在模型上声明的默认回调函数 | 
| ‘transition.before’ | source | |
| ‘state.on_exit’ | source | 在源状态上声明的回调 | 
| <STATE CHANGE> | ||
| ‘state.on_enter’ | destination | 在目标状态上声明的回调函数 | 
| ‘transition.after’ | destination | |
| ‘machine.after_state_change’ | destination | 在模型上声明的默认回调函数 | 
| ‘machine.on_exception’ | source/destination | 在引发异常时执行回调函数 | 
| ‘machine.finalize_event’ | source/destination | 即使没有发生转换或引发异常,也将执行回调 | 
传递参数
给状态机的回调函数传递参数:
- 位置参数
 - 关键字参数
 
from transitions import Machine
class Matter:
    def __init__(self):
        self.set_environment()
    def set_environment(self, temp=0, pressure=101.325):
        self.temp = temp
        self.pressure = pressure
    def print_temperature(self):
        print(f'Current temperature is {self.temp} degrees celsius.')
    def print_pressure(self):
        print(f'Current pressure is {self.pressure:.2f} kPa.')
lump = Matter()
machine = Machine(model=lump, states=['solid', 'liquid'], initial='solid')
machine.add_transition(trigger='melt', source='solid', dest='liquid', before='set_environment')
lump.melt(45)  # 相当于调用lump.trigger('melt', 45)
lump.print_temperature()
# Current temperature is 45 degrees celsius.
machine.set_state('solid')
lump.melt(pressure=300.23)
lump.print_pressure()
# Current pressure is 300.23 kPa.
 
如果初始化状态机时加入参数 send_event=True ,所有调用触发器的参数将被封装进 EventData 实例 并传递给所有回调函数,但只能用关键字参数。
EventData 还维护了相关的内部引用,如原状态、转换、状态机、触发器等。
from transitions import Machine
class Matter:
    def __init__(self):
        self.temp = 0
        self.pressure = 101.325
    def set_environment(self, event):
        self.temp = event.kwargs.get('temp', 0)
        self.pressure = event.kwargs.get('pressure', 101.325)
    def print_temperature(self):
        print(f'Current temperature is {self.temp} degrees celsius.')
    def print_pressure(self):
        print(f'Current pressure is {self.pressure:.2f} kPa.')
lump = Matter()
machine = Machine(model=lump, states=['solid', 'liquid'], initial='solid', send_event=True)
machine.add_transition(trigger='melt', source='solid', dest='liquid', before='set_environment')
lump.melt(temp=45)
lump.print_temperature()
# Current temperature is 45 degrees celsius.
machine.set_state('solid')
lump.melt(pressure=300.23)
lump.print_pressure()
# Current pressure is 300.23 kPa.
 
初始化模式
类继承 Machine,将状态机功能整合到现有类中,比将功能放在独立 machine 实例中更自然
from transitions import Machine
class Matter(Machine):
    def say_hello(self):
        print('hello, new state!')
    def say_goodbye(self):
        print('goodbye, old state!')
    def __init__(self):
        states = ['solid', 'liquid', 'gas']
        Machine.__init__(self, states=states, initial='solid')
        self.add_transition(trigger='melt', source='solid', dest='liquid')
lump = Matter()
print(lump.state)
lump.melt()
print(lump.state)
# solid
# liquid
 
状态机能处理多个模型,例如 Machine(model=[model1, model2, ...])
也可以创建单例,machine.add_model(model=None)
调用 machine.dispatch 用于给所有添加了状态机的模型触发事件
调用 machine.remove_model 对暂时使用状态机的模型进行垃圾回收
from transitions import Machine
class Matter:
    pass
lump1 = Matter()
lump2 = Matter()
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
    {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
    {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
]
machine = Machine(model=None, states=states, transitions=transitions, initial='solid')
machine.add_model(lump1)
machine.add_model(lump2, initial='liquid')
print(lump1.state)
print(lump2.state)
# solid
# liquid
machine.dispatch('to_plasma')
print(lump1.state)
# plasma
assert lump1.state == lump2.state
machine.remove_model([lump1, lump2])
del lump1
del lump2
 
状态机的初始化状态为 'initial',如果不希望有初始化状态,可以传递参数 initial=None,在这种情况下,每次添加模型时都需要指定一个初始状态
from transitions import Machine
class Matter:
    pass
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
    {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
    {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
]
machine = Machine(model=None, states=states, transitions=transitions, initial=None)
try:
    machine.add_model(Matter())
except Exception as e:
    print(e)
    # MachineError: No initial state configured for machine, must specify when adding model.
machine.add_model(Matter(), initial='liquid')
 
日志
import logging
from transitions import Machine
class Matter:
    pass
logging.basicConfig(level=logging.DEBUG)
logging.getLogger('transitions').setLevel(logging.INFO)
lump = Matter()
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
    {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
    {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
]
machine = Machine(model=lump, states=states, transitions=transitions, initial='solid')
print(lump.state)
lump.melt()
print(lump.state)
# solid
# liquid
# INFO:transitions.core:Finished processing state solid exit callbacks.
# INFO:transitions.core:Finished processing state liquid enter callbacks.
 
