effect-machine 0.13.0 → 0.14.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +14 -9
- package/dist/actor.d.ts +9 -6
- package/dist/actor.js +97 -43
- package/dist/cluster/entity-machine.d.ts +1 -1
- package/dist/cluster/entity-machine.js +1 -1
- package/dist/cluster/to-entity.d.ts +1 -1
- package/dist/errors.d.ts +9 -2
- package/dist/errors.js +8 -2
- package/dist/index.d.ts +4 -4
- package/dist/index.js +4 -4
- package/dist/internal/runtime.d.ts +2 -2
- package/dist/internal/runtime.js +5 -10
- package/dist/internal/transition.d.ts +9 -9
- package/dist/internal/transition.js +3 -5
- package/dist/machine.d.ts +122 -135
- package/dist/machine.js +97 -112
- package/dist/schema.d.ts +14 -0
- package/dist/schema.js +9 -0
- package/dist/slot.d.ts +112 -86
- package/dist/slot.js +92 -59
- package/dist/testing.d.ts +16 -16
- package/dist/testing.js +3 -3
- package/package.json +3 -3
- package/v3/dist/actor.d.ts +19 -12
- package/v3/dist/actor.js +130 -75
- package/v3/dist/cluster/entity-machine.d.ts +1 -1
- package/v3/dist/cluster/to-entity.d.ts +1 -1
- package/v3/dist/errors.d.ts +12 -3
- package/v3/dist/errors.js +10 -4
- package/v3/dist/index.d.ts +6 -6
- package/v3/dist/index.js +2 -2
- package/v3/dist/inspection.d.ts +3 -22
- package/v3/dist/inspection.js +1 -15
- package/v3/dist/internal/brands.d.ts +4 -8
- package/v3/dist/internal/inspection.js +1 -1
- package/v3/dist/internal/runtime.d.ts +8 -8
- package/v3/dist/internal/runtime.js +45 -28
- package/v3/dist/internal/transition.d.ts +10 -10
- package/v3/dist/internal/transition.js +8 -10
- package/v3/dist/internal/utils.js +5 -1
- package/v3/dist/machine.d.ts +153 -120
- package/v3/dist/machine.js +118 -115
- package/v3/dist/schema.d.ts +25 -11
- package/v3/dist/schema.js +18 -5
- package/v3/dist/slot.d.ts +112 -86
- package/v3/dist/slot.js +92 -59
- package/v3/dist/testing.d.ts +16 -16
- package/v3/dist/testing.js +7 -7
package/v3/dist/machine.d.ts
CHANGED
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@@ -1,16 +1,16 @@
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-
import {
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-
import { ReplyResult, TransitionResult } from "./internal/utils.js";
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import { DeferReplyResult, ReplyResult, TransitionResult } from "./internal/utils.js";
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import { BrandedEvent, BrandedState, ExtractReply, TaggedOrConstructor } from "./internal/brands.js";
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import { MachineEventSchema, MachineStateSchema, VariantsUnion } from "./schema.js";
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import { DuplicateActorError } from "./errors.js";
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import {
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import { MachineContext, ProvideSlots, SlotCalls, SlotsDef, SlotsSchema } from "./slot.js";
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import { Supervision } from "./supervision.js";
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import { findTransitions } from "./internal/transition.js";
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import { ActorRef, ActorSystem } from "./actor.js";
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import { Cause, Context, Duration, Effect, Schema, Scope } from "effect";
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import { Cause, Context, Duration, Effect, Option, Schema, Scope } from "effect";
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//#region src/machine.d.ts
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declare namespace machine_d_exports {
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export { BackgroundEffect, HandlerContext, Machine, MachineRef, MakeConfig,
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export { BackgroundEffect, DeferReplyResult, HandlerContext, Machine, MachineRef, MakeConfig, PersistConfig, ReplyResult, SpawnEffect, StateEffectHandler, StateHandlerContext, TaskOptions, TimeoutConfig, Transition, TransitionHandler, deferReply, findTransitions, make, materializeMachine, replay, reply, spawn };
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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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@@ -23,26 +23,31 @@ 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
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}, R2>(id: string, machine: Machine<S2, E2, R2, any, any, any>) => Effect.Effect<ActorRef<S2, E2>, DuplicateActorError, R2>;
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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)`.
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* Returns true if a pending reply was settled, false if none was pending.
