effect-machine 0.13.0 → 0.14.0

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Files changed (48) hide show
  1. package/README.md +14 -9
  2. package/dist/actor.d.ts +9 -6
  3. package/dist/actor.js +97 -43
  4. package/dist/cluster/entity-machine.d.ts +1 -1
  5. package/dist/cluster/entity-machine.js +1 -1
  6. package/dist/cluster/to-entity.d.ts +1 -1
  7. package/dist/errors.d.ts +9 -2
  8. package/dist/errors.js +8 -2
  9. package/dist/index.d.ts +4 -4
  10. package/dist/index.js +4 -4
  11. package/dist/internal/runtime.d.ts +2 -2
  12. package/dist/internal/runtime.js +5 -10
  13. package/dist/internal/transition.d.ts +9 -9
  14. package/dist/internal/transition.js +3 -5
  15. package/dist/machine.d.ts +122 -135
  16. package/dist/machine.js +97 -112
  17. package/dist/schema.d.ts +14 -0
  18. package/dist/schema.js +9 -0
  19. package/dist/slot.d.ts +112 -86
  20. package/dist/slot.js +92 -59
  21. package/dist/testing.d.ts +16 -16
  22. package/dist/testing.js +3 -3
  23. package/package.json +3 -3
  24. package/v3/dist/actor.d.ts +19 -12
  25. package/v3/dist/actor.js +130 -75
  26. package/v3/dist/cluster/entity-machine.d.ts +1 -1
  27. package/v3/dist/cluster/to-entity.d.ts +1 -1
  28. package/v3/dist/errors.d.ts +12 -3
  29. package/v3/dist/errors.js +10 -4
  30. package/v3/dist/index.d.ts +6 -6
  31. package/v3/dist/index.js +2 -2
  32. package/v3/dist/inspection.d.ts +3 -22
  33. package/v3/dist/inspection.js +1 -15
  34. package/v3/dist/internal/brands.d.ts +4 -8
  35. package/v3/dist/internal/inspection.js +1 -1
  36. package/v3/dist/internal/runtime.d.ts +8 -8
  37. package/v3/dist/internal/runtime.js +45 -28
  38. package/v3/dist/internal/transition.d.ts +10 -10
  39. package/v3/dist/internal/transition.js +8 -10
  40. package/v3/dist/internal/utils.js +5 -1
  41. package/v3/dist/machine.d.ts +153 -120
  42. package/v3/dist/machine.js +118 -115
  43. package/v3/dist/schema.d.ts +25 -11
  44. package/v3/dist/schema.js +18 -5
  45. package/v3/dist/slot.d.ts +112 -86
  46. package/v3/dist/slot.js +92 -59
  47. package/v3/dist/testing.d.ts +16 -16
  48. package/v3/dist/testing.js +7 -7
package/dist/machine.d.ts CHANGED
@@ -2,15 +2,15 @@ import { DeferReplyResult, ReplyResult, TransitionResult } from "./internal/util
2
2
  import { BrandedEvent, BrandedState, ExtractReply, TaggedOrConstructor } from "./internal/brands.js";
3
3
  import { MachineEventSchema, MachineStateSchema, VariantsUnion } from "./schema.js";
4
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  import { DuplicateActorError } from "./errors.js";
5
- import { EffectHandlers, EffectSlots, EffectsDef, EffectsSchema, GuardHandlers, GuardSlots, GuardsDef, GuardsSchema, MachineContext } from "./slot.js";
5
+ import { MachineContext, ProvideSlots, SlotCalls, SlotsDef, SlotsSchema } from "./slot.js";
6
6
  import { Supervision } from "./supervision.js";
7
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  import { findTransitions } from "./internal/transition.js";
8
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  import { ActorRef, ActorSystem } from "./actor.js";
9
- import { Cause, Duration, Effect, Schema, Scope, ServiceMap } from "effect";
9
+ import { Cause, Duration, Effect, Option, Schema, Scope, ServiceMap } from "effect";
10
10
 
11
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  //#region src/machine.d.ts
12
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  declare namespace machine_d_exports {
13
- export { BackgroundEffect, DeferReplyResult, HandlerContext, Machine, MachineRef, MakeConfig, ProvideHandlers, ReplyResult, SlotContext, SpawnEffect, StateEffectHandler, StateHandlerContext, TaskOptions, TimeoutConfig, Transition, TransitionHandler, deferReply, findTransitions, make, materializeMachine, replay, reply, spawn };
13
+ export { BackgroundEffect, DeferReplyResult, HandlerContext, Machine, MachineRef, MakeConfig, PersistConfig, ReplyResult, SpawnEffect, StateEffectHandler, StateHandlerContext, TaskOptions, TimeoutConfig, Transition, TransitionHandler, deferReply, findTransitions, make, materializeMachine, replay, reply, spawn };
14
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  }
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  /**
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  * Self reference for sending events back to the machine
@@ -23,7 +23,7 @@ interface MachineRef<Event> {
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  readonly _tag: string;
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  }, E2 extends {
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  readonly _tag: string;
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- }, R2>(id: string, machine: Machine<S2, E2, R2, any, any, any, any>) => Effect.Effect<ActorRef<S2, E2>, DuplicateActorError, R2>;
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+ }, R2>(id: string, machine: Machine<S2, E2, R2, any, any, any>) => Effect.Effect<ActorRef<S2, E2>, DuplicateActorError, R2>;
27
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  /**
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  * Settle a deferred reply from a spawn handler.