扩展
转换的核心是轻量级的,同时有各种各样的 MixIns 来扩展它的功能:
- Diagrams:可视化状态机当前状态
 - Hierarchical State Machines:用于嵌套和重用
 - Threadsafe Locks:并行执行
 - Async callbacks:异步执行
 - Custom States:扩展状态相关的行为
 
有两种方式获取所需特性的状态机实例:
- 工厂模式 
MachineFactory:设置参数graph、nested、locked、asyncio为True 
from transitions.extensions import MachineFactory
diagram_cls = MachineFactory.get_predefined(graph=True)
nested_locked_cls = MachineFactory.get_predefined(nested=True, locked=True)
async_machine_cls = MachineFactory.get_predefined(asyncio=True)
class Matter:
    pass
model = Matter()
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
    {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
    {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
]
machine1 = diagram_cls(model=model, states=states, transitions=transitions)
machine2 = nested_locked_cls(model=model, states=states, transitions=transitions)
 
- 直接从 
transitions.extensions导入对应的类 
| Diagrams | Nested | Locked | Asyncio | |
|---|---|---|---|---|
| Machine | ✘ | ✘ | ✘ | ✘ | 
| GraphMachine | ✓ | ✘ | ✘ | ✘ | 
| HierarchicalMachine | ✘ | ✓ | ✘ | ✘ | 
| LockedMachine | ✘ | ✘ | ✓ | ✘ | 
| HierarchicalGraphMachine | ✓ | ✓ | ✘ | ✘ | 
| LockedGraphMachine | ✓ | ✘ | ✓ | ✘ | 
| LockedHierarchicalMachine | ✘ | ✓ | ✓ | ✘ | 
| LockedHierarchicalGraphMachine | ✓ | ✓ | ✓ | ✘ | 
| AsyncMachine | ✘ | ✘ | ✘ | ✓ | 
| AsyncGraphMachine | ✓ | ✘ | ✘ | ✓ | 
| HierarchicalAsyncMachine | ✘ | ✓ | ✘ | ✓ | 
| HierarchicalAsyncGraphMachine | ✓ | ✓ | ✘ | ✓ | 
from transitions.extensions import LockedHierarchicalGraphMachine as LHGMachine
class Matter:
    pass
model = Matter()
states = ['solid', 'liquid', 'gas', 'plasma']
transitions = [
    {'trigger': 'melt', 'source': 'solid', 'dest': 'liquid'},
    {'trigger': 'evaporate', 'source': 'liquid', 'dest': 'gas'},
    {'trigger': 'sublimate', 'source': 'solid', 'dest': 'gas'},
    {'trigger': 'ionize', 'source': 'gas', 'dest': 'plasma'}
]
machine = LHGMachine(model=model, states=states, transitions=transitions)
 
Diagrams
Hierarchical State Machine (HSM)
常用参数
Machine
 
初始化状态机对象
- model:需要管理状态的对象(s)
 - states:有效状态的列表或枚举
 - initial:初始状态
 - transitions:可选的转换列表(每个元素是字典或列表)
 - send_event:为 
True时,传递给触发器方法的任何参数都包装在EventData对象中,允许对数据的间接和封装访问。为False时,所有的位置参数和关键字参数将直接传递给所有回调方法 - auto_transitions:默认为 
True,自动给每个状态生成一个to_<state>()触发器。 - ordered_transitions:为 
True时,则在初始化结束时调用add_ordered_transitions()。 - ignore_invalid_triggers:为 
True时,对当前状态无效的触发器调用将被忽略 - before_state_change:转换状态前调用可调用对象。
 - after_state_change:转换状态后调用可调用对象。
 - name:设置名称,将其用作记录器输出前缀
 - queued:为 
True时,顺序处理转换。在状态回调函数中执行的触发器将入队并稍后执行。由于队列的性质,所有转换都返回True,因为条件检查不能在排队时进行。 - prepare_event:状态转换前调用可调用对象
 - finalize_event:状态转换后调用可调用对象。
 - on_exception:引发异常时调用可调用对象。
 
Machine.add_transition()
 
给状态机添加转换方法
- trigger:转换状态的方法名。
 - source:原状态名,可为字符串或列表。
 - dest:目标状态名,为 
=或同source时,自反转换。为None时则是内部转换,不会调用exit和enter的回调。 - conditions:满足条件才转换状态,为可调用对象及其列表。即所有返回为 
True才转换状态。 - unless:不满足条件才转换状态,类似 
conditions - before:转换状态前调用。
 - after:转换状态后调用。
 - prepare:触发器激活时调用。
 - kwargs:关键字参数。
 
参考文献
- transitions GitHub
 - transitions-gui GitHub
 - graphviz Documentation
 - 将点文件(graphviz)转换为图像时,如何设置分辨率?
 - get_triggers() in pytransitions not returning expected output
 










