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StateCore

NuGetNuGet DownloadsBuildLicense: MIT

A lightweight, type-safe finite state machine library for .NET applications.

Table of Contents

Features

  • Type-Safe — Strongly typed states and triggers using enums or custom types
  • Fluent API — Intuitive builder pattern for readable state machine definitions
  • Per-Transition Hooks — Execute specific actions for individual transitions
  • Multiple Actions — Chain multiple entry/exit actions per transition
  • Extensible — Works with enums or any type implementing IEquatable<T>
  • Zero Dependencies — No external dependencies required

Requirements

  • .NET 9.0 or later

Installation

.NET CLI

dotnet add package StateCore

Package Manager

Install-Package StateCore

Quick Start

usingStateCore;// Define states and triggerspublicenumState{Paused,Playing,Stopped}publicenumTrigger{Play,Pause,Stop}// Build the state machinevarstateMachine=StateMachine<State,Trigger>.WithInitialState(State.Paused).State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing);cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Stopped")).On(Trigger.Stop).GoTo(State.Stopped);}).State(State.Playing, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Playing")).OnEnter(()=>Console.WriteLine("Entering Paused")).On(Trigger.Pause).GoTo(State.Paused)).State(State.Stopped, cfg =>cfg.OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing)).Build();// Fire a triggerstateMachine.Trigger(Trigger.Play);// Output:// Leaving Paused// Entering PlayingConsole.WriteLine(stateMachine.CurrentState);// Playing

Transition Lifecycle

In StateCore, lifecycle hooks are bound to specific transitions:

  • OnExit() — Executes when leaving the current state (the state being configured)
  • OnEnter() — Executes when entering the target state (the state specified in GoTo())
.State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Exiting Paused"))// Runs when leaving Paused.OnEnter(()=>Console.WriteLine("Entering Playing"))// Runs when entering Playing.On(Trigger.Play).GoTo(State.Playing);})

Each configuration chain represents a specific transition path with its own behavior.

Execution Order

When a trigger fires:

  1. All OnExit actions execute (leaving the current state)
  2. All OnEnter actions execute (entering the target state)
  3. State updates to the target state

Advanced Usage

Chaining Multiple Actions

Execute multiple actions in sequence during a transition:

.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Stopped")).OnEnter(()=>InitializeAudioSystem()).OnEnter(()=>LoadMediaFile()).OnEnter(()=>StartPlayback()).OnEnter(()=>UpdateUI()).On(Trigger.Play).GoTo(State.Playing))

Context-Specific Entry Behavior

Define different behavior when entering the same state from different sources:

// Entering Playing from Paused.State(State.Paused, cfg =>cfg.OnExit(()=>Console.WriteLine("Resuming from pause")).OnEnter(()=>Console.WriteLine("Continuing playback")).On(Trigger.Play).GoTo(State.Playing))// Entering Playing from Stopped.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Starting fresh")).OnEnter(()=>Console.WriteLine("Beginning new playback")).On(Trigger.Play).GoTo(State.Playing))

Multiple Transitions from One State

Define distinct behavior for each outgoing transition:

.State(State.Playing, cfg =>{cfg.OnExit(()=>Console.WriteLine("Pausing")).OnEnter(()=>SavePlaybackPosition()).On(Trigger.Pause).GoTo(State.Paused);cfg.OnExit(()=>ReleaseResources()).OnEnter(()=>ResetPlaybackPosition()).On(Trigger.Stop).GoTo(State.Stopped);})

Custom State Types

Use custom classes instead of enums by implementing IEquatable<T>:

publicclassState:IEquatable<State>{publicintId{get;}publicstringName{get;}publicState(intid,stringname){Id=id;Name=name;}publicboolEquals(State?other){if(otherisnull)returnfalse;returnId==other.Id&&Name==other.Name;}publicoverrideboolEquals(object?obj)=>Equals(objasState);publicoverrideintGetHashCode()=>HashCode.Combine(Id,Name);publicstaticbooloperator==(State?left,State?right)=>Equals(left,right);publicstaticbooloperator!=(State?left,State?right)=>!Equals(left,right);}varpaused=newState(1,"Paused");varplaying=newState(2,"Playing");varstateMachine=StateMachine<State,Trigger>.WithInitialState(paused).State(paused, cfg =>cfg.OnEnter(()=>Console.WriteLine($"Entering {playing.Name}")).On(Trigger.Play).GoTo(playing)).Build();

API Reference

StateMachine<TState, TTrigger>

Static Methods

MethodDescription
WithInitialState(TState state)Creates a builder with the specified initial state

Builder Methods

MethodDescription
State(TState state, Action<StateConfiguration> configure)Configures transitions from the specified state
Build()Creates the state machine instance

Instance Members

MemberDescription
CurrentStateGets the current state
Trigger(TTrigger trigger)Fires a trigger to execute a transition

StateConfiguration

Represents a transition chain from the current state to a target state.

MethodDescription
OnExit(Action action)Registers an action to execute when leaving the current state
OnEnter(Action action)Registers an action to execute when entering the target state
On(TTrigger trigger)Specifies the trigger that activates this transition
GoTo(TState nextState)Specifies the destination state

Use Cases

DomainExample States
Game DevelopmentMenu → Playing → Paused → GameOver
Workflow EnginesDraft → Review → Approved → Published
Connection ManagementDisconnected → Connecting → Connected → Error
Media PlayersStopped → Playing → Paused → Buffering
Document LifecycleNew → InProgress → Review → Completed
Order ProcessingPending → Processing → Shipped → Delivered

Contributing

Contributions are welcome. Please open an issue to discuss proposed changes before submitting a pull request.