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  * Only usable when the transition handler returned `Machine.deferReply(state)`.
@@ -34,21 +34,20 @@ interface MachineRef<Event> {
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  /**
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  * Handler context passed to transition handlers
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  */
37
- interface HandlerContext<State, Event, GD extends GuardsDef, ED extends EffectsDef> {
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+ interface HandlerContext<State, Event, SD extends SlotsDef = Record<string, never>> {
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  readonly state: State;
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  readonly event: Event;
40
- readonly guards: GuardSlots<GD>;
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- readonly effects: EffectSlots<ED>;
40
+ readonly slots: SlotCalls<SD>;
42
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  }
43
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  /**
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  * Handler context passed to state effect handlers (onEnter, spawn, background)
45
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  */
46
- interface StateHandlerContext<State, Event, ED extends EffectsDef> {
45
+ interface StateHandlerContext<State, Event, SD extends SlotsDef = Record<string, never>> {
47
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  readonly actorId: string;
48
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  readonly state: State;
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  readonly event: Event;
50
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  readonly self: MachineRef<Event>;
51
- readonly effects: EffectSlots<ED>;
50
+ readonly slots: SlotCalls<SD>;
52
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  readonly system: ActorSystem;
53
52
  }
54
53
  /**
@@ -56,38 +55,66 @@ interface StateHandlerContext<State, Event, ED extends EffectsDef> {
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  * When Reply is concrete (event has a reply schema), handler must return Machine.reply().
57
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  * When Reply is never, handler returns plain state.
58
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  */
59
- type TransitionHandler<S, E, NewState, GD extends GuardsDef, ED extends EffectsDef, R, Reply = never> = (ctx: HandlerContext<S, E, GD, ED>) => TransitionResult<NewState, R, Reply>;
58
+ type TransitionHandler<S, E, NewState, SD extends SlotsDef, R, Reply = never> = (ctx: HandlerContext<S, E, SD>) => TransitionResult<NewState, R, Reply>;
60
59
  /**
61
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  * State effect handler function
62
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  */
63
- type StateEffectHandler<S, E, ED extends EffectsDef, R> = (ctx: StateHandlerContext<S, E, ED>) => Effect.Effect<void, never, R>;
62
+ type StateEffectHandler<S, E, SD extends SlotsDef, R> = (ctx: StateHandlerContext<S, E, SD>) => Effect.Effect<void, never, R>;
64
63
  /**
65
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  * Transition definition
66
65
  */
67
- interface Transition<State, Event, GD extends GuardsDef, ED extends EffectsDef, R> {
66
+ interface Transition<State, Event, SD extends SlotsDef, R> {
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  readonly stateTag: string;
69
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  readonly eventTag: string;
70
- readonly handler: TransitionHandler<State, Event, State, GD, ED, R>;
69
+ readonly handler: TransitionHandler<State, Event, State, SD, R>;
71
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  readonly reenter?: boolean;
72
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  }
73
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  /**
74
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  * Spawn effect - state-scoped forked effect
75
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  */
76
- interface SpawnEffect<State, Event, ED extends EffectsDef, R> {
75
+ interface SpawnEffect<State, Event, SD extends SlotsDef, R> {
77
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  readonly stateTag: string;
78
- readonly handler: StateEffectHandler<State, Event, ED, R>;
77
+ readonly handler: StateEffectHandler<State, Event, SD, R>;
79
78
  }
80
79
  /**
81
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  * Background effect - runs for entire machine lifetime
82
81
  */
83
- interface BackgroundEffect<State, Event, ED extends EffectsDef, R> {
84
- readonly handler: StateEffectHandler<State, Event, ED, R>;
82
+ interface BackgroundEffect<State, Event, SD extends SlotsDef, R> {
83
+ readonly handler: StateEffectHandler<State, Event, SD, R>;
85
84
  }
86
- interface TaskOptions<State, Event, ED extends EffectsDef, A, E1, ES, EF> {
87
- readonly onSuccess: (value: A, ctx: StateHandlerContext<State, Event, ED>) => ES;
88
- readonly onFailure?: (cause: Cause.Cause<E1>, ctx: StateHandlerContext<State, Event, ED>) => EF;
85
+ interface TaskOptions<State, Event, SD extends SlotsDef, A, E1, ES, EF> {
86
+ readonly onSuccess?: (value: A, ctx: StateHandlerContext<State, Event, SD>) => ES;
87
+ readonly onFailure?: (cause: Cause.Cause<E1>, ctx: StateHandlerContext<State, Event, SD>) => EF;
89
88
  readonly name?: string;
90
89
  }
90
+ /**
91
+ * Local persistence configuration for Machine.spawn.
92
+ *
93
+ * Fully-resolved callbacks — no service dependency.
94
+ * Separate from cluster EntityPersistence which uses a service-based adapter.
