Announcing: StateMachineSrcGen nuget package

A Roslyn incremental source generator that transforms concise, attribute-decorated state machine declarations into fully-functional implementations at compile time — with type-safe enum-based transitions, guards, side-effects, entry callbacks, and terminal-state cleanup. Patterned after Erlang OTP get_event and gen_statem, but with strong typing and C# performance.

Features

  • Type-safe, enum-driven state and event declarations
  • Compile-time validation with actionable diagnostics
  • Guards to conditionally block transitions
  • Side-effects for post-transition logic (notifications, logging, integrations)
  • State-entry callbacks (targeted and catch-all)
  • Terminal states with async cleanup handlers
  • Pluggable persistence and locking
  • Generated async orchestration (HandleAsync)

Installation

dotnet add package StateMachineSrcGen

The package includes the source generator and required attributes/interfaces. No runtime reflection — everything is resolved at compile time.

Quick Start

Define your state and event ID enums, implement the state/event types, then declare your state machine:

using StateMachineSrcGen;
// 1. Define state IDs
public enum OrderStateId { Pending, Confirmed, Shipped, Cancelled }
// 2. Define event IDs
public enum OrderEventId { Confirm, Ship, Cancel }
// 3. Define state type
public record OrderState(OrderStateId Id, List<OrderItem> Items) : IStateMachineState<OrderStateId>
{
public int ItemCount => Items.Count;
public OrderStateId GetStateId() => Id;
}
// 4. Define event type
public record OrderEvent(OrderEventId EventType) : IDispatchableEvent<OrderEventId>
{
public OrderEventId GetEventId() => EventType;
}
// 5. Declare the state machine
[InitialState((int)OrderStateId.Pending)]
[TerminalState((int)OrderStateId.Cancelled)]
public static partial class OrderMachine
{
[Transition((int)OrderStateId.Pending, (int)OrderStateId.Confirmed, (int)OrderEventId.Confirm)]
public static OrderState HandleConfirm(OrderState state, OrderEvent @event)
=> state with { Id = OrderStateId.Confirmed };
[Transition((int)OrderStateId.Confirmed, (int)OrderStateId.Shipped, (int)OrderEventId.Ship)]
public static OrderState HandleShip(OrderState state, OrderEvent @event)
=> state with { Id = OrderStateId.Shipped };
[Transition((int)OrderStateId.Pending, (int)OrderStateId.Cancelled, (int)OrderEventId.Cancel)]
public static OrderState HandleCancel(OrderState state, OrderEvent @event)
=> state with { Id = OrderStateId.Cancelled };
}

Use the generated API:

var result = await OrderMachine.HandleAsync(new OrderEvent(OrderEventId.Confirm));
if (result.IsSuccess)
Console.WriteLine($"New state: {result.State!.GetStateId()}");

State Machine Declaration

State and Event ID Enums

Define plain enums for your states and events. Each enum member becomes a valid state or trigger:

public enum OrderStateId { Pending, Confirmed, Shipped, Cancelled }
public enum OrderEventId { Confirm, Ship, Cancel }

[Flags] enums are not supported and will produce diagnostic SMSG026.

State and Event Types

Your state type must implement IStateMachineState<TStateId>:

public record OrderState(OrderStateId Id, List<OrderItem> Items) : IStateMachineState<OrderStateId>
{
public OrderStateId GetStateId() => Id;
}

Your event type must implement IDispatchableEvent<TEventId>:

public record OrderEvent(OrderEventId EventType) : IDispatchableEvent<OrderEventId>
{
public OrderEventId GetEventId() => EventType;
}

Machine Class

The state machine is a public static partial class. The generator derives valid states from the state ID enum and valid triggers from the event ID enum — no [State] or [Trigger] attributes needed:

[InitialState((int)OrderStateId.Pending)]
[TerminalState((int)OrderStateId.Cancelled)]
public static partial class OrderMachine
{
// Transition handlers, guards, side-effects go here
}

Enum values are passed as (int) casts in attributes because C# requires constant expressions in attribute arguments. The generator resolves them back to enum members at compile time.

Attributes Reference

[InitialState(int state)]

Class-level. Designates which enum member is the starting state. Exactly one is required.

