effect-machine 0.1.0

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package/src/machine.ts ADDED
@@ -0,0 +1,685 @@
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+ /**
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+ * Machine namespace - fluent builder API for state machines.
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+ *
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+ * @example
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+ * ```ts
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+ * import { Machine, State, Event, Slot } from "effect-machine"
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+ *
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+ * const MyState = State({ Idle: {}, Running: { count: Schema.Number } })
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+ * const MyEvent = Event({ Start: {}, Stop: {} })
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+ *
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+ * const MyGuards = Slot.Guards({
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+ * canStart: { threshold: Schema.Number },
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+ * })
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+ *
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+ * const MyEffects = Slot.Effects({
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+ * notify: { message: Schema.String },
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+ * })
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+ *
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+ * const machine = Machine.make({
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+ * state: MyState,
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+ * event: MyEvent,
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+ * guards: MyGuards,
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+ * effects: MyEffects,
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+ * initial: MyState.Idle,
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+ * })
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+ * .on(MyState.Idle, MyEvent.Start, ({ state, guards, effects }) =>
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+ * Effect.gen(function* () {
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+ * if (yield* guards.canStart({ threshold: 5 })) {
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+ * yield* effects.notify({ message: "Starting!" })
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+ * return MyState.Running({ count: 0 })
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+ * }
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+ * return state
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+ * })
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+ * )
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+ * .on(MyState.Running, MyEvent.Stop, () => MyState.Idle)
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+ * .final(MyState.Idle)
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+ * .provide({
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+ * canStart: ({ threshold }) => Effect.succeed(threshold > 0),
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+ * notify: ({ message }) => Effect.log(message),
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+ * })
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+ * ```
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+ *
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+ * @module
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+ */
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+ import type { Schema, Schedule, Scope, Context } from "effect";
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+ import { Effect } from "effect";
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+ import type { Pipeable } from "effect/Pipeable";
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+ import { pipeArguments } from "effect/Pipeable";
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+
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+ import type { TransitionResult } from "./internal/utils.js";
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+ import { getTag } from "./internal/utils.js";
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+ import type { TaggedOrConstructor, BrandedState, BrandedEvent } from "./internal/brands.js";
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+ import type { MachineStateSchema, MachineEventSchema, VariantsUnion } from "./schema.js";
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+ import type { PersistentMachine, WithPersistenceConfig } from "./persistence/persistent-machine.js";
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+ import { persist as persistImpl } from "./persistence/persistent-machine.js";
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+ import { SlotProvisionError, ProvisionValidationError } from "./errors.js";
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+ import type {
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+ GuardsSchema,
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+ EffectsSchema,
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+ GuardsDef,
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+ EffectsDef,
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+ GuardSlots,
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+ EffectSlots,
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+ GuardHandlers,
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+ EffectHandlers as SlotEffectHandlers,
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+ MachineContext,
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+ } from "./slot.js";
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+ import { MachineContextTag } from "./slot.js";
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+
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+ // ============================================================================
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+ // Core types
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+ // ============================================================================
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+
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+ /**
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+ * Self reference for sending events back to the machine
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+ */
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+ export interface MachineRef<Event> {
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+ readonly send: (event: Event) => Effect.Effect<void>;
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+ }
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+
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+ /**
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+ * Handler context passed to transition handlers
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+ */
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+ export interface HandlerContext<State, Event, GD extends GuardsDef, ED extends EffectsDef> {
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+ readonly state: State;
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+ readonly event: Event;
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+ readonly guards: GuardSlots<GD>;
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+ readonly effects: EffectSlots<ED>;
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+ }
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+
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+ /**
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+ * Handler context passed to state effect handlers (onEnter, spawn, background)
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+ */
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+ export interface StateHandlerContext<State, Event, ED extends EffectsDef> {
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+ readonly state: State;
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+ readonly event: Event;
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+ readonly self: MachineRef<Event>;
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+ readonly effects: EffectSlots<ED>;
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+ }
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+
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+ /**
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+ * Transition handler function
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+ */
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+ export type TransitionHandler<S, E, NewState, GD extends GuardsDef, ED extends EffectsDef, R> = (
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+ ctx: HandlerContext<S, E, GD, ED>,
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+ ) => TransitionResult<NewState, R>;
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+
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+ /**
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+ * State effect handler function
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+ */