95
+ */
96
+ interface PersistConfig<S> {
97
+ /** Load saved state on actor start (and restart). Returns None for cold start. */
98
+ readonly load: () => Effect.Effect<Option.Option<S>>;
99
+ /** Save state after each transition. Runs inline (blocks next event). */
100
+ readonly save: (state: S) => Effect.Effect<void>;
101
+ /** Optional filter — return false to skip saving for this transition. */
102
+ readonly shouldSave?: (state: S, previousState: S) => boolean;
103
+ /**
104
+ * Called after load() returns Some(state). Inspect the restored state
105
+ * and decide how to proceed before the machine starts.
106
+ *
107
+ * Return Some(state) to use that state, or None to discard and start fresh.
108
+ * Called on both initial spawn and supervision restart.
109
+ * Receives `initial` (machine.initial) for comparison.
110
+ *
111
+ * Use cases: validate persisted state against external systems,
112
+ * migrate schema changes, downgrade to a safe state on partial corruption.
113
+ */
114
+ readonly onRestore?: (state: S, context: {
115
+ readonly initial: S;
116
+ }) => Effect.Effect<Option.Option<S>>;
117
+ }
91
118
  /**
92
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  * Configuration for `.timeout()` — gen_statem-style state timeouts.
93
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  *
@@ -100,25 +127,18 @@ interface TimeoutConfig<State, Event> {
100
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  /** Event to send when the timer fires. Static or derived from current state. */
101
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  readonly event: Event | ((state: State) => Event);
102
129
  }
103
- interface MakeConfig<SD extends Record<string, Schema.Struct.Fields>, ED extends Record<string, Schema.Struct.Fields>, S extends BrandedState, E extends BrandedEvent, GD extends GuardsDef, EFD extends EffectsDef> {
130
+ interface MakeConfig<SD extends Record<string, Schema.Struct.Fields>, ED extends Record<string, Schema.Struct.Fields>, S extends BrandedState, E extends BrandedEvent, SLD extends SlotsDef = Record<string, never>> {
104
131
  readonly state: MachineStateSchema<SD> & {
105
132
  Type: S;
106
133
  };
107
134
  readonly event: MachineEventSchema<ED> & {
108
135
  Type: E;
109
136
  };
110
- readonly guards?: GuardsSchema<GD>;
111
- readonly effects?: EffectsSchema<EFD>;
137
+ readonly slots?: SlotsSchema<SLD>;
112
138
  readonly initial: S;
139
+ /** Validate slot inputs/outputs at runtime. Default: true. Set to false for hot paths. */
140
+ readonly slotValidation?: boolean;
113
141
  }
114
- /** Check if a GuardsDef has any actual keys */
115
- type HasGuardKeys<GD extends GuardsDef> = [keyof GD] extends [never] ? false : GD extends Record<string, never> ? false : true;
116
- /** Check if an EffectsDef has any actual keys */
117
- type HasEffectKeys<EFD extends EffectsDef> = [keyof EFD] extends [never] ? false : EFD extends Record<string, never> ? false : true;
118
- /** Context type passed to guard/effect handlers */
119
- type SlotContext<State, Event> = MachineContext<State, Event, MachineRef<Event>>;
120
- /** Combined handlers for build() - guards and effects only */
121
- type ProvideHandlers<State, Event, GD extends GuardsDef, EFD extends EffectsDef, R> = (HasGuardKeys<GD> extends true ? GuardHandlers<GD, SlotContext<State, Event>, R> : object) & (HasEffectKeys<EFD> extends true ? EffectHandlers<EFD, SlotContext<State, Event>, R> : object);
122
142
  /**
123
143
  * Bind slot handlers to a machine, returning a fresh copy with handlers installed.
124
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  * If no handlers provided and machine has no slots, returns the machine as-is.
@@ -126,7 +146,7 @@ type ProvideHandlers<State, Event, GD extends GuardsDef, EFD extends EffectsDef,
126
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  *
127
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  * @internal — used by spawn, replay, simulate, test harness, entity-machine
128
148
  */
129
- declare const materializeMachine: <S, E, R, GD extends GuardsDef, EFD extends EffectsDef>(machine: Machine<S, E, R, any, any, GD, EFD>, handlers?: Record<string, any>) => Machine<S, E, never, any, any, GD, EFD>;
149
+ declare const materializeMachine: <S, E, R, SD extends SlotsDef>(machine: Machine<S, E, R, any, any, SD>, handlers?: Record<string, any>) => Machine<S, E, never, any, any, SD>;
130
150
  /**
131
151
  * Machine definition with fluent builder API.