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*/
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readonly reply: (value: unknown) => Effect.Effect<boolean>;
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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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interface HandlerContext<State, Event,
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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;
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readonly
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readonly effects: EffectSlots<ED>;
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readonly slots: SlotCalls<SD>;
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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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interface StateHandlerContext<State, Event,
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interface StateHandlerContext<State, Event, SD extends SlotsDef = Record<string, never>> {
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readonly actorId: string;
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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
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readonly slots: SlotCalls<SD>;
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readonly system: ActorSystem;
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}
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/**
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@@ -50,38 +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().
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* When Reply is never, handler returns plain state.
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*/
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type TransitionHandler<S, E, NewState,
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type TransitionHandler<S, E, NewState, SD extends SlotsDef, R, Reply = never> = (ctx: HandlerContext<S, E, SD>) => TransitionResult<NewState, R, Reply>;
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/**
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* State effect handler function
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*/
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type StateEffectHandler<S, E,
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type StateEffectHandler<S, E, SD extends SlotsDef, R> = (ctx: StateHandlerContext<S, E, SD>) => Effect.Effect<void, never, R>;
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/**
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* Transition definition
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*/
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interface Transition<State, Event,
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interface Transition<State, Event, SD extends SlotsDef, 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,
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readonly handler: TransitionHandler<State, Event, State, SD, R>;
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readonly reenter?: boolean;
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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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interface SpawnEffect<State, Event,
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interface SpawnEffect<State, Event, SD extends SlotsDef, R> {
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readonly stateTag: string;
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readonly handler: StateEffectHandler<State, Event,
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readonly handler: StateEffectHandler<State, Event, SD, R>;
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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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interface BackgroundEffect<State, Event,
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readonly handler: StateEffectHandler<State, Event,
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interface BackgroundEffect<State, Event, SD extends SlotsDef, R> {
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readonly handler: StateEffectHandler<State, Event, SD, R>;
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}
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interface TaskOptions<State, Event,
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readonly onSuccess
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readonly onFailure?: (cause: Cause.Cause<E1>, ctx: StateHandlerContext<State, Event,
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interface TaskOptions<State, Event, SD extends SlotsDef, A, E1, ES, EF> {
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readonly onSuccess?: (value: A, ctx: StateHandlerContext<State, Event, SD>) => ES;
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readonly onFailure?: (cause: Cause.Cause<E1>, ctx: StateHandlerContext<State, Event, SD>) => EF;
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readonly name?: string;
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}
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/**
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* Local persistence configuration for Machine.spawn.
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*
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* Fully-resolved callbacks — no service dependency.
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* Separate from cluster EntityPersistence which uses a service-based adapter.
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*/
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interface PersistConfig<S> {
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/** Load saved state on actor start (and restart). Returns None for cold start. */
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readonly load: () => Effect.Effect<Option.Option<S>>;
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/** Save state after each transition. Runs inline (blocks next event). */
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readonly save: (state: S) => Effect.Effect<void>;
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/** Optional filter — return false to skip saving for this transition. */
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readonly shouldSave?: (state: S, previousState: S) => boolean;
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/**
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* Called after load() returns Some(state). Inspect the restored state
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* and decide how to proceed before the machine starts.
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*
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* Return Some(state) to use that state, or None to discard and start fresh.
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* Called on both initial spawn and supervision restart.
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* Receives `initial` (machine.initial) for comparison.
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*
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* Use cases: validate persisted state against external systems,
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* migrate schema changes, downgrade to a safe state on partial corruption.
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*/
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readonly onRestore?: (state: S, context: {
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readonly initial: S;
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}) => Effect.Effect<Option.Option<S>>;
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}
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/**
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* Configuration for `.timeout()` — gen_statem-style state timeouts.
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*
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/** Event to send when the timer fires. Static or derived from current state. */
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readonly event: Event | ((state: State) => Event);
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}
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interface MakeConfig<SD extends Record<string, Schema.Struct.Fields>, ED extends Record<string, Schema.Struct.Fields>, S extends BrandedState, E extends BrandedEvent,
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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>> {
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readonly state: MachineStateSchema<SD> & {
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Type: S;
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};
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readonly event: MachineEventSchema<ED> & {
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Type: E;
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};
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readonly
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readonly effects?: EffectsSchema<EFD>;
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readonly slots?: SlotsSchema<SLD>;
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readonly initial: S;
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/** Validate slot inputs/outputs at runtime. Default: true. Set to false for hot paths. */
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readonly slotValidation?: boolean;
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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] ? false : GD extends Record<string, never> ? false : true;
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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] ? false : EFD extends Record<string, never> ? false : true;
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/** Context type passed to guard/effect handlers */
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type SlotContext<State, Event> = MachineContext<State, Event, MachineRef<Event>>;
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/** Combined handlers for build() - guards and effects only */
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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);
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/**
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* Bind slot handlers to a machine, returning a fresh copy with handlers installed.