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+ export type StateEffectHandler<S, E, ED extends EffectsDef, R> = (
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+ ctx: StateHandlerContext<S, E, ED>,
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+ ) => Effect.Effect<void, never, R>;
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+
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+ /**
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+ * Transition definition
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+ */
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+ export interface Transition<State, Event, GD extends GuardsDef, ED extends EffectsDef, R> {
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+ readonly stateTag: string;
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+ readonly eventTag: string;
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+ readonly handler: TransitionHandler<State, Event, State, GD, ED, R>;
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+ readonly reenter?: boolean;
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+ }
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+
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+ /**
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+ * Spawn effect - state-scoped forked effect
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+ */
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+ export interface SpawnEffect<State, Event, ED extends EffectsDef, R> {
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+ readonly stateTag: string;
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+ readonly handler: StateEffectHandler<State, Event, ED, R>;
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+ }
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+
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+ /**
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+ * Background effect - runs for entire machine lifetime
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+ */
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+ export interface BackgroundEffect<State, Event, ED extends EffectsDef, R> {
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+ readonly handler: StateEffectHandler<State, Event, ED, R>;
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+ }
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+
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+ // ============================================================================
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+ // Options types
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+ // ============================================================================
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+
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+ /** Options for `persist` */
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+ export interface PersistOptions {
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+ readonly snapshotSchedule: Schedule.Schedule<unknown, { readonly _tag: string }>;
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+ readonly journalEvents: boolean;
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+ readonly machineType?: string;
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+ }
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+
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+ // ============================================================================
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+ // Internal helpers
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+ // ============================================================================
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+
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+ type IsAny<T> = 0 extends 1 & T ? true : false;
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+ type IsUnknown<T> = unknown extends T ? ([T] extends [unknown] ? true : false) : false;
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+ type NormalizeR<T> = IsAny<T> extends true ? T : IsUnknown<T> extends true ? never : T;
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+
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+ // ============================================================================
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+ // MakeConfig
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+ // ============================================================================
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+
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+ export interface MakeConfig<
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+ SD extends Record<string, Schema.Struct.Fields>,
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+ ED extends Record<string, Schema.Struct.Fields>,
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+ S extends BrandedState,
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+ E extends BrandedEvent,
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+ GD extends GuardsDef,
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+ EFD extends EffectsDef,
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+ > {
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+ readonly state: MachineStateSchema<SD> & { Type: S };
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+ readonly event: MachineEventSchema<ED> & { Type: E };
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+ readonly guards?: GuardsSchema<GD>;
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+ readonly effects?: EffectsSchema<EFD>;
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+ readonly initial: S;
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+ }
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+
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+ // ============================================================================
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+ // Provide types
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+ // ============================================================================
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+
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+ /** Check if a GuardsDef has any actual keys */
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+ type HasGuardKeys<GD extends GuardsDef> = [keyof GD] extends [never]
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+ ? false
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+ : GD extends Record<string, never>
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+ ? false
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+ : true;
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+
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+ /** Check if an EffectsDef has any actual keys */
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+ type HasEffectKeys<EFD extends EffectsDef> = [keyof EFD] extends [never]
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+ ? false
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+ : EFD extends Record<string, never>
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+ ? false
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+ : true;
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+
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+ /** Context type passed to guard/effect handlers */
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+ export type SlotContext<State, Event> = MachineContext<State, Event, MachineRef<Event>>;
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+
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+ /** Combined handlers for provide() - guards and effects only */
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+ export type ProvideHandlers<
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+ State,
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+ Event,
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+ GD extends GuardsDef,
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+ EFD extends EffectsDef,
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+ R,
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+ > = (HasGuardKeys<GD> extends true ? GuardHandlers<GD, SlotContext<State, Event>, R> : object) &
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+ (HasEffectKeys<EFD> extends true
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+ ? SlotEffectHandlers<EFD, SlotContext<State, Event>, R>
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+ : object);
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+
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+ // ============================================================================
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+ // Machine class
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+ // ============================================================================
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+
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+ /**
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+ * Machine definition with fluent builder API.