132
152
  *
@@ -136,17 +156,16 @@ declare const materializeMachine: <S, E, R, GD extends GuardsDef, EFD extends Ef
136
156
  * - `R`: Effect requirements
137
157
  * - `_SD`: State schema definition (for compile-time validation)
138
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  * - `_ED`: Event schema definition (for compile-time validation)
139
- * - `GD`: Guard definitions
140
- * - `EFD`: Effect definitions
159
+ * - `SD`: Slot definitions
141
160
  */
142
- declare class Machine<State, Event, R = never, _SD extends Record<string, Schema.Struct.Fields> = Record<string, Schema.Struct.Fields>, _ED extends Record<string, Schema.Struct.Fields> = Record<string, Schema.Struct.Fields>, GD extends GuardsDef = Record<string, never>, EFD extends EffectsDef = Record<string, never>> {
161
+ declare class Machine<State, Event, R = never, _SD extends Record<string, Schema.Struct.Fields> = Record<string, Schema.Struct.Fields>, _ED extends Record<string, Schema.Struct.Fields> = Record<string, Schema.Struct.Fields>, SD extends SlotsDef = Record<string, never>> {
143
162
  readonly initial: State;
144
163
  /** @internal */
145
- readonly _transitions: Array<Transition<State, Event, GD, EFD, R>>;
164
+ readonly _transitions: Array<Transition<State, Event, SD, R>>;
146
165
  /** @internal */
147
- readonly _spawnEffects: Array<SpawnEffect<State, Event, EFD, R>>;
166
+ readonly _spawnEffects: Array<SpawnEffect<State, Event, SD, R>>;
148
167
  /** @internal */
149
- readonly _backgroundEffects: Array<BackgroundEffect<State, Event, EFD, R>>;
168
+ readonly _backgroundEffects: Array<BackgroundEffect<State, Event, SD, R>>;
150
169
  /** @internal */
151
170
  readonly _finalStates: Set<string>;
152
171
  /** @internal */
@@ -155,18 +174,13 @@ declare class Machine<State, Event, R = never, _SD extends Record<string, Schema
155
174
  readonly eventTag: string;
156
175
  }>;
157
176
  /** @internal */
158
- readonly _guardsSchema?: GuardsSchema<GD>;
159
- /** @internal */
160
- readonly _effectsSchema?: EffectsSchema<EFD>;
177
+ readonly _slotsSchema?: SlotsSchema<SD>;
161
178
  /** @internal */
162
- readonly _guardHandlers: Map<string, (params: unknown, ctx: SlotContext<State, Event>) => boolean | Effect.Effect<boolean, never, R>>;
179
+ readonly _slotHandlers: Map<string, (params: unknown) => unknown | Effect.Effect<unknown, never, R>>;
163
180
  /** @internal */
164
- readonly _effectHandlers: Map<string, (params: unknown, ctx: SlotContext<State, Event>) => Effect.Effect<void, never, R>>;
181
+ readonly _slots: SlotCalls<SD>;
165
182
  /** @internal */
166
- readonly _slots: {
167
- guards: GuardSlots<GD>;
168
- effects: EffectSlots<EFD>;
169
- };
183
+ readonly _slotValidation: boolean;
170
184
  readonly stateSchema?: Schema.Schema<State>;
171
185
  readonly eventSchema?: Schema.Schema<Event>;
172
186
  /** @internal */
@@ -176,70 +190,72 @@ declare class Machine<State, Event, R = never, _SD extends Record<string, Schema
176
190
  * Uses shared module-level tag for all machines.
177
191
  */
178
192
  readonly Context: ServiceMap.Service<MachineContext<State, Event, MachineRef<Event>>, MachineContext<State, Event, MachineRef<Event>>>;
179
- get transitions(): ReadonlyArray<Transition<State, Event, GD, EFD, R>>;
180
- get spawnEffects(): ReadonlyArray<SpawnEffect<State, Event, EFD, R>>;
181
- get backgroundEffects(): ReadonlyArray<BackgroundEffect<State, Event, EFD, R>>;
193
+ get transitions(): ReadonlyArray<Transition<State, Event, SD, R>>;
194
+ get spawnEffects(): ReadonlyArray<SpawnEffect<State, Event, SD, R>>;
195
+ get backgroundEffects(): ReadonlyArray<BackgroundEffect<State, Event, SD, R>>;
182
196
  get finalStates(): ReadonlySet<string>;
183
197
  get postponeRules(): ReadonlyArray<{
184
198
  readonly stateTag: string;
185
199
  readonly eventTag: string;
186
200
  }>;
187
- get guardsSchema(): GuardsSchema<GD> | undefined;
188
- get effectsSchema(): EffectsSchema<EFD> | undefined;
201
+ get slotsSchema(): SlotsSchema<SD> | undefined;
189
202
  get replySchemas(): ReadonlyMap<string, Schema.Decoder<unknown>>;
190
203
  /** @internal */
191
- constructor(initial: State, stateSchema?: Schema.Schema<State>, eventSchema?: Schema.Schema<Event>, guardsSchema?: GuardsSchema<GD>, effectsSchema?: EffectsSchema<EFD>);
192
- from<NS extends VariantsUnion<_SD> & BrandedState, R1>(state: TaggedOrConstructor<NS>, build: (scope: TransitionScope<State, Event, R, _SD, _ED, GD, EFD, NS>) => R1): Machine<State, Event, R, _SD, _ED, GD, EFD>;
193
- from<NS extends ReadonlyArray<TaggedOrConstructor<VariantsUnion<_SD> & BrandedState>>, R1>(states: NS, build: (scope: TransitionScope<State, Event, R, _SD, _ED, GD, EFD, NS[number] extends TaggedOrConstructor<infer S extends VariantsUnion<_SD> & BrandedState> ? S : never>) => R1): Machine<State, Event, R, _SD, _ED, GD, EFD>;