  1. Fork the repository
  2. Create a feature branch (git checkout -b feature/your-feature)
  3. Commit your changes (git commit -m 'Add your feature')
  4. Push to the branch (git push origin feature/your-feature)
  5. Open a pull request

License

This project is licensed under the MIT License. See the LICENSE file for details.


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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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StateCore

NuGetNuGet DownloadsBuildLicense: MIT

A lightweight, type-safe finite state machine library for .NET applications.

Table of Contents

Features

  • Type-Safe — Strongly typed states and triggers using enums or custom types
  • Fluent API — Intuitive builder pattern for readable state machine definitions
  • Per-Transition Hooks — Execute specific actions for individual transitions
  • Multiple Actions — Chain multiple entry/exit actions per transition
  • Extensible — Works with enums or any type implementing IEquatable<T>
  • Zero Dependencies — No external dependencies required

Requirements

  • .NET 9.0 or later

Installation

.NET CLI

dotnet add package StateCore

Package Manager

Install-Package StateCore

Quick Start

usingStateCore;// Define states and triggerspublicenumState{Paused,Playing,Stopped}publicenumTrigger{Play,Pause,Stop}// Build the state machinevarstateMachine=StateMachine<State,Trigger>.WithInitialState(State.Paused).State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing);cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Stopped")).On(Trigger.Stop).GoTo(State.Stopped);}).State(State.Playing, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Playing")).OnEnter(()=>Console.WriteLine("Entering Paused")).On(Trigger.Pause).GoTo(State.Paused)).State(State.Stopped, cfg =>cfg.OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing)).Build();// Fire a triggerstateMachine.Trigger(Trigger.Play);// Output:// Leaving Paused// Entering PlayingConsole.WriteLine(stateMachine.CurrentState);// Playing

Transition Lifecycle

In StateCore, lifecycle hooks are bound to specific transitions:

  • OnExit() — Executes when leaving the current state (the state being configured)
  • OnEnter() — Executes when entering the target state (the state specified in GoTo())
.State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Exiting Paused"))// Runs when leaving Paused.OnEnter(()=>Console.WriteLine("Entering Playing"))// Runs when entering Playing.On(Trigger.Play).GoTo(State.Playing);})

Each configuration chain represents a specific transition path with its own behavior.

Execution Order

When a trigger fires:

  1. All OnExit actions execute (leaving the current state)
  2. All OnEnter actions execute (entering the target state)
  3. State updates to the target state

Advanced Usage

Chaining Multiple Actions

Execute multiple actions in sequence during a transition:

.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Stopped")).OnEnter(()=>InitializeAudioSystem()).OnEnter(()=>LoadMediaFile()).OnEnter(()=>StartPlayback()).OnEnter(()=>UpdateUI()).On(Trigger.Play).GoTo(State.Playing))

Context-Specific Entry Behavior

Define different behavior when entering the same state from different sources:

// Entering Playing from Paused.State(State.Paused, cfg =>cfg.OnExit(()=>Console.WriteLine("Resuming from pause")).OnEnter(()=>Console.WriteLine("Continuing playback")).On(Trigger.Play).GoTo(State.Playing))// Entering Playing from Stopped.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Starting fresh")).OnEnter(()=>Console.WriteLine("Beginning new playback")).On(Trigger.Play).GoTo(State.Playing))

Multiple Transitions from One State

Define distinct behavior for each outgoing transition:

.State(State.Playing, cfg =>{cfg.OnExit(()=>Console.WriteLine("Pausing")).OnEnter(()=>SavePlaybackPosition()).On(Trigger.Pause).GoTo(State.Paused);cfg.OnExit(()=>ReleaseResources()).OnEnter(()=>ResetPlaybackPosition()).On(Trigger.Stop).GoTo(State.Stopped);})

Custom State Types

Use custom classes instead of enums by implementing IEquatable<T>:

publicclassState:IEquatable<State>{publicintId{get;}publicstringName{get;}publicState(intid,stringname){Id=id;Name=name;}publicboolEquals(State?other){if(otherisnull)returnfalse;returnId==other.Id&&Name==other.Name;}publicoverrideboolEquals(object?obj)=>Equals(objasState);publicoverrideintGetHashCode()=>HashCode.Combine(Id,Name);publicstaticbooloperator==(State?left,State?right)=>Equals(left,right);publicstaticbooloperator!=(State?left,State?right)=>!Equals(left,right);}varpaused=newState(1,"Paused");varplaying=newState(2,"Playing");varstateMachine=StateMachine<State,Trigger>.WithInitialState(paused).State(paused, cfg =>cfg.OnEnter(()=>Console.WriteLine($"Entering {playing.Name}")).On(Trigger.Play).GoTo(playing)).Build();

API Reference

StateMachine<TState, TTrigger>

Static Methods

MethodDescription
WithInitialState(TState state)Creates a builder with the specified initial state

Builder Methods

MethodDescription
State(TState state, Action<StateConfiguration> configure)Configures transitions from the specified state
Build()Creates the state machine instance

Instance Members

MemberDescription
CurrentStateGets the current state
Trigger(TTrigger trigger)Fires a trigger to execute a transition

StateConfiguration

Represents a transition chain from the current state to a target state.

MethodDescription
OnExit(Action action)Registers an action to execute when leaving the current state
OnEnter(Action action)Registers an action to execute when entering the target state
On(TTrigger trigger)Specifies the trigger that activates this transition
GoTo(TState nextState)Specifies the destination state

Use Cases

DomainExample States
Game DevelopmentMenu → Playing → Paused → GameOver
Workflow EnginesDraft → Review → Approved → Published
Connection ManagementDisconnected → Connecting → Connected → Error
Media PlayersStopped → Playing → Paused → Buffering
Document LifecycleNew → InProgress → Review → Completed
Order ProcessingPending → Processing → Shipped → Delivered

Contributing

Contributions are welcome. Please open an issue to discuss proposed changes before submitting a pull request.