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+ *
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+ * Type parameters:
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+ * - `State`: The state union type
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+ * - `Event`: The event union type
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+ * - `R`: Effect requirements
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+ * - `_SD`: State schema definition (for compile-time validation)
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+ * - `_ED`: Event schema definition (for compile-time validation)
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+ * - `GD`: Guard definitions
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+ * - `EFD`: Effect definitions
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+ */
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+ export class Machine<
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+ State,
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+ Event,
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+ R = never,
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+ _SD extends Record<string, Schema.Struct.Fields> = Record<string, Schema.Struct.Fields>,
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+ _ED extends Record<string, Schema.Struct.Fields> = Record<string, Schema.Struct.Fields>,
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+ GD extends GuardsDef = Record<string, never>,
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+ EFD extends EffectsDef = Record<string, never>,
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+ > implements Pipeable {
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+ readonly initial: State;
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+ /** @internal */ readonly _transitions: Array<Transition<State, Event, GD, EFD, R>>;
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+ /** @internal */ readonly _spawnEffects: Array<SpawnEffect<State, Event, EFD, R>>;
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+ /** @internal */ readonly _backgroundEffects: Array<BackgroundEffect<State, Event, EFD, R>>;
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+ /** @internal */ readonly _finalStates: Set<string>;
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+ /** @internal */ readonly _guardsSchema?: GuardsSchema<GD>;
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+ /** @internal */ readonly _effectsSchema?: EffectsSchema<EFD>;
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+ /** @internal */ readonly _guardHandlers: Map<
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+ string,
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+ (params: unknown, ctx: SlotContext<State, Event>) => boolean | Effect.Effect<boolean, never, R>
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+ >;
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+ /** @internal */ readonly _effectHandlers: Map<
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+ string,
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+ (params: unknown, ctx: SlotContext<State, Event>) => Effect.Effect<void, never, R>
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+ >;
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+ readonly stateSchema?: Schema.Schema<State, unknown, never>;
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+ readonly eventSchema?: Schema.Schema<Event, unknown, never>;
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+
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+ /**
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+ * Context tag for accessing machine state/event/self in slot handlers.
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+ * Uses shared module-level tag for all machines.
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+ */
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+ readonly Context: Context.Tag<
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+ MachineContext<State, Event, MachineRef<Event>>,
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+ MachineContext<State, Event, MachineRef<Event>>
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+ > = MachineContextTag as Context.Tag<
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+ MachineContext<State, Event, MachineRef<Event>>,
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+ MachineContext<State, Event, MachineRef<Event>>
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+ >;
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+
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+ // Public readonly views
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+ get transitions(): ReadonlyArray<Transition<State, Event, GD, EFD, R>> {
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+ return this._transitions;
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+ }
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+ get spawnEffects(): ReadonlyArray<SpawnEffect<State, Event, EFD, R>> {
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+ return this._spawnEffects;
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+ }
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+ get backgroundEffects(): ReadonlyArray<BackgroundEffect<State, Event, EFD, R>> {
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+ return this._backgroundEffects;
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+ }
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+ get finalStates(): ReadonlySet<string> {
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+ return this._finalStates;
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+ }
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+ get guardsSchema(): GuardsSchema<GD> | undefined {
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+ return this._guardsSchema;
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+ }
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+ get effectsSchema(): EffectsSchema<EFD> | undefined {
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+ return this._effectsSchema;
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+ }
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+
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+ /** @internal */
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+ constructor(
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+ initial: State,
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+ stateSchema?: Schema.Schema<State, unknown, never>,
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+ eventSchema?: Schema.Schema<Event, unknown, never>,
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+ guardsSchema?: GuardsSchema<GD>,
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+ effectsSchema?: EffectsSchema<EFD>,
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+ ) {
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+ this.initial = initial;
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+ this._transitions = [];
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+ this._spawnEffects = [];
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+ this._backgroundEffects = [];
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+ this._finalStates = new Set();
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+ this._guardsSchema = guardsSchema;
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+ this._effectsSchema = effectsSchema;
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+ this._guardHandlers = new Map();
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+ this._effectHandlers = new Map();
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+ this.stateSchema = stateSchema;
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+ this.eventSchema = eventSchema;
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+ }
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+
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+ pipe() {
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+ // eslint-disable-next-line prefer-rest-params
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+ return pipeArguments(this, arguments);
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+ }
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+
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+ // ---- on ----
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+
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+ on<
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+ NS extends VariantsUnion<_SD> & BrandedState,
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+ NE extends VariantsUnion<_ED> & BrandedEvent,
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+ RS extends VariantsUnion<_SD> & BrandedState,
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+ >(
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+ state: TaggedOrConstructor<NS>,
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+ event: TaggedOrConstructor<NE>,
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+ handler: TransitionHandler<NS, NE, RS, GD, EFD, never>,
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+ ): Machine<State, Event, R, _SD, _ED, GD, EFD> {
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+ return this.addTransition(state, event, handler, false);
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+ }
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+
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+ // ---- reenter ----
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+
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+ /**
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+ * Like `on()`, but forces onEnter/spawn to run even when transitioning to the same state tag.