204
+ constructor(initial: State, stateSchema?: Schema.Schema<State>, eventSchema?: Schema.Schema<Event>, slotsSchema?: SlotsSchema<SD>, slotValidation?: boolean);
205
+ from<NS extends VariantsUnion<_SD> & BrandedState, R1>(state: TaggedOrConstructor<NS>, build: (scope: TransitionScope<State, Event, R, _SD, _ED, SD, NS>) => R1): Machine<State, Event, R, _SD, _ED, SD>;
206
+ from<NS extends ReadonlyArray<TaggedOrConstructor<VariantsUnion<_SD> & BrandedState>>, R1>(states: NS, build: (scope: TransitionScope<State, Event, R, _SD, _ED, SD, NS[number] extends TaggedOrConstructor<infer S extends VariantsUnion<_SD> & BrandedState> ? S : never>) => R1): Machine<State, Event, R, _SD, _ED, SD>;
194
207
  /** @internal */
195
- scopeTransition<NS extends VariantsUnion<_SD> & BrandedState, NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(states: ReadonlyArray<TaggedOrConstructor<NS>>, event: TaggedOrConstructor<NE>, handler: TransitionHandler<NS, NE, RS, GD, EFD, never, ExtractReply<NE>>, reenter: boolean): Machine<State, Event, R, _SD, _ED, GD, EFD>;
208
+ scopeTransition<NS extends VariantsUnion<_SD> & BrandedState, NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(states: ReadonlyArray<TaggedOrConstructor<NS>>, event: TaggedOrConstructor<NE>, handler: TransitionHandler<NS, NE, RS, SD, never, ExtractReply<NE>>, reenter: boolean): Machine<State, Event, R, _SD, _ED, SD>;
196
209
  /** Register transition for a single state */
197
- on<NS extends VariantsUnion<_SD> & BrandedState, NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>, event: TaggedOrConstructor<NE>, handler: TransitionHandler<NS, NE, RS, GD, EFD, never, ExtractReply<NE>>): Machine<State, Event, R, _SD, _ED, GD, EFD>;
210
+ on<NS extends VariantsUnion<_SD> & BrandedState, NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>, event: TaggedOrConstructor<NE>, handler: TransitionHandler<NS, NE, RS, SD, never, ExtractReply<NE>>): Machine<State, Event, R, _SD, _ED, SD>;
198
211
  /** Register transition for multiple states (handler receives union of state types) */
199
- on<NS extends ReadonlyArray<TaggedOrConstructor<VariantsUnion<_SD> & BrandedState>>, NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(states: NS, event: TaggedOrConstructor<NE>, handler: TransitionHandler<NS[number] extends TaggedOrConstructor<infer S> ? S : never, NE, RS, GD, EFD, never, ExtractReply<NE>>): Machine<State, Event, R, _SD, _ED, GD, EFD>;
212
+ on<NS extends ReadonlyArray<TaggedOrConstructor<VariantsUnion<_SD> & BrandedState>>, NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(states: NS, event: TaggedOrConstructor<NE>, handler: TransitionHandler<NS[number] extends TaggedOrConstructor<infer S> ? S : never, NE, RS, SD, never, ExtractReply<NE>>): Machine<State, Event, R, _SD, _ED, SD>;
200
213
  /**
201
214
  * Like `on()`, but forces onEnter/spawn to run even when transitioning to the same state tag.
202
215
  * Use this to restart timers, re-run spawned effects, or reset state-scoped effects.
203
216
  */
204
217
  /** Single state */
205
- reenter<NS extends VariantsUnion<_SD> & BrandedState, NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>, event: TaggedOrConstructor<NE>, handler: TransitionHandler<NS, NE, RS, GD, EFD, never, ExtractReply<NE>>): Machine<State, Event, R, _SD, _ED, GD, EFD>;
218
+ reenter<NS extends VariantsUnion<_SD> & BrandedState, NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>, event: TaggedOrConstructor<NE>, handler: TransitionHandler<NS, NE, RS, SD, never, ExtractReply<NE>>): Machine<State, Event, R, _SD, _ED, SD>;
206
219
  /** Multiple states */
207
- reenter<NS extends ReadonlyArray<TaggedOrConstructor<VariantsUnion<_SD> & BrandedState>>, NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(states: NS, event: TaggedOrConstructor<NE>, handler: TransitionHandler<NS[number] extends TaggedOrConstructor<infer S> ? S : never, NE, RS, GD, EFD, never, ExtractReply<NE>>): Machine<State, Event, R, _SD, _ED, GD, EFD>;
220
+ reenter<NS extends ReadonlyArray<TaggedOrConstructor<VariantsUnion<_SD> & BrandedState>>, NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(states: NS, event: TaggedOrConstructor<NE>, handler: TransitionHandler<NS[number] extends TaggedOrConstructor<infer S> ? S : never, NE, RS, SD, never, ExtractReply<NE>>): Machine<State, Event, R, _SD, _ED, SD>;
208
221
  /**
209
222
  * Register a wildcard transition that fires from any state when no specific transition matches.
210
223
  * Specific `.on()` transitions always take priority over `.onAny()`.