  1. Fork the repository
  2. Create a feature branch (git checkout -b feature/your-feature)
  3. Commit your changes (git commit -m 'Add your feature')
  4. Push to the branch (git push origin feature/your-feature)
  5. Open a pull request

License

This project is licensed under the MIT License. See the LICENSE file for details.


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Lightweight framework for creating Finite State Machines

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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StateCore

NuGetNuGet DownloadsBuildLicense: MIT

A lightweight, type-safe finite state machine library for .NET applications.

Table of Contents

Features

  • Type-Safe — Strongly typed states and triggers using enums or custom types
  • Fluent API — Intuitive builder pattern for readable state machine definitions
  • Per-Transition Hooks — Execute specific actions for individual transitions
  • Multiple Actions — Chain multiple entry/exit actions per transition
  • Extensible — Works with enums or any type implementing IEquatable<T>
  • Zero Dependencies — No external dependencies required

Requirements

  • .NET 9.0 or later

Installation

.NET CLI

dotnet add package StateCore

Package Manager

Install-Package StateCore

Quick Start

usingStateCore;// Define states and triggerspublicenumState{Paused,Playing,Stopped}publicenumTrigger{Play,Pause,Stop}// Build the state machinevarstateMachine=StateMachine<State,Trigger>.WithInitialState(State.Paused).State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing);cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Stopped")).On(Trigger.Stop).GoTo(State.Stopped);}).State(State.Playing, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Playing")).OnEnter(()=>Console.WriteLine("Entering Paused")).On(Trigger.Pause).GoTo(State.Paused)).State(State.Stopped, cfg =>cfg.OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing)).Build();// Fire a triggerstateMachine.Trigger(Trigger.Play);// Output:// Leaving Paused// Entering PlayingConsole.WriteLine(stateMachine.CurrentState);// Playing

Transition Lifecycle

In StateCore, lifecycle hooks are bound to specific transitions:

  • OnExit() — Executes when leaving the current state (the state being configured)
  • OnEnter() — Executes when entering the target state (the state specified in GoTo())
.State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Exiting Paused"))// Runs when leaving Paused.OnEnter(()=>Console.WriteLine("Entering Playing"))// Runs when entering Playing.On(Trigger.Play).GoTo(State.Playing);})

Each configuration chain represents a specific transition path with its own behavior.

Execution Order

When a trigger fires:

  1. All OnExit actions execute (leaving the current state)
  2. All OnEnter actions execute (entering the target state)
  3. State updates to the target state

Advanced Usage

Chaining Multiple Actions

Execute multiple actions in sequence during a transition:

.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Stopped")).OnEnter(()=>InitializeAudioSystem()).OnEnter(()=>LoadMediaFile()).OnEnter(()=>StartPlayback()).OnEnter(()=>UpdateUI()).On(Trigger.Play).GoTo(State.Playing))

Context-Specific Entry Behavior

Define different behavior when entering the same state from different sources:

// Entering Playing from Paused.State(State.Paused, cfg =>cfg.OnExit(()=>Console.WriteLine("Resuming from pause")).OnEnter(()=>Console.WriteLine("Continuing playback")).On(Trigger.Play).GoTo(State.Playing))// Entering Playing from Stopped.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Starting fresh")).OnEnter(()=>Console.WriteLine("Beginning new playback")).On(Trigger.Play).GoTo(State.Playing))

Multiple Transitions from One State

Define distinct behavior for each outgoing transition:

.State(State.Playing, cfg =>{cfg.OnExit(()=>Console.WriteLine("Pausing")).OnEnter(()=>SavePlaybackPosition()).On(Trigger.Pause).GoTo(State.Paused);cfg.OnExit(()=>ReleaseResources()).OnEnter(()=>ResetPlaybackPosition()).On(Trigger.Stop).GoTo(State.Stopped);})

Custom State Types

Use custom classes instead of enums by implementing IEquatable<T>:

publicclassState:IEquatable<State>{publicintId{get;}publicstringName{get;}publicState(intid,stringname){Id=id;Name=name;}publicboolEquals(State?other){if(otherisnull)returnfalse;returnId==other.Id&&Name==other.Name;}publicoverrideboolEquals(object?obj)=>Equals(objasState);publicoverrideintGetHashCode()=>HashCode.Combine(Id,Name);publicstaticbooloperator==(State?left,State?right)=>Equals(left,right);publicstaticbooloperator!=(State?left,State?right)=>!Equals(left,right);}varpaused=newState(1,"Paused");varplaying=newState(2,"Playing");varstateMachine=StateMachine<State,Trigger>.WithInitialState(paused).State(paused, cfg =>cfg.OnEnter(()=>Console.WriteLine($"Entering {playing.Name}")).On(Trigger.Play).GoTo(playing)).Build();

API Reference

StateMachine<TState, TTrigger>

Static Methods

MethodDescription
WithInitialState(TState state)Creates a builder with the specified initial state

Builder Methods

MethodDescription
State(TState state, Action<StateConfiguration> configure)Configures transitions from the specified state
Build()Creates the state machine instance

Instance Members

MemberDescription
CurrentStateGets the current state
Trigger(TTrigger trigger)Fires a trigger to execute a transition

StateConfiguration

Represents a transition chain from the current state to a target state.