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* If no handlers provided and machine has no slots, returns the machine as-is.
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*
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* @internal — used by spawn, replay, simulate, test harness, entity-machine
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*/
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declare const materializeMachine: <S, E, R,
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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>;
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/**
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* Machine definition with fluent builder API.
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*
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@@ -130,17 +156,16 @@ declare const materializeMachine: <S, E, R, GD extends GuardsDef, EFD extends Ef
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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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* - `
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* - `EFD`: Effect definitions
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* - `SD`: Slot definitions
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*/
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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>,
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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>> {
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readonly initial: State;
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/** @internal */
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readonly _transitions: Array<Transition<State, Event,
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readonly _transitions: Array<Transition<State, Event, SD, R>>;
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/** @internal */
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readonly _spawnEffects: Array<SpawnEffect<State, Event,
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readonly _spawnEffects: Array<SpawnEffect<State, Event, SD, R>>;
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/** @internal */
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readonly _backgroundEffects: Array<BackgroundEffect<State, Event,
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readonly _backgroundEffects: Array<BackgroundEffect<State, Event, SD, R>>;
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/** @internal */
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readonly _finalStates: Set<string>;
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/** @internal */
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readonly eventTag: string;
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}>;
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/** @internal */
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readonly
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readonly _slotsSchema?: SlotsSchema<SD>;
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/** @internal */
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readonly
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readonly _slotHandlers: Map<string, (params: unknown) => unknown | Effect.Effect<unknown, never, R>>;
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/** @internal */
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readonly
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readonly _slots: SlotCalls<SD>;
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/** @internal */
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readonly
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readonly
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guards: GuardSlots<GD>;
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effects: EffectSlots<EFD>;
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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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readonly _slotValidation: boolean;
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readonly stateSchema?: Schema.Schema<State>;
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readonly eventSchema?: Schema.Schema<Event>;
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/** @internal */
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readonly _replySchemas: ReadonlyMap<string, Schema.Schema.Any>;
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/**
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* Uses shared module-level tag for all machines.
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*/
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readonly Context: Context.Tag<MachineContext<State, Event, MachineRef<Event>>, MachineContext<State, Event, MachineRef<Event>>>;
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get transitions(): ReadonlyArray<Transition<State, Event,
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get spawnEffects(): ReadonlyArray<SpawnEffect<State, Event,
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get backgroundEffects(): ReadonlyArray<BackgroundEffect<State, Event,
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get transitions(): ReadonlyArray<Transition<State, Event, SD, R>>;
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get spawnEffects(): ReadonlyArray<SpawnEffect<State, Event, SD, R>>;
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get backgroundEffects(): ReadonlyArray<BackgroundEffect<State, Event, SD, R>>;
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get finalStates(): ReadonlySet<string>;
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get postponeRules(): ReadonlyArray<{
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readonly stateTag: string;
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readonly eventTag: string;
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}>;
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get
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get effectsSchema(): EffectsSchema<EFD> | undefined;
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get slotsSchema(): SlotsSchema<SD> | undefined;
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get replySchemas(): ReadonlyMap<string, Schema.Schema.Any>;
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/** @internal */
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constructor(initial: State, stateSchema?: Schema.Schema<State
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from<NS extends VariantsUnion<_SD> & BrandedState, R1>(state: TaggedOrConstructor<NS>, build: (scope: TransitionScope<State, Event, R, _SD, _ED,
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from<NS extends ReadonlyArray<TaggedOrConstructor<VariantsUnion<_SD> & BrandedState>>, R1>(states: NS, build: (scope: TransitionScope<State, Event, R, _SD, _ED,
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constructor(initial: State, stateSchema?: Schema.Schema<State>, eventSchema?: Schema.Schema<Event>, slotsSchema?: SlotsSchema<SD>, slotValidation?: boolean);
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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>;
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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>;
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/** @internal */
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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,
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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>;
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/** Register transition for a single state */
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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,
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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>;
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/** Register transition for multiple states (handler receives union of state types) */
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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,
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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>;
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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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/** Single state */
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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,
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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>;
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/** Multiple states */
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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,
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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>;
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/**
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* Register a wildcard transition that fires from any state when no specific transition matches.