211
224
  */
212
- onAny<NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(event: TaggedOrConstructor<NE>, handler: TransitionHandler<VariantsUnion<_SD> & BrandedState, NE, RS, GD, EFD, never>): Machine<State, Event, R, _SD, _ED, GD, EFD>;
225
+ onAny<NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(event: TaggedOrConstructor<NE>, handler: TransitionHandler<VariantsUnion<_SD> & BrandedState, NE, RS, SD, never>): Machine<State, Event, R, _SD, _ED, SD>;
213
226
  /** @internal */
214
227
  private addTransition;
215
228
  /**
216
229
  * State-scoped effect that is forked on state entry and automatically cancelled on state exit.
217
- * Use effect slots defined via `Slot.Effects` for the actual work.
218
230
  *
219
231
  * @example
220
232
  * ```ts
221
- * const MyEffects = Slot.Effects({
222
- * fetchData: { url: Schema.String },
223
- * });
224
- *
225
- * machine
226
- * .spawn(State.Loading, ({ effects, state }) => effects.fetchData({ url: state.url }))
227
- * .build({
228
- * fetchData: ({ url }, { self }) =>
229
- * Effect.gen(function* () {
230
- * yield* Effect.addFinalizer(() => Effect.log("Leaving Loading"));
231
- * const data = yield* Http.get(url);
232
- * yield* self.send(Event.Loaded({ data }));
233
- * }),
234
- * });
233
+ * machine.spawn(State.Loading, ({ self, state }) =>
234
+ * Effect.gen(function* () {
235
+ * yield* Effect.addFinalizer(() => Effect.log("Leaving Loading"));
236
+ * const data = yield* Http.get(state.url);
237
+ * yield* self.send(Event.Loaded({ data }));
238
+ * }),
239
+ * );
235
240
  * ```
236
241
  */
237
- spawn<NS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>, handler: StateEffectHandler<NS, VariantsUnion<_ED> & BrandedEvent, EFD, Scope.Scope>): Machine<State, Event, R, _SD, _ED, GD, EFD>;
242
+ /** Single state */
243
+ spawn<NS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>, handler: StateEffectHandler<NS, VariantsUnion<_ED> & BrandedEvent, SD, Scope.Scope>): Machine<State, Event, R, _SD, _ED, SD>;
244
+ /** Multiple states */
245
+ spawn<NS extends ReadonlyArray<TaggedOrConstructor<VariantsUnion<_SD> & BrandedState>>>(states: NS, handler: StateEffectHandler<NS[number] extends TaggedOrConstructor<infer S> ? S : never, VariantsUnion<_ED> & BrandedEvent, SD, Scope.Scope>): Machine<State, Event, R, _SD, _ED, SD>;
238
246
  /**
239
247
  * State-scoped task that runs on entry and sends success/failure events.
240
248
  * Interrupts do not emit failure events.
249
+ *
250
+ * Supports multi-state and shorthand overloads:
251
+ * - `.task(State.X, run, { onSuccess, onFailure })` — explicit mapping
252
+ * - `.task(State.X, run, { onFailure })` — shorthand when run returns Event directly
253
+ * - `.task([State.X, State.Y], run, opts)` — multi-state
241
254
  */
242
- task<NS extends VariantsUnion<_SD> & BrandedState, A, E1, ES extends VariantsUnion<_ED> & BrandedEvent, EF extends VariantsUnion<_ED> & BrandedEvent>(state: TaggedOrConstructor<NS>, run: (ctx: StateHandlerContext<NS, VariantsUnion<_ED> & BrandedEvent, EFD>) => Effect.Effect<A, E1, Scope.Scope>, options: TaskOptions<NS, VariantsUnion<_ED> & BrandedEvent, EFD, A, E1, ES, EF>): Machine<State, Event, R, _SD, _ED, GD, EFD>;
255
+ /** Single state onSuccess optional (defaults to identity when task returns Event) */
256
+ task<NS extends VariantsUnion<_SD> & BrandedState, A, E1, ES extends VariantsUnion<_ED> & BrandedEvent, EF extends VariantsUnion<_ED> & BrandedEvent>(state: TaggedOrConstructor<NS>, run: (ctx: StateHandlerContext<NS, VariantsUnion<_ED> & BrandedEvent, SD>) => Effect.Effect<A, E1, Scope.Scope>, options: TaskOptions<NS, VariantsUnion<_ED> & BrandedEvent, SD, A, E1, ES, EF>): Machine<State, Event, R, _SD, _ED, SD>;
257
+ /** Multiple states, explicit onSuccess */
258
+ task<NS extends ReadonlyArray<TaggedOrConstructor<VariantsUnion<_SD> & BrandedState>>, A, E1, ES extends VariantsUnion<_ED> & BrandedEvent, EF extends VariantsUnion<_ED> & BrandedEvent>(states: NS, run: (ctx: StateHandlerContext<NS[number] extends TaggedOrConstructor<infer S> ? S : never, VariantsUnion<_ED> & BrandedEvent, SD>) => Effect.Effect<A, E1, Scope.Scope>, options: TaskOptions<NS[number] extends TaggedOrConstructor<infer S> ? S : never, VariantsUnion<_ED> & BrandedEvent, SD, A, E1, ES, EF>): Machine<State, Event, R, _SD, _ED, SD>;
243
259
  /**
244
260
  * State timeout — gen_statem's `state_timeout`.