MethodDescription
OnExit(Action action)Registers an action to execute when leaving the current state
OnEnter(Action action)Registers an action to execute when entering the target state
On(TTrigger trigger)Specifies the trigger that activates this transition
GoTo(TState nextState)Specifies the destination state

Use Cases

DomainExample States
Game DevelopmentMenu → Playing → Paused → GameOver
Workflow EnginesDraft → Review → Approved → Published
Connection ManagementDisconnected → Connecting → Connected → Error
Media PlayersStopped → Playing → Paused → Buffering
Document LifecycleNew → InProgress → Review → Completed
Order ProcessingPending → Processing → Shipped → Delivered

Contributing

Contributions are welcome. Please open an issue to discuss proposed changes before submitting a pull request.

  1. Fork the repository
  2. Create a feature branch (git checkout -b feature/your-feature)
  3. Commit your changes (git commit -m 'Add your feature')
  4. Push to the branch (git push origin feature/your-feature)
  5. Open a pull request

License

This project is licensed under the MIT License. See the LICENSE file for details.


NuGet Package · GitHub Repository · Report an Issue

About

Lightweight framework for creating Finite State Machines

Topics

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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StateCore

NuGetNuGet DownloadsBuildLicense: MIT

A lightweight, type-safe finite state machine library for .NET applications.

Table of Contents

Features

  • Type-Safe — Strongly typed states and triggers using enums or custom types
  • Fluent API — Intuitive builder pattern for readable state machine definitions
  • Per-Transition Hooks — Execute specific actions for individual transitions
  • Multiple Actions — Chain multiple entry/exit actions per transition
  • Extensible — Works with enums or any type implementing IEquatable<T>
  • Zero Dependencies — No external dependencies required

Requirements

  • .NET 9.0 or later

Installation

.NET CLI

dotnet add package StateCore

Package Manager

Install-Package StateCore

Quick Start

usingStateCore;// Define states and triggerspublicenumState{Paused,Playing,Stopped}publicenumTrigger{Play,Pause,Stop}// Build the state machinevarstateMachine=StateMachine<State,Trigger>.WithInitialState(State.Paused).State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing);cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Stopped")).On(Trigger.Stop).GoTo(State.Stopped);}).State(State.Playing, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Playing")).OnEnter(()=>Console.WriteLine("Entering Paused")).On(Trigger.Pause).GoTo(State.Paused)).State(State.Stopped, cfg =>cfg.OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing)).Build();// Fire a triggerstateMachine.Trigger(Trigger.Play);// Output:// Leaving Paused// Entering PlayingConsole.WriteLine(stateMachine.CurrentState);// Playing

Transition Lifecycle

In StateCore, lifecycle hooks are bound to specific transitions:

  • OnExit() — Executes when leaving the current state (the state being configured)
  • OnEnter() — Executes when entering the target state (the state specified in GoTo())
.State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Exiting Paused"))// Runs when leaving Paused.OnEnter(()=>Console.WriteLine("Entering Playing"))// Runs when entering Playing.On(Trigger.Play).GoTo(State.Playing);})

Each configuration chain represents a specific transition path with its own behavior.

Execution Order

When a trigger fires:

  1. All OnExit actions execute (leaving the current state)
  2. All OnEnter actions execute (entering the target state)
  3. State updates to the target state

Advanced Usage

Chaining Multiple Actions

Execute multiple actions in sequence during a transition:

.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Stopped")).OnEnter(()=>InitializeAudioSystem()).OnEnter(()=>LoadMediaFile()).OnEnter(()=>StartPlayback()).OnEnter(()=>UpdateUI()).On(Trigger.Play).GoTo(State.Playing))

Context-Specific Entry Behavior

Define different behavior when entering the same state from different sources:

// Entering Playing from Paused.State(State.Paused, cfg =>cfg.OnExit(()=>Console.WriteLine("Resuming from pause")).OnEnter(()=>Console.WriteLine("Continuing playback")).On(Trigger.Play).GoTo(State.Playing))// Entering Playing from Stopped.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Starting fresh")).OnEnter(()=>Console.WriteLine("Beginning new playback")).On(Trigger.Play).GoTo(State.Playing))

Multiple Transitions from One State

Define distinct behavior for each outgoing transition:

.State(State.Playing, cfg =>{cfg.OnExit(()=>Console.WriteLine("Pausing")).OnEnter(()=>SavePlaybackPosition()).On(Trigger.Pause).GoTo(State.Paused);cfg.OnExit(()=>ReleaseResources()).OnEnter(()=>ResetPlaybackPosition()).On(Trigger.Stop).GoTo(State.Stopped);})

Custom State Types

Use custom classes instead of enums by implementing IEquatable<T>:

publicclassState:IEquatable<State>{publicintId{get;}publicstringName{get;}publicState(intid,stringname){Id=id;Name=name;}publicboolEquals(State?other){if(otherisnull)returnfalse;returnId==other.Id&&Name==other.Name;}publicoverrideboolEquals(object?obj)=>Equals(objasState);publicoverrideintGetHashCode()=>HashCode.Combine(Id,Name);publicstaticbooloperator==(State?left,State?right)=>Equals(left,right);publicstaticbooloperator!=(State?left,State?right)=>!Equals(left,right);}varpaused=newState(1,"Paused");varplaying=newState(2,"Playing");varstateMachine=StateMachine<State,Trigger>.WithInitialState(paused).State(paused, cfg =>cfg.OnEnter(()=>Console.WriteLine($"Entering {playing.Name}")).On(Trigger.Play).GoTo(playing)).Build();

API Reference

StateMachine<TState, TTrigger>

Static Methods

MethodDescription
WithInitialState(TState state)Creates a builder with the specified initial state

Builder Methods

MethodDescription
State(TState state, Action<StateConfiguration> configure)Configures transitions from the specified state
Build()Creates the state machine instance

Instance Members

MemberDescription
CurrentStateGets the current state
Trigger(TTrigger trigger)Fires a trigger to execute a transition

StateConfiguration

Represents a transition chain from the current state to a target state.