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* Specific `.on()` transitions always take priority over `.onAny()`.
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*/
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onAny<NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(event: TaggedOrConstructor<NE>, handler: TransitionHandler<VariantsUnion<_SD> & BrandedState, NE, RS,
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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>;
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/** @internal */
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private addTransition;
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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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*
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*
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*
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*
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*
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*
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*
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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 }));
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* }),
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* });
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* machine.spawn(State.Loading, ({ self, state }) =>
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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(state.url);
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* yield* self.send(Event.Loaded({ data }));
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* }),
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+
* );
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* ```
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*/
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-
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+
/** Single state */
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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>;
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/** Multiple states */
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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>;
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|
/**
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* State-scoped task that runs on entry and sends success/failure events.
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* Interrupts do not emit failure events.
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+
*
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* Supports multi-state and shorthand overloads:
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* - `.task(State.X, run, { onSuccess, onFailure })` — explicit mapping
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* - `.task(State.X, run, { onFailure })` — shorthand when run returns Event directly
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+
* - `.task([State.X, State.Y], run, opts)` — multi-state
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*/
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|
-
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|
+
/** Single state — onSuccess optional (defaults to identity when task returns Event) */
|
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|
+
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>;
|
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|
+
/** Multiple states — onSuccess optional */
|
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|
+
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>;
|
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237
259
|
/**
|
|
238
260
|
* State timeout — gen_statem's `state_timeout`.
|
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|
*
|
|
@@ -255,28 +277,20 @@ declare class Machine<State, Event, R = never, _SD extends Record<string, Schema
|
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|
* })
|
|
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|
* ```
|
|
257
279
|
*/
|
|
258
|
-
timeout<NS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>, config: TimeoutConfig<NS, VariantsUnion<_ED> & BrandedEvent>): Machine<State, Event, R, _SD, _ED,
|
|
280
|
+
timeout<NS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>, config: TimeoutConfig<NS, VariantsUnion<_ED> & BrandedEvent>): Machine<State, Event, R, _SD, _ED, SD>;
|
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259
281
|
/**
|
|
260
282
|
* Machine-lifetime effect that is forked on actor spawn and runs until the actor stops.
|
|
261
|
-
* Use effect slots defined via `Slot.Effects` for the actual work.
|
|
262
283
|
*
|
|
263
284
|
* @example
|
|
264
285
|
* ```ts
|
|
265
|
-
*
|
|
266
|
-
*
|
|
267
|
-
*
|
|
268
|
-
*
|
|
269
|
-
*
|
|
270
|
-
* .background(({ effects }) => effects.heartbeat())
|
|
271
|
-
* .build({
|
|
272
|
-
* heartbeat: (_, { self }) =>
|
|
273
|
-
* Effect.forever(
|
|
274
|
-
* Effect.sleep("30 seconds").pipe(Effect.andThen(self.send(Event.Ping)))
|
|
275
|
-
* ),
|
|
276
|
-
* });
|
|
286
|
+
* machine.background(({ self }) =>
|
|
287
|
+
* Effect.forever(
|
|
288
|
+
* Effect.sleep("30 seconds").pipe(Effect.andThen(self.send(Event.Ping))),
|
|
289
|
+
* ),
|
|
290
|
+
* );
|
|
277
291
|
* ```
|
|
278
292
|
*/
|
|
279
|
-
background(handler: StateEffectHandler<State, Event,
|
|
293
|
+
background(handler: StateEffectHandler<State, Event, SD, Scope.Scope>): Machine<State, Event, R, _SD, _ED, SD>;
|
|
280
294
|
/**
|
|
281
295
|
* Postpone events — gen_statem's event postpone.