245
261
  *
@@ -261,28 +277,20 @@ declare class Machine<State, Event, R = never, _SD extends Record<string, Schema
261
277
  * })
262
278
  * ```
263
279
  */
264
- timeout<NS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>, config: TimeoutConfig<NS, VariantsUnion<_ED> & BrandedEvent>): Machine<State, Event, R, _SD, _ED, GD, EFD>;
280
+ timeout<NS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>, config: TimeoutConfig<NS, VariantsUnion<_ED> & BrandedEvent>): Machine<State, Event, R, _SD, _ED, SD>;
265
281
  /**
266
282
  * Machine-lifetime effect that is forked on actor spawn and runs until the actor stops.
267
- * Use effect slots defined via `Slot.Effects` for the actual work.
268
283
  *
269
284
  * @example
270
285
  * ```ts
271
- * const MyEffects = Slot.Effects({
272
- * heartbeat: {},
273
- * });
274
- *
275
- * machine
276
- * .background(({ effects }) => effects.heartbeat())
277
- * .build({
278
- * heartbeat: (_, { self }) =>
279
- * Effect.forever(
280
- * Effect.sleep("30 seconds").pipe(Effect.andThen(self.send(Event.Ping)))
281
- * ),
282
- * });
286
+ * machine.background(({ self }) =>
287
+ * Effect.forever(
288
+ * Effect.sleep("30 seconds").pipe(Effect.andThen(self.send(Event.Ping))),
289
+ * ),
290
+ * );
283
291
  * ```
284
292
  */
285
- background(handler: StateEffectHandler<State, Event, EFD, Scope.Scope>): Machine<State, Event, R, _SD, _ED, GD, EFD>;
293
+ background(handler: StateEffectHandler<State, Event, SD, Scope.Scope>): Machine<State, Event, R, _SD, _ED, SD>;
286
294
  /**
287
295
  * Postpone events — gen_statem's event postpone.
288
296
  *
@@ -300,45 +308,18 @@ declare class Machine<State, Event, R = never, _SD extends Record<string, Schema
300
308
  * .postpone(State.Connecting, [Event.Data, Event.Cmd]) // multiple events
301
309
  * ```
302
310
  */
303
- postpone<NS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>, events: TaggedOrConstructor<VariantsUnion<_ED> & BrandedEvent> | ReadonlyArray<TaggedOrConstructor<VariantsUnion<_ED> & BrandedEvent>>): Machine<State, Event, R, _SD, _ED, GD, EFD>;
304
- final<NS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>): Machine<State, Event, R, _SD, _ED, GD, EFD>;
305
- static make<SD extends Record<string, Schema.Struct.Fields>, ED extends Record<string, Schema.Struct.Fields>, S extends BrandedState, E extends BrandedEvent, GD extends GuardsDef = Record<string, never>, EFD extends EffectsDef = Record<string, never>>(config: MakeConfig<SD, ED, S, E, GD, EFD>): Machine<S, E, never, SD, ED, GD, EFD>;
311
+ postpone<NS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>, events: TaggedOrConstructor<VariantsUnion<_ED> & BrandedEvent> | ReadonlyArray<TaggedOrConstructor<VariantsUnion<_ED> & BrandedEvent>>): Machine<State, Event, R, _SD, _ED, SD>;
312
+ final<NS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>): Machine<State, Event, R, _SD, _ED, SD>;
313
+ static make<SD extends Record<string, Schema.Struct.Fields>, ED extends Record<string, Schema.Struct.Fields>, S extends BrandedState, E extends BrandedEvent, SLD extends SlotsDef = Record<string, never>>(config: MakeConfig<SD, ED, S, E, SLD>): Machine<S, E, never, SD, ED, SLD>;
306
314
  }
307
- declare class TransitionScope<State, Event, R, _SD extends Record<string, Schema.Struct.Fields>, _ED extends Record<string, Schema.Struct.Fields>, GD extends GuardsDef, EFD extends EffectsDef, SelectedState extends VariantsUnion<_SD> & BrandedState> {
315
+ declare class TransitionScope<State, Event, R, _SD extends Record<string, Schema.Struct.Fields>, _ED extends Record<string, Schema.Struct.Fields>, SD extends SlotsDef, SelectedState extends VariantsUnion<_SD> & BrandedState> {
308
316
  private readonly machine;
309
317
  private readonly states;
310
- constructor(machine: Machine<State, Event, R, _SD, _ED, GD, EFD>, states: ReadonlyArray<TaggedOrConstructor<SelectedState>>);
311
- on<NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(event: TaggedOrConstructor<NE>, handler: TransitionHandler<SelectedState, NE, RS, GD, EFD, never, ExtractReply<NE>>): TransitionScope<State, Event, R, _SD, _ED, GD, EFD, SelectedState>;
312
- reenter<NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(event: TaggedOrConstructor<NE>, handler: TransitionHandler<SelectedState, NE, RS, GD, EFD, never, ExtractReply<NE>>): TransitionScope<State, Event, R, _SD, _ED, GD, EFD, SelectedState>;
318
+ constructor(machine: Machine<State, Event, R, _SD, _ED, SD>, states: ReadonlyArray<TaggedOrConstructor<SelectedState>>);
319
+ on<NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(event: TaggedOrConstructor<NE>, handler: TransitionHandler<SelectedState, NE, RS, SD, never, ExtractReply<NE>>): TransitionScope<State, Event, R, _SD, _ED, SD, SelectedState>;
320
+ reenter<NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(event: TaggedOrConstructor<NE>, handler: TransitionHandler<SelectedState, NE, RS, SD, never, ExtractReply<NE>>): TransitionScope<State, Event, R, _SD, _ED, SD, SelectedState>;
313
321
  }
314
322
  declare const make: typeof Machine.make;
315
- /**
316
- * Spawn an actor directly without ActorSystem ceremony.