MethodDescription
OnExit(Action action)Registers an action to execute when leaving the current state
OnEnter(Action action)Registers an action to execute when entering the target state
On(TTrigger trigger)Specifies the trigger that activates this transition
GoTo(TState nextState)Specifies the destination state

Use Cases

DomainExample States
Game DevelopmentMenu → Playing → Paused → GameOver
Workflow EnginesDraft → Review → Approved → Published
Connection ManagementDisconnected → Connecting → Connected → Error
Media PlayersStopped → Playing → Paused → Buffering
Document LifecycleNew → InProgress → Review → Completed
Order ProcessingPending → Processing → Shipped → Delivered

Contributing

Contributions are welcome. Please open an issue to discuss proposed changes before submitting a pull request.

  1. Fork the repository
  2. Create a feature branch (git checkout -b feature/your-feature)
  3. Commit your changes (git commit -m 'Add your feature')
  4. Push to the branch (git push origin feature/your-feature)
  5. Open a pull request

License

This project is licensed under the MIT License. See the LICENSE file for details.


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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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StateCore

NuGetNuGet DownloadsBuildLicense: MIT

A lightweight, type-safe finite state machine library for .NET applications.

Table of Contents

Features

  • Type-Safe — Strongly typed states and triggers using enums or custom types
  • Fluent API — Intuitive builder pattern for readable state machine definitions
  • Per-Transition Hooks — Execute specific actions for individual transitions
  • Multiple Actions — Chain multiple entry/exit actions per transition
  • Extensible — Works with enums or any type implementing IEquatable<T>
  • Zero Dependencies — No external dependencies required

Requirements

  • .NET 9.0 or later

Installation

.NET CLI

dotnet add package StateCore

Package Manager

Install-Package StateCore

Quick Start

usingStateCore;// Define states and triggerspublicenumState{Paused,Playing,Stopped}publicenumTrigger{Play,Pause,Stop}// Build the state machinevarstateMachine=StateMachine<State,Trigger>.WithInitialState(State.Paused).State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing);cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Stopped")).On(Trigger.Stop).GoTo(State.Stopped);}).State(State.Playing, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Playing")).OnEnter(()=>Console.WriteLine("Entering Paused")).On(Trigger.Pause).GoTo(State.Paused)).State(State.Stopped, cfg =>cfg.OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing)).Build();// Fire a triggerstateMachine.Trigger(Trigger.Play);// Output:// Leaving Paused// Entering PlayingConsole.WriteLine(stateMachine.CurrentState);// Playing

Transition Lifecycle

In StateCore, lifecycle hooks are bound to specific transitions:

  • OnExit() — Executes when leaving the current state (the state being configured)
  • OnEnter() — Executes when entering the target state (the state specified in GoTo())
.State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Exiting Paused"))// Runs when leaving Paused.OnEnter(()=>Console.WriteLine("Entering Playing"))// Runs when entering Playing.On(Trigger.Play).GoTo(State.Playing);})

Each configuration chain represents a specific transition path with its own behavior.

Execution Order

When a trigger fires:

  1. All OnExit actions execute (leaving the current state)
  2. All OnEnter actions execute (entering the target state)
  3. State updates to the target state

Advanced Usage

Chaining Multiple Actions

Execute multiple actions in sequence during a transition:

.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Stopped")).OnEnter(()=>InitializeAudioSystem()).OnEnter(()=>LoadMediaFile()).OnEnter(()=>StartPlayback()).OnEnter(()=>UpdateUI()).On(Trigger.Play).GoTo(State.Playing))

Context-Specific Entry Behavior

Define different behavior when entering the same state from different sources:

// Entering Playing from Paused.State(State.Paused, cfg =>cfg.OnExit(()=>Console.WriteLine("Resuming from pause")).OnEnter(()=>Console.WriteLine("Continuing playback")).On(Trigger.Play).GoTo(State.Playing))// Entering Playing from Stopped.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Starting fresh")).OnEnter(()=>Console.WriteLine("Beginning new playback")).On(Trigger.Play).GoTo(State.Playing))

Multiple Transitions from One State

Define distinct behavior for each outgoing transition:

.State(State.Playing, cfg =>{cfg.OnExit(()=>Console.WriteLine("Pausing")).OnEnter(()=>SavePlaybackPosition()).On(Trigger.Pause).GoTo(State.Paused);cfg.OnExit(()=>ReleaseResources()).OnEnter(()=>ResetPlaybackPosition()).On(Trigger.Stop).GoTo(State.Stopped);})

Custom State Types

Use custom classes instead of enums by implementing IEquatable<T>:

publicclassState:IEquatable<State>{publicintId{get;}publicstringName{get;}publicState(intid,stringname){Id=id;Name=name;}publicboolEquals(State?other){if(otherisnull)returnfalse;returnId==other.Id&&Name==other.Name;}publicoverrideboolEquals(object?obj)=>Equals(objasState);publicoverrideintGetHashCode()=>HashCode.Combine(Id,Name);publicstaticbooloperator==(State?left,State?right)=>Equals(left,right);publicstaticbooloperator!=(State?left,State?right)=>!Equals(left,right);}varpaused=newState(1,"Paused");varplaying=newState(2,"Playing");varstateMachine=StateMachine<State,Trigger>.WithInitialState(paused).State(paused, cfg =>cfg.OnEnter(()=>Console.WriteLine($"Entering {playing.Name}")).On(Trigger.Play).GoTo(playing)).Build();

API Reference

StateMachine<TState, TTrigger>

Static Methods

MethodDescription
WithInitialState(TState state)Creates a builder with the specified initial state

Builder Methods

MethodDescription
State(TState state, Action<StateConfiguration> configure)Configures transitions from the specified state
Build()Creates the state machine instance

Instance Members

MemberDescription
CurrentStateGets the current state
Trigger(TTrigger trigger)Fires a trigger to execute a transition

StateConfiguration

Represents a transition chain from the current state to a target state.