[InitialState((int)OrderStateId.Pending)]

[TerminalState(int state)]

Class-level. Designates terminal/final states where the state machine lifecycle ends. Zero or more allowed.

[TerminalState((int)OrderStateId.Cancelled)]

[Transition(int from, int to, int trigger)]

Method-level. Declares a transition handler for a specific (from-state, to-state, trigger) triple.

[Transition((int)OrderStateId.Pending, (int)OrderStateId.Confirmed, (int)OrderEventId.Confirm)]
public static OrderState HandleConfirm(OrderState state, OrderEvent @event)
=> state with { Id = OrderStateId.Confirmed };

Signature: public static TState MethodName(TState state, TEvent @event)

[Guard(int from, int to, int trigger)]

Method-level. Declares a guard condition for a transition. See Guards.

[SideEffect(int from, int to, int trigger)]

Method-level. Declares a side-effect that runs after a transition is persisted. See Side Effects.

[OnEnter] / [OnEnter(int state)]

Method-level. Declares a state-entry callback. See Entry Callbacks.

[OnTerminal]

Method-level. Declares the cleanup handler invoked when entering a terminal state. See Terminal States and Cleanup.

Guards

Guards evaluate whether a transition is permitted based on the current state and event. They run before the transition handler and can prevent the transition entirely.

A guard returns bool: true allows the transition, false blocks it.

/// <summary>
/// Cannot ship an order with no items.
/// </summary>
[Guard((int)OrderStateId.Confirmed, (int)OrderStateId.Shipped, (int)OrderEventId.Ship)]
public static bool CanShip(OrderState state, OrderEvent @event)
=> state.ItemCount > 0;

Signature requirement: public static bool MethodName(TState state, TEvent @event)

When a guard returns false, the transition is blocked and HandleAsync returns TransitionResult.GuardRejected:

var emptyOrder = new OrderState(OrderStateId.Confirmed, new List<OrderItem>());
// ... (persistence configured with emptyOrder)
var result = await OrderMachine.HandleAsync(new OrderEvent(OrderEventId.Ship));
// result.Outcome == TransitionOutcome.GuardRejected
// No state mutation, no persistence write, no side-effects

Guards are associated with a specific transition triple (from, to, trigger). If no guard is defined for a transition, the transition proceeds unconditionally.

Side Effects

Side-effects execute after a transition has been successfully persisted. They are used for non-state-mutating work such as sending notifications, logging audit trails, or triggering downstream processes.

Side-effects cannot affect the transition outcome — by the time they run, the new state is already persisted.

/// <summary>
/// Send a notification after order confirmation.
/// </summary>
[SideEffect((int)OrderStateId.Pending, (int)OrderStateId.Confirmed, (int)OrderEventId.Confirm)]
public static void AfterConfirm(OrderState state, OrderEvent @event)
{
Console.WriteLine("Order confirmed! Sending notification...");
}

Signature requirement: public static void MethodName(TState state, TEvent @event)

Side-effects are associated with a specific transition triple (from, to, trigger). They only run on successful non-terminal transitions. Terminal transitions invoke the cleanup handler instead.

Entry Callbacks

Entry callbacks are invoked whenever the state machine enters a specific state (targeted) or any state (catch-all). They run after the transition handler but before persistence.

Targeted Entry Callback

Invoked only when entering the specified state. Returns TState, allowing state mutation before persistence:

[OnEnter((int)OrderStateId.Confirmed)]
public static OrderState OnEnterConfirmed(OrderState state, OrderEvent @event)
=> state with { /* add timestamp, initialize sub-state, etc. */ };

Signature: public static TState MethodName(TState state, TEvent @event)

Catch-All Entry Callback

Invoked on every state entry regardless of which state is entered. Has void return type — it’s observational only:

[OnEnter]
public static void OnEnterAny(OrderState state, OrderEvent @event)
{
Console.WriteLine($"Entered state: {state.GetStateId()}");
}

Signature: public static void MethodName(TState state, TEvent @event)

Ordering

When both a targeted and catch-all callback exist for a transition, the targeted callback runs first (its return value becomes the state), then the catch-all runs for observation.

At most one catch-all [OnEnter] is permitted. Multiple targeted [OnEnter] methods may exist for different states, but only one per state.

Terminal States and Cleanup

Terminal states represent the end of the state machine lifecycle. When the machine transitions into a terminal state, no further transitions are possible.