317
- * Accepts a `Machine` directly. For slotful machines, pass `{ slots }` in options.
318
- *
319
- * **Single actor, no registry.** Caller manages lifetime via `actor.stop`.
320
- * If a `Scope` exists in context, cleanup attaches automatically on scope close.
321
- *
322
- * For registry, lookup by ID, persistence, or multi-actor coordination,
323
- * use `ActorSystemService` / `system.spawn` instead.
324
- *
325
- * @example
326
- * ```ts
327
- * // Fire-and-forget — caller manages lifetime
328
- * const actor = yield* Machine.spawn(machine.build());
329
- * yield* actor.send(Event.Start);
330
- * yield* actor.awaitFinal;
331
- * yield* actor.stop;
332
- *
333
- * // Scope-aware — auto-cleans up on scope close
334
- * yield* Effect.scoped(Effect.gen(function* () {
335
- * const actor = yield* Machine.spawn(machine.build());
336
- * yield* actor.send(Event.Start);
337
- * // actor.stop called automatically when scope closes
338
- * }));
339
- * ```
340
- */
341
- type AnyMachine<S, E, R> = Machine<S, E, R, any, any, any, any>;
342
323
  /**
343
324
  * Spawn an actor from a machine.
344
325
  *
@@ -351,34 +332,40 @@ type AnyMachine<S, E, R> = Machine<S, E, R, any, any, any, any>;
351
332
  *
352
333
  * // With slots
353
334
  * const actor = yield* Machine.spawn(machine, {
354
- * slots: { canRetry: ({ max }, { state }) => state.attempts < max },
335
+ * slots: { canRetry: ({ max }) => attempts < max },
355
336
  * });
356
337
  *
357
- * // With hydration
358
- * const actor = yield* Machine.spawn(machine, { hydrate: savedState });
338
+ * // With persistence
339
+ * const actor = yield* Machine.spawn(machine, {
340
+ * persist: {
341
+ * load: () => storage.get("actor-state"),
342
+ * save: (state) => storage.set("actor-state", state),
343
+ * },
344
+ * });
359
345
  * ```
360
346
  */
361
347
  declare const spawn: <S extends {
362
348
  readonly _tag: string;
363
349
  }, E extends {
364
350
  readonly _tag: string;
365
- }, R>(machine: AnyMachine<S, E, R>, options?: string | {
351
+ }, R, SD extends SlotsDef = Record<string, never>>(machine: Machine<S, E, R, any, any, SD>, options?: string | {
366
352
  id?: string;
367
353
  hydrate?: S;
368
- slots?: Record<string, any>;
354
+ slots?: ProvideSlots<SD, any>;
369
355
  supervision?: Supervision.Policy;
356
+ persist?: PersistConfig<S>;
370
357
  }) => Effect.Effect<ActorRef<S, E>, never, R>;
371
358
  declare const replay: {
372
359
  <S extends {
373
360
  readonly _tag: string;
374
361
  }, E extends {
375
362
  readonly _tag: string;
376
- }, R>(machine: AnyMachine<S, E, R>, events: ReadonlyArray<E>, options?: {
363
+ }, R, SD extends SlotsDef = Record<string, never>>(machine: Machine<S, E, R, any, any, SD>, events: ReadonlyArray<E>, options?: {
377
364
  from?: S;
378
- slots?: Record<string, any>;
365
+ slots?: ProvideSlots<SD, any>;
379
366
  }): Effect.Effect<S, never, R>;
380
367
  };
381
368
  declare const reply: <State, Reply>(state: State, reply: Reply) => ReplyResult<State, Reply>;
382
369
  declare const deferReply: <State>(state: State) => DeferReplyResult<State>;
383
370
  //#endregion
384
- export { BackgroundEffect, type DeferReplyResult, HandlerContext, Machine, MachineRef, MakeConfig, ProvideHandlers, type ReplyResult, SlotContext, SpawnEffect, StateEffectHandler, StateHandlerContext, TaskOptions, TimeoutConfig, Transition, TransitionHandler, deferReply, findTransitions, machine_d_exports, make, materializeMachine, replay, reply, spawn };
371
+ export { BackgroundEffect, type DeferReplyResult, HandlerContext, Machine, MachineRef, MakeConfig, PersistConfig, type ReplyResult, SpawnEffect, StateEffectHandler, StateHandlerContext, TaskOptions, TimeoutConfig, Transition, TransitionHandler, deferReply, findTransitions, machine_d_exports, make, materializeMachine, replay, reply, spawn };