MethodDescription
OnExit(Action action)Registers an action to execute when leaving the current state
OnEnter(Action action)Registers an action to execute when entering the target state
On(TTrigger trigger)Specifies the trigger that activates this transition
GoTo(TState nextState)Specifies the destination state

Use Cases

DomainExample States
Game DevelopmentMenu → Playing → Paused → GameOver
Workflow EnginesDraft → Review → Approved → Published
Connection ManagementDisconnected → Connecting → Connected → Error
Media PlayersStopped → Playing → Paused → Buffering
Document LifecycleNew → InProgress → Review → Completed
Order ProcessingPending → Processing → Shipped → Delivered

Contributing

Contributions are welcome. Please open an issue to discuss proposed changes before submitting a pull request.

  1. Fork the repository
  2. Create a feature branch (git checkout -b feature/your-feature)
  3. Commit your changes (git commit -m 'Add your feature')
  4. Push to the branch (git push origin feature/your-feature)
  5. Open a pull request

License

This project is licensed under the MIT License. See the LICENSE file for details.


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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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StateCore

NuGetNuGet DownloadsBuildLicense: MIT

A lightweight, type-safe finite state machine library for .NET applications.

Table of Contents

Features

  • Type-Safe — Strongly typed states and triggers using enums or custom types
  • Fluent API — Intuitive builder pattern for readable state machine definitions
  • Per-Transition Hooks — Execute specific actions for individual transitions
  • Multiple Actions — Chain multiple entry/exit actions per transition
  • Extensible — Works with enums or any type implementing IEquatable<T>
  • Zero Dependencies — No external dependencies required

Requirements

  • .NET 9.0 or later

Installation

.NET CLI

dotnet add package StateCore

Package Manager

Install-Package StateCore

Quick Start

usingStateCore;// Define states and triggerspublicenumState{Paused,Playing,Stopped}publicenumTrigger{Play,Pause,Stop}// Build the state machinevarstateMachine=StateMachine<State,Trigger>.WithInitialState(State.Paused).State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing);cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Stopped")).On(Trigger.Stop).GoTo(State.Stopped);}).State(State.Playing, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Playing")).OnEnter(()=>Console.WriteLine("Entering Paused")).On(Trigger.Pause).GoTo(State.Paused)).State(State.Stopped, cfg =>cfg.OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing)).Build();// Fire a triggerstateMachine.Trigger(Trigger.Play);// Output:// Leaving Paused// Entering PlayingConsole.WriteLine(stateMachine.CurrentState);// Playing

Transition Lifecycle

In StateCore, lifecycle hooks are bound to specific transitions:

  • OnExit() — Executes when leaving the current state (the state being configured)
  • OnEnter() — Executes when entering the target state (the state specified in GoTo())
.State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Exiting Paused"))// Runs when leaving Paused.OnEnter(()=>Console.WriteLine("Entering Playing"))// Runs when entering Playing.On(Trigger.Play).GoTo(State.Playing);})

Each configuration chain represents a specific transition path with its own behavior.

Execution Order

When a trigger fires:

  1. All OnExit actions execute (leaving the current state)
  2. All OnEnter actions execute (entering the target state)
  3. State updates to the target state

Advanced Usage

Chaining Multiple Actions

Execute multiple actions in sequence during a transition:

.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Stopped")).OnEnter(()=>InitializeAudioSystem()).OnEnter(()=>LoadMediaFile()).OnEnter(()=>StartPlayback()).OnEnter(()=>UpdateUI()).On(Trigger.Play).GoTo(State.Playing))

Context-Specific Entry Behavior

Define different behavior when entering the same state from different sources:

// Entering Playing from Paused.State(State.Paused, cfg =>cfg.OnExit(()=>Console.WriteLine("Resuming from pause")).OnEnter(()=>Console.WriteLine("Continuing playback")).On(Trigger.Play).GoTo(State.Playing))// Entering Playing from Stopped.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Starting fresh")).OnEnter(()=>Console.WriteLine("Beginning new playback")).On(Trigger.Play).GoTo(State.Playing))

Multiple Transitions from One State

Define distinct behavior for each outgoing transition:

.State(State.Playing, cfg =>{cfg.OnExit(()=>Console.WriteLine("Pausing")).OnEnter(()=>SavePlaybackPosition()).On(Trigger.Pause).GoTo(State.Paused);cfg.OnExit(()=>ReleaseResources()).OnEnter(()=>ResetPlaybackPosition()).On(Trigger.Stop).GoTo(State.Stopped);})