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+ * Use this to restart timers, re-run spawned effects, or reset state-scoped effects.
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+ */
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+ reenter<
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+ NS extends VariantsUnion<_SD> & BrandedState,
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+ NE extends VariantsUnion<_ED> & BrandedEvent,
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+ RS extends VariantsUnion<_SD> & BrandedState,
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+ >(
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+ state: TaggedOrConstructor<NS>,
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+ event: TaggedOrConstructor<NE>,
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+ handler: TransitionHandler<NS, NE, RS, GD, EFD, never>,
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+ ): Machine<State, Event, R, _SD, _ED, GD, EFD> {
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+ return this.addTransition(state, event, handler, true);
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+ }
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+
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+ /** @internal */
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+ private addTransition<NS extends BrandedState, NE extends BrandedEvent>(
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+ state: TaggedOrConstructor<NS>,
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+ event: TaggedOrConstructor<NE>,
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+ handler: TransitionHandler<NS, NE, BrandedState, GD, EFD, never>,
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+ reenter: boolean,
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+ ): Machine<State, Event, R, _SD, _ED, GD, EFD> {
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+ const stateTag = getTag(state);
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+ const eventTag = getTag(event);
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+
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+ const transition: Transition<State, Event, GD, EFD, R> = {
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+ stateTag,
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+ eventTag,
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+ handler: handler as unknown as Transition<State, Event, GD, EFD, R>["handler"],
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+ reenter,
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+ };
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+
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+ // eslint-disable-next-line @typescript-eslint/no-explicit-any
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+ (this._transitions as any[]).push(transition);
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+
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+ return this;
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+ }
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+
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+ // ---- spawn ----
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+
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+ /**
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+ * State-scoped effect that is forked on state entry and automatically cancelled on state exit.
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+ * Use effect slots defined via `Slot.Effects` for the actual work.
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+ *
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+ * @example
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+ * ```ts
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+ * const MyEffects = Slot.Effects({
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+ * fetchData: { url: Schema.String },
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+ * });
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+ *
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+ * machine
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+ * .spawn(State.Loading, ({ effects, state }) => effects.fetchData({ url: state.url }))
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+ * .provide({
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+ * fetchData: ({ url }, { self }) =>
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+ * Effect.gen(function* () {
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+ * yield* Effect.addFinalizer(() => Effect.log("Leaving Loading"));
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+ * const data = yield* Http.get(url);
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+ * yield* self.send(Event.Loaded({ data }));
387
+ * }),
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+ * });
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+ * ```
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+ */
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+ spawn<NS extends VariantsUnion<_SD> & BrandedState>(
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+ state: TaggedOrConstructor<NS>,
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+ handler: StateEffectHandler<NS, VariantsUnion<_ED> & BrandedEvent, EFD, Scope.Scope>,
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+ ): Machine<State, Event, R, _SD, _ED, GD, EFD> {
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+ const stateTag = getTag(state);
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+ // eslint-disable-next-line @typescript-eslint/no-explicit-any
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+ (this._spawnEffects as any[]).push({
398
+ stateTag,
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+ handler: handler as unknown as SpawnEffect<State, Event, EFD, R>["handler"],
400
+ });
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+ return this;
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+ }
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+
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+ // ---- background ----
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+
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+ /**
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+ * Machine-lifetime effect that is forked on actor spawn and runs until the actor stops.
