C
C#4w ago
Falco

Did I implement State Machine Pattern correctly?

Im trying to implement State Machine Pattern for the state of a form, but I feel like it's not right or adding any convenience. Context: User fills in a form on my webpage. User then saves the form. Upon saving, the form should get one of the following states:
c#
public enum State
{
[Description("NewForm")] // Initial state
Draft = 0,
[Description("Denied")] // Form was denied
Afgekeurd = 1,
[Description("Approved")] // Form was approved
Afgerond = 2,
[Description("WaitForApprovalManager")] // Form needs manager approval
WaitForApprovalManager = 3,
[Description("WaitForApprovalTech")] // Form needs tech department approval
WaitForApprovalTech = 4,
[Description("WaitForApprovalFinance")] // Form needs finance department approval
WaitForApprovalFinance = 5,
}
c#
public enum State
{
[Description("NewForm")] // Initial state
Draft = 0,
[Description("Denied")] // Form was denied
Afgekeurd = 1,
[Description("Approved")] // Form was approved
Afgerond = 2,
[Description("WaitForApprovalManager")] // Form needs manager approval
WaitForApprovalManager = 3,
[Description("WaitForApprovalTech")] // Form needs tech department approval
WaitForApprovalTech = 4,
[Description("WaitForApprovalFinance")] // Form needs finance department approval
WaitForApprovalFinance = 5,
}
The state of a form is defined by business rules. For example:
If (form.totalpay < 500) Finance should approve the form state should be.
If (form.totalpay >= 500) Finance and management should approve the form.
If (form.totalpay >= 500 and form = tech) All departments should approve.
etc..
If (form.totalpay < 500) Finance should approve the form state should be.
If (form.totalpay >= 500) Finance and management should approve the form.
If (form.totalpay >= 500 and form = tech) All departments should approve.
etc..
I made an attempt to make a state machine pattern, but I can't seem to understand why it's useful. So maybe im not doing it correctly. Tips are very welcome. How I implemented the State Machine Pattern: FormStateService.cs
c#
public class FormStateService
{
private FormState _currentState; // Current state of the form
private Form _form; // Form that the user filled in

public FormStateService(Form form)
{
_form = form;
if (_currentState == null)
{
SetState(new DraftState()); // Set initial state to draft
}
}

public void SetState(FormState state)
{
_currentState = state;
_currentState.SetContext(_form);
}

public Form HandleStateTransition()
{
_currentState.HandleStateTransition(this);
return _form;
}

public Status GetCurrentState()
{
return (State)_form.State;
}
}
c#
public class FormStateService
{
private FormState _currentState; // Current state of the form
private Form _form; // Form that the user filled in

public FormStateService(Form form)
{
_form = form;
if (_currentState == null)
{
SetState(new DraftState()); // Set initial state to draft
}
}

public void SetState(FormState state)
{
_currentState = state;
_currentState.SetContext(_form);
}

public Form HandleStateTransition()
{
_currentState.HandleStateTransition(this);
return _form;
}

public Status GetCurrentState()
{
return (State)_form.State;
}
}
FormState.cs:
C#
public abstract class FormState
{
protected Form _form;

public void SetContext(Form form)
{
_form = form;
}

public abstract void HandleStateTransition(FormStateService stateMachine);
}
C#
public abstract class FormState
{
protected Form _form;

public void SetContext(Form form)
{
_form = form;
}

public abstract void HandleStateTransition(FormStateService stateMachine);
}
Each State has its own class like this with the business rules defined. For example this is what each stateclass looks like. WaitForApprovalManagerState.cs
c#
public override void HandleStateTransition(FormStateService stateMachine)
{

if (_form.TotalReceipt >= 500) // Wait for managed to approve
{
_form.State = (int)Status.WaitForApprovalManagerState;
stateMachine.SetState(new WaitForApprovalManagerState());
return;
}

if (_form.TotalReceipt >= 500 && _form.ManagerApproved && _form.TechForm == true) // If manager has approved let tech approve
{
_form.State = (int)Status.WaitForApprovalTechState;
stateMachine.SetState(new WaitForApprovalTechState());
return;
}

}
c#
public override void HandleStateTransition(FormStateService stateMachine)
{

if (_form.TotalReceipt >= 500) // Wait for managed to approve
{
_form.State = (int)Status.WaitForApprovalManagerState;
stateMachine.SetState(new WaitForApprovalManagerState());
return;
}

if (_form.TotalReceipt >= 500 && _form.ManagerApproved && _form.TechForm == true) // If manager has approved let tech approve
{
_form.State = (int)Status.WaitForApprovalTechState;
stateMachine.SetState(new WaitForApprovalTechState());
return;
}

}
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