Custom State Types

Use custom classes instead of enums by implementing IEquatable<T>:

publicclassState:IEquatable<State>{publicintId{get;}publicstringName{get;}publicState(intid,stringname){Id=id;Name=name;}publicboolEquals(State?other){if(otherisnull)returnfalse;returnId==other.Id&&Name==other.Name;}publicoverrideboolEquals(object?obj)=>Equals(objasState);publicoverrideintGetHashCode()=>HashCode.Combine(Id,Name);publicstaticbooloperator==(State?left,State?right)=>Equals(left,right);publicstaticbooloperator!=(State?left,State?right)=>!Equals(left,right);}varpaused=newState(1,"Paused");varplaying=newState(2,"Playing");varstateMachine=StateMachine<State,Trigger>.WithInitialState(paused).State(paused, cfg =>cfg.OnEnter(()=>Console.WriteLine($"Entering {playing.Name}")).On(Trigger.Play).GoTo(playing)).Build();

API Reference

StateMachine<TState, TTrigger>

Static Methods

MethodDescription
WithInitialState(TState state)Creates a builder with the specified initial state

Builder Methods

MethodDescription
State(TState state, Action<StateConfiguration> configure)Configures transitions from the specified state
Build()Creates the state machine instance

Instance Members

MemberDescription
CurrentStateGets the current state
Trigger(TTrigger trigger)Fires a trigger to execute a transition

StateConfiguration

Represents a transition chain from the current state to a target state.

MethodDescription
OnExit(Action action)Registers an action to execute when leaving the current state
OnEnter(Action action)Registers an action to execute when entering the target state
On(TTrigger trigger)Specifies the trigger that activates this transition
GoTo(TState nextState)Specifies the destination state

Use Cases

DomainExample States
Game DevelopmentMenu → Playing → Paused → GameOver
Workflow EnginesDraft → Review → Approved → Published
Connection ManagementDisconnected → Connecting → Connected → Error
Media PlayersStopped → Playing → Paused → Buffering
Document LifecycleNew → InProgress → Review → Completed
Order ProcessingPending → Processing → Shipped → Delivered

Contributing

Contributions are welcome. Please open an issue to discuss proposed changes before submitting a pull request.

  1. Fork the repository
  2. Create a feature branch (git checkout -b feature/your-feature)
  3. Commit your changes (git commit -m 'Add your feature')
  4. Push to the branch (git push origin feature/your-feature)
  5. Open a pull request

License

This project is licensed under the MIT License. See the LICENSE file for details.


NuGet Package · GitHub Repository · Report an Issue

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Lightweight framework for creating Finite State Machines

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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StateCore

NuGetNuGet DownloadsBuildLicense: MIT

A lightweight, type-safe finite state machine library for .NET applications.

Table of Contents

Features

  • Type-Safe — Strongly typed states and triggers using enums or custom types
  • Fluent API — Intuitive builder pattern for readable state machine definitions
  • Per-Transition Hooks — Execute specific actions for individual transitions
  • Multiple Actions — Chain multiple entry/exit actions per transition
  • Extensible — Works with enums or any type implementing IEquatable<T>
  • Zero Dependencies — No external dependencies required

Requirements

  • .NET 9.0 or later

Installation

.NET CLI

dotnet add package StateCore

Package Manager

Install-Package StateCore

Quick Start

usingStateCore;// Define states and triggerspublicenumState{Paused,Playing,Stopped}publicenumTrigger{Play,Pause,Stop}// Build the state machinevarstateMachine=StateMachine<State,Trigger>.WithInitialState(State.Paused).State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing);cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Stopped")).On(Trigger.Stop).GoTo(State.Stopped);}).State(State.Playing, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Playing")).OnEnter(()=>Console.WriteLine("Entering Paused")).On(Trigger.Pause).GoTo(State.Paused)).State(State.Stopped, cfg =>cfg.OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing)).Build();// Fire a triggerstateMachine.Trigger(Trigger.Play);// Output:// Leaving Paused// Entering PlayingConsole.WriteLine(stateMachine.CurrentState);// Playing

Transition Lifecycle

In StateCore, lifecycle hooks are bound to specific transitions:

  • OnExit() — Executes when leaving the current state (the state being configured)
  • OnEnter() — Executes when entering the target state (the state specified in GoTo())
.State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Exiting Paused"))// Runs when leaving Paused.OnEnter(()=>Console.WriteLine("Entering Playing"))// Runs when entering Playing.On(Trigger.Play).GoTo(State.Playing);})

Each configuration chain represents a specific transition path with its own behavior.

Execution Order

When a trigger fires:

  1. All OnExit actions execute (leaving the current state)
  2. All OnEnter actions execute (entering the target state)
  3. State updates to the target state

Advanced Usage

Chaining Multiple Actions

Execute multiple actions in sequence during a transition:

.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Stopped")).OnEnter(()=>InitializeAudioSystem()).OnEnter(()=>LoadMediaFile()).OnEnter(()=>StartPlayback()).OnEnter(()=>UpdateUI()).On(Trigger.Play).GoTo(State.Playing))

Context-Specific Entry Behavior

Define different behavior when entering the same state from different sources:

// Entering Playing from Paused.State(State.Paused, cfg =>cfg.OnExit(()=>Console.WriteLine("Resuming from pause")).OnEnter(()=>Console.WriteLine("Continuing playback")).On(Trigger.Play).GoTo(State.Playing))// Entering Playing from Stopped.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Starting fresh")).OnEnter(()=>Console.WriteLine("Beginning new playback")).On(Trigger.Play).GoTo(State.Playing))

Multiple Transitions from One State

Define distinct behavior for each outgoing transition:

.State(State.Playing, cfg =>{cfg.OnExit(()=>Console.WriteLine("Pausing")).OnEnter(()=>SavePlaybackPosition()).On(Trigger.Pause).GoTo(State.Paused);cfg.OnExit(()=>ReleaseResources()).OnEnter(()=>ResetPlaybackPosition()).On(Trigger.Stop).GoTo(State.Stopped);})