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+ * Use effect slots defined via `Slot.Effects` for the actual work.
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+ *
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+ * @example
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+ * ```ts
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+ * const MyEffects = Slot.Effects({
413
+ * heartbeat: {},
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+ * });
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+ *
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+ * machine
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+ * .background(({ effects }) => effects.heartbeat())
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+ * .provide({
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+ * heartbeat: (_, { self }) =>
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+ * Effect.forever(
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+ * Effect.sleep("30 seconds").pipe(Effect.andThen(self.send(Event.Ping)))
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+ * ),
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+ * });
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+ * ```
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+ */
426
+ background(
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+ handler: StateEffectHandler<State, Event, EFD, Scope.Scope>,
428
+ ): Machine<State, Event, R, _SD, _ED, GD, EFD> {
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+ // eslint-disable-next-line @typescript-eslint/no-explicit-any
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+ (this._backgroundEffects as any[]).push({
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+ handler: handler as unknown as BackgroundEffect<State, Event, EFD, R>["handler"],
432
+ });
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+ return this;
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+ }
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+
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+ // ---- final ----
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+
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+ final<NS extends VariantsUnion<_SD> & BrandedState>(
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+ state: TaggedOrConstructor<NS>,
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+ ): Machine<State, Event, R, _SD, _ED, GD, EFD> {
441
+ const stateTag = getTag(state);
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+ this._finalStates.add(stateTag);
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+ return this;
444
+ }
445
+
446
+ // ---- provide ----
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+
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+ /**
449
+ * Provide implementations for guard and effect slots.
450
+ * Creates a new machine instance (the original can be reused with different providers).
451
+ */
452
+ provide<R2>(
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+ handlers: ProvideHandlers<State, Event, GD, EFD, R2>,
454
+ ): Machine<State, Event, R | NormalizeR<R2>, _SD, _ED, GD, EFD> {
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+ // Collect all required slot names in a single pass
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+ const requiredSlots = new Set<string>();
457
+ if (this._guardsSchema !== undefined) {
458
+ for (const name of Object.keys(this._guardsSchema.definitions)) {
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+ requiredSlots.add(name);
460
+ }
461
+ }
462
+ if (this._effectsSchema !== undefined) {
463
+ for (const name of Object.keys(this._effectsSchema.definitions)) {
464
+ requiredSlots.add(name);
465
+ }
466
+ }
467
+
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+ // Single-pass validation: collect all missing and extra handlers
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+ const providedSlots = new Set(Object.keys(handlers));
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+ const missing: string[] = [];
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+ const extra: string[] = [];