Declare terminal states with [TerminalState]:

[TerminalState((int)OrderStateId.Cancelled)]

Cleanup Handler

An optional async cleanup handler runs when entering a terminal state. Use it for end-of-lifecycle work like resource cleanup or state machine deletion:

[OnTerminal]
public static async Task CleanupOrder(OrderState state)
{
await DeleteOrderResources(state);
}

Signature: public static Task MethodName(TState state)

Only one [OnTerminal] method is permitted per state machine class. The cleanup handler replaces side-effects for terminal transitions — side-effects do not run when entering a terminal state.

Orchestration Ordering

The generated HandleAsync method follows a strict orchestration sequence.

Non-Terminal Transitions

1. Acquire lock
2. Load current state
3. Evaluate guard (if defined) → reject if false
4. Execute transition handler → produces new state
5. Execute targeted [OnEnter] callback (if defined) → may mutate state
6. Execute catch-all [OnEnter] callback (if defined) → observational
7. Persist new state
8. Execute side-effect (if defined)
9. Release lock (in finally block)

Terminal Transitions

1. Acquire lock
2. Load current state
3. Evaluate guard (if defined) → reject if false
4. Execute transition handler → produces new state
5. Execute targeted [OnEnter] callback (if defined) → may mutate state
6. Execute catch-all [OnEnter] callback (if defined) → observational
7. Persist new state
8. Execute cleanup handler (if defined)
9. Release lock (in finally block)

The lock is always released in a finally block, ensuring release even if an exception occurs during orchestration.

TransitionResult

HandleAsync returns TransitionResult<TState>, which carries the outcome and the resulting state:

var result = await OrderMachine.HandleAsync(new OrderEvent(OrderEventId.Confirm));
switch (result.Outcome)
{
case TransitionOutcome.Success:
Console.WriteLine($"Transitioned to: {result.State!.GetStateId()}");
break;
case TransitionOutcome.GuardRejected:
Console.WriteLine("Guard blocked the transition");
break;
case TransitionOutcome.NoTransition:
Console.WriteLine("No valid transition for current state + event");
break;
}
OutcomeMeaning
SuccessTransition completed; State contains the new state
GuardRejectedA guard returned false; no state mutation occurred
NoTransitionNo matching transition exists for the current state and event

Custom Persistence

The generated code defaults to an in-memory persistence provider. To persist state durably, implement IStatePersistence<TState> and wire it via a partial class:

public static partial class OrderMachine
{
public static void UsePersistence(IStatePersistence<OrderState> persistence)
{
_persistence = persistence;
}
}

The same pattern works for _lock if you need a custom IStateLock<TState> implementation (e.g., distributed locking).

Compile-Time Diagnostics

The generator validates your definition at compile time and reports actionable diagnostics:

IDSeverityMeaning
SMSG001ErrorDuplicate transition handler (same From/To/Trigger triple)
SMSG002ErrorHandler references undeclared state
SMSG003ErrorHandler references undeclared trigger
SMSG004ErrorNo states declared
SMSG005ErrorNo initial state designated
SMSG006ErrorMultiple initial states
SMSG007ErrorDuplicate state names
SMSG008ErrorDuplicate trigger names
SMSG009WarningUnreachable state (no inbound transitions)
SMSG010ErrorInvalid class declaration (modifiers)
SMSG012ErrorInvalid handler method signature
SMSG014ErrorTransition missing target state
SMSG015ErrorInternal generator error
SMSG016ErrorEvent type missing IDispatchableEvent
SMSG018ErrorInvalid enum value in attribute (not a member of the target enum)
SMSG019ErrorState type missing IStateMachineState<TStateId>
SMSG020WarningState is both initial and terminal
SMSG021ErrorMultiple [OnTerminal] cleanup handlers
SMSG022ErrorMultiple catch-all [OnEnter] methods
SMSG023ErrorDuplicate targeted [OnEnter] for same state
SMSG024ErrorInvalid [OnEnter] method signature
SMSG025ErrorInvalid [OnTerminal] method signature
SMSG026Error[Flags] enum used as state/event ID type
SMSG027ErrorInvalid class type parameter count

Building from Source

dotnet restore
dotnet build
dotnet test

License

MIT