|
|
282
296
|
*
|
|
@@ -294,45 +308,64 @@ declare class Machine<State, Event, R = never, _SD extends Record<string, Schema
|
|
|
294
308
|
* .postpone(State.Connecting, [Event.Data, Event.Cmd]) // multiple events
|
|
295
309
|
* ```
|
|
296
310
|
*/
|
|
297
|
-
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,
|
|
298
|
-
final<NS extends VariantsUnion<_SD> & BrandedState>(state: TaggedOrConstructor<NS>): Machine<State, Event, R, _SD, _ED,
|
|
299
|
-
static make<SD extends Record<string, Schema.Struct.Fields>, ED extends Record<string, Schema.Struct.Fields>, S extends BrandedState, E extends BrandedEvent,
|
|
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>;
|
|
300
314
|
}
|
|
301
|
-
declare class TransitionScope<State, Event, R, _SD extends Record<string, Schema.Struct.Fields>, _ED extends Record<string, Schema.Struct.Fields>,
|
|
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> {
|
|
302
316
|
private readonly machine;
|
|
303
317
|
private readonly states;
|
|
304
|
-
constructor(machine: Machine<State, Event, R, _SD, _ED,
|
|
305
|
-
on<NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(event: TaggedOrConstructor<NE>, handler: TransitionHandler<SelectedState, NE, RS,
|
|
306
|
-
reenter<NE extends VariantsUnion<_ED> & BrandedEvent, RS extends VariantsUnion<_SD> & BrandedState>(event: TaggedOrConstructor<NE>, handler: TransitionHandler<SelectedState, NE, RS,
|
|
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>;
|
|
307
321
|
}
|
|
308
322
|
declare const make: typeof Machine.make;
|
|
309
|
-
type AnyMachine<S, E, R> = Machine<S, E, R, any, any, any, any>;
|
|
310
323
|
/**
|
|
311
324
|
* Spawn an actor from a machine.
|
|
312
325
|
*
|
|
313
|
-
*
|
|
314
|
-
*
|
|
315
|
-
*
|
|
316
|
-
*
|
|
326
|
+
* For machines with slots, pass implementations via `{ slots: { ... } }`.
|
|
327
|
+
*
|
|
328
|
+
* @example
|
|
329
|
+
* ```ts
|
|
330
|
+
* // No slots
|
|
331
|
+
* const actor = yield* Machine.spawn(machine);
|
|
332
|
+
*
|
|
333
|
+
* // With slots
|
|
334
|
+
* const actor = yield* Machine.spawn(machine, {
|
|
335
|
+
* slots: { canRetry: ({ max }) => attempts < max },
|
|
336
|
+
* });
|
|
337
|
+
*
|
|
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
|
+
* });
|
|
345
|
+
* ```
|
|
317
346
|
*/
|
|
318
347
|
declare const spawn: <S extends {
|
|
319
348
|
readonly _tag: string;
|
|
320
349
|
}, E extends {
|
|
321
350
|
readonly _tag: string;
|
|
322
|
-
}, R
|
|
351
|
+
}, R, SD extends SlotsDef = Record<string, never>>(machine: Machine<S, E, R, any, any, SD>, options?: string | {
|
|
323
352
|
id?: string;
|
|
324
353
|
hydrate?: S;
|
|
325
|
-
slots?:
|
|
354
|
+
slots?: ProvideSlots<SD, any>;
|
|
326
355
|
supervision?: Supervision.Policy;
|
|
356
|
+
persist?: PersistConfig<S>;
|
|
327
357
|
}) => Effect.Effect<ActorRef<S, E>, never, R>;
|
|
328
|
-
declare const replay:
|
|
329
|
-
|
|
330
|
-
|
|
331
|
-
|
|
332
|
-
|
|
333
|
-
|
|
334
|
-
|
|
335
|
-
|
|
358
|
+
declare const replay: {
|
|
359
|
+
<S extends {
|
|
360
|
+
readonly _tag: string;
|
|
361
|
+
}, E extends {
|
|
362
|
+
readonly _tag: string;
|
|
363
|
+
}, R, SD extends SlotsDef = Record<string, never>>(machine: Machine<S, E, R, any, any, SD>, events: ReadonlyArray<E>, options?: {
|
|
364
|
+
from?: S;
|
|
365
|
+
slots?: ProvideSlots<SD, any>;
|
|
366
|
+
}): Effect.Effect<S, never, R>;
|
|
367
|
+
};
|
|
336
368
|
declare const reply: <State, Reply>(state: State, reply: Reply) => ReplyResult<State, Reply>;
|
|
369
|
+
declare const deferReply: <State>(state: State) => DeferReplyResult<State>;
|
|
337
370
|
//#endregion
|
|
338
|
-
export { BackgroundEffect, HandlerContext, Machine, MachineRef, MakeConfig,
|
|
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 };
|