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+
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+ for (const name of requiredSlots) {
474
+ if (!providedSlots.has(name)) {
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+ missing.push(name);
476
+ }
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+ }
478
+ for (const name of providedSlots) {
479
+ if (!requiredSlots.has(name)) {
480
+ extra.push(name);
481
+ }
482
+ }
483
+
484
+ // Report all validation errors at once
485
+ if (missing.length > 0 || extra.length > 0) {
486
+ throw new ProvisionValidationError({ missing, extra });
487
+ }
488
+
489
+ // Create new machine to preserve original for reuse with different providers
490
+ const result = new Machine<State, Event, R | R2, _SD, _ED, GD, EFD>(
491
+ this.initial,
492
+ this.stateSchema as Schema.Schema<State, unknown, never>,
493
+ this.eventSchema as Schema.Schema<Event, unknown, never>,
494
+ this._guardsSchema,
495
+ this._effectsSchema,
496
+ );
497
+
498
+ // Share immutable arrays (never mutated after provide)
499
+ // eslint-disable-next-line @typescript-eslint/no-explicit-any
500
+ (result as any)._transitions = this._transitions;
501
+ // eslint-disable-next-line @typescript-eslint/no-explicit-any
502
+ (result as any)._finalStates = this._finalStates;
503
+ // eslint-disable-next-line @typescript-eslint/no-explicit-any
504
+ (result as any)._spawnEffects = this._spawnEffects;
505
+ // eslint-disable-next-line @typescript-eslint/no-explicit-any
506
+ (result as any)._backgroundEffects = this._backgroundEffects;
507
+
508
+ // Register handlers from provided object
509
+ // eslint-disable-next-line @typescript-eslint/no-explicit-any
510
+ const anyHandlers = handlers as Record<string, any>;
511
+ if (this._guardsSchema !== undefined) {
512
+ for (const name of Object.keys(this._guardsSchema.definitions)) {
513
+ result._guardHandlers.set(name, anyHandlers[name]);
514
+ }
515
+ }
516
+ if (this._effectsSchema !== undefined) {
517
+ for (const name of Object.keys(this._effectsSchema.definitions)) {
518
+ result._effectHandlers.set(name, anyHandlers[name]);
519
+ }
520
+ }
521
+
522
+ return result as unknown as Machine<State, Event, R | NormalizeR<R2>, _SD, _ED, GD, EFD>;
523
+ }
524
+
525
+ // ---- persist ----
526
+
527
+ persist(
528
+ config: PersistOptions,
529
+ ): PersistentMachine<State & { readonly _tag: string }, Event & { readonly _tag: string }, R> {
530
+ return persistImpl(config as WithPersistenceConfig)(
531
+ this as unknown as Machine<BrandedState, BrandedEvent, R>,
532
+ ) as unknown as PersistentMachine<
533
+ State & { readonly _tag: string },
534
+ Event & { readonly _tag: string },
535
+ R
536
+ >;
537
+ }
538
+
539
+ /**
540
+ * Create guard and effect slot accessors for use in handlers.
541
+ * @internal Used by the event loop to create typed accessors.
542
+ */
543
+ _createSlotAccessors(ctx: MachineContext<State, Event, MachineRef<Event>>): {
544
+ guards: GuardSlots<GD>;
545
+ effects: EffectSlots<EFD>;
546
+ } {
547
+ // eslint-disable-next-line @typescript-eslint/no-this-alias
548
+ const machine = this;
549
+
550
+ // Create guard slots that resolve to actual handlers
551
+ const guards =
552
+ this._guardsSchema !== undefined
553
+ ? this._guardsSchema._createSlots((name: string, params: unknown) => {
554
+ const handler = machine._guardHandlers.get(name);
555
+ if (handler === undefined) {
556
+ return Effect.die(new SlotProvisionError({ slotName: name, slotType: "guard" }));
557
+ }
558
+ const result = handler(params, ctx);
559
+ // Handler may return boolean or Effect<boolean>
560
+ const normalized = typeof result === "boolean" ? Effect.succeed(result) : result;
561
+ return normalized.pipe(Effect.provideService(machine.Context, ctx)) as Effect.Effect<
562
+ boolean,
563
+ never,
564
+ never
565
+ >;
566
+ })
567
+ : ({} as GuardSlots<GD>);
568
+
569
+ // Create effect slots that resolve to actual handlers
570
+ const effects =
571
+ this._effectsSchema !== undefined
572
+ ? this._effectsSchema._createSlots((name: string, params: unknown) => {
573
+ const handler = machine._effectHandlers.get(name);