Custom State Types

Use custom classes instead of enums by implementing IEquatable<T>:

publicclassState:IEquatable<State>{publicintId{get;}publicstringName{get;}publicState(intid,stringname){Id=id;Name=name;}publicboolEquals(State?other){if(otherisnull)returnfalse;returnId==other.Id&&Name==other.Name;}publicoverrideboolEquals(object?obj)=>Equals(objasState);publicoverrideintGetHashCode()=>HashCode.Combine(Id,Name);publicstaticbooloperator==(State?left,State?right)=>Equals(left,right);publicstaticbooloperator!=(State?left,State?right)=>!Equals(left,right);}varpaused=newState(1,"Paused");varplaying=newState(2,"Playing");varstateMachine=StateMachine<State,Trigger>.WithInitialState(paused).State(paused, cfg =>cfg.OnEnter(()=>Console.WriteLine($"Entering {playing.Name}")).On(Trigger.Play).GoTo(playing)).Build();

API Reference

StateMachine<TState, TTrigger>

Static Methods

MethodDescription
WithInitialState(TState state)Creates a builder with the specified initial state

Builder Methods

MethodDescription
State(TState state, Action<StateConfiguration> configure)Configures transitions from the specified state
Build()Creates the state machine instance

Instance Members

MemberDescription
CurrentStateGets the current state
Trigger(TTrigger trigger)Fires a trigger to execute a transition

StateConfiguration

Represents a transition chain from the current state to a target state.

MethodDescription
OnExit(Action action)Registers an action to execute when leaving the current state
OnEnter(Action action)Registers an action to execute when entering the target state
On(TTrigger trigger)Specifies the trigger that activates this transition
GoTo(TState nextState)Specifies the destination state

Use Cases

DomainExample States
Game DevelopmentMenu → Playing → Paused → GameOver
Workflow EnginesDraft → Review → Approved → Published
Connection ManagementDisconnected → Connecting → Connected → Error
Media PlayersStopped → Playing → Paused → Buffering
Document LifecycleNew → InProgress → Review → Completed
Order ProcessingPending → Processing → Shipped → Delivered

Contributing

Contributions are welcome. Please open an issue to discuss proposed changes before submitting a pull request.

  1. Fork the repository
  2. Create a feature branch (git checkout -b feature/your-feature)
  3. Commit your changes (git commit -m 'Add your feature')
  4. Push to the branch (git push origin feature/your-feature)
  5. Open a pull request

License

This project is licensed under the MIT License. See the LICENSE file for details.


NuGet Package · GitHub Repository · Report an Issue

About

Lightweight framework for creating Finite State Machines

Topics

Resources

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Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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StateCore

NuGetNuGet DownloadsBuildLicense: MIT

A lightweight, type-safe finite state machine library for .NET applications.

Table of Contents

Features

  • Type-Safe — Strongly typed states and triggers using enums or custom types
  • Fluent API — Intuitive builder pattern for readable state machine definitions
  • Per-Transition Hooks — Execute specific actions for individual transitions
  • Multiple Actions — Chain multiple entry/exit actions per transition
  • Extensible — Works with enums or any type implementing IEquatable<T>
  • Zero Dependencies — No external dependencies required

Requirements

  • .NET 9.0 or later

Installation

.NET CLI

dotnet add package StateCore

Package Manager

Install-Package StateCore

Quick Start

usingStateCore;// Define states and triggerspublicenumState{Paused,Playing,Stopped}publicenumTrigger{Play,Pause,Stop}// Build the state machinevarstateMachine=StateMachine<State,Trigger>.WithInitialState(State.Paused).State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing);cfg.OnExit(()=>Console.WriteLine("Leaving Paused")).OnEnter(()=>Console.WriteLine("Entering Stopped")).On(Trigger.Stop).GoTo(State.Stopped);}).State(State.Playing, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Playing")).OnEnter(()=>Console.WriteLine("Entering Paused")).On(Trigger.Pause).GoTo(State.Paused)).State(State.Stopped, cfg =>cfg.OnEnter(()=>Console.WriteLine("Entering Playing")).On(Trigger.Play).GoTo(State.Playing)).Build();// Fire a triggerstateMachine.Trigger(Trigger.Play);// Output:// Leaving Paused// Entering PlayingConsole.WriteLine(stateMachine.CurrentState);// Playing

Transition Lifecycle

In StateCore, lifecycle hooks are bound to specific transitions:

  • OnExit() — Executes when leaving the current state (the state being configured)
  • OnEnter() — Executes when entering the target state (the state specified in GoTo())
.State(State.Paused, cfg =>{cfg.OnExit(()=>Console.WriteLine("Exiting Paused"))// Runs when leaving Paused.OnEnter(()=>Console.WriteLine("Entering Playing"))// Runs when entering Playing.On(Trigger.Play).GoTo(State.Playing);})

Each configuration chain represents a specific transition path with its own behavior.

Execution Order

When a trigger fires:

  1. All OnExit actions execute (leaving the current state)
  2. All OnEnter actions execute (entering the target state)
  3. State updates to the target state

Advanced Usage

Chaining Multiple Actions

Execute multiple actions in sequence during a transition:

.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Leaving Stopped")).OnEnter(()=>InitializeAudioSystem()).OnEnter(()=>LoadMediaFile()).OnEnter(()=>StartPlayback()).OnEnter(()=>UpdateUI()).On(Trigger.Play).GoTo(State.Playing))

Context-Specific Entry Behavior

Define different behavior when entering the same state from different sources:

// Entering Playing