574
+ if (handler === undefined) {
575
+ return Effect.die(new SlotProvisionError({ slotName: name, slotType: "effect" }));
576
+ }
577
+ return handler(params, ctx).pipe(
578
+ Effect.provideService(machine.Context, ctx),
579
+ ) as Effect.Effect<void, never, never>;
580
+ })
581
+ : ({} as EffectSlots<EFD>);
582
+
583
+ return { guards, effects };
584
+ }
585
+
586
+ // ---- Static factory ----
587
+
588
+ static make<
589
+ SD extends Record<string, Schema.Struct.Fields>,
590
+ ED extends Record<string, Schema.Struct.Fields>,
591
+ S extends BrandedState,
592
+ E extends BrandedEvent,
593
+ GD extends GuardsDef = Record<string, never>,
594
+ EFD extends EffectsDef = Record<string, never>,
595
+ >(config: MakeConfig<SD, ED, S, E, GD, EFD>): Machine<S, E, never, SD, ED, GD, EFD> {
596
+ return new Machine<S, E, never, SD, ED, GD, EFD>(
597
+ config.initial,
598
+ config.state as unknown as Schema.Schema<S, unknown, never>,
599
+ config.event as unknown as Schema.Schema<E, unknown, never>,
600
+ config.guards as GuardsSchema<GD> | undefined,
601
+ config.effects as EffectsSchema<EFD> | undefined,
602
+ );
603
+ }
604
+ }
605
+
606
+ // ============================================================================
607
+ // make function (alias for Machine.make)
608
+ // ============================================================================
609
+
610
+ export const make = Machine.make;
611
+
612
+ // ============================================================================
613
+ // spawn function - simple actor creation without ActorSystem
614
+ // ============================================================================
615
+
616
+ import type { ActorRef } from "./actor.js";
617
+ import { createActor } from "./actor.js";
618
+
619
+ /**
620
+ * Spawn an actor directly without ActorSystem ceremony.
621
+ *
622
+ * Use this for simple single-actor cases. For registry, persistence, or
623
+ * multi-actor coordination, use ActorSystemService instead.
624
+ *
625
+ * @example
626
+ * ```ts
627
+ * const program = Effect.gen(function* () {
628
+ * const actor = yield* Machine.spawn(machine);
629
+ * yield* actor.send(Event.Start);
630
+ * yield* Effect.yieldNow();
631
+ * return yield* actor.snapshot;
632
+ * });
633
+ *
634
+ * Effect.runPromise(Effect.scoped(program));
635
+ * ```
636
+ */
637
+ export const spawn: {
638
+ <
639
+ S extends { readonly _tag: string },
640
+ E extends { readonly _tag: string },
641
+ R,
642
+ GD extends GuardsDef,
643
+ EFD extends EffectsDef,
644
+ >(
645
+ // eslint-disable-next-line @typescript-eslint/no-explicit-any -- Schema fields need wide acceptance
646
+ machine: Machine<S, E, R, any, any, GD, EFD>,
647
+ ): Effect.Effect<ActorRef<S, E>, never, R | Scope.Scope>;
648
+
649
+ <
650
+ S extends { readonly _tag: string },
651
+ E extends { readonly _tag: string },
652
+ R,
653
+ GD extends GuardsDef,
654
+ EFD extends EffectsDef,
655
+ >(
656
+ // eslint-disable-next-line @typescript-eslint/no-explicit-any -- Schema fields need wide acceptance
657
+ machine: Machine<S, E, R, any, any, GD, EFD>,
658
+ id: string,
659
+ ): Effect.Effect<ActorRef<S, E>, never, R | Scope.Scope>;
660
+ } = <
661
+ S extends { readonly _tag: string },
662
+ E extends { readonly _tag: string },
663
+ R,
664
+ GD extends GuardsDef,
665
+ EFD extends EffectsDef,
666
+ >(
667
+ // eslint-disable-next-line @typescript-eslint/no-explicit-any -- Schema fields need wide acceptance
668
+ machine: Machine<S, E, R, any, any, GD, EFD>,
669
+ id?: string,
670
+ ): Effect.Effect<ActorRef<S, E>, never, R | Scope.Scope> =>
671
+ Effect.gen(function* () {
672
+ const actorId = id ?? `actor-${Math.random().toString(36).slice(2)}`;
673
+ const actor = yield* createActor(actorId, machine);
674
+
675
+ // Register cleanup on scope finalization
676
+ yield* Effect.addFinalizer(() => actor.stop);
677
+
678
+ return actor;
679
+ });
680
+
681
+ // Transition lookup (introspection)
682
+ export { findTransitions } from "./internal/transition.js";
683
+
684
+ // Persistence types
685
+ export type { PersistenceConfig, PersistentMachine } from "./persistence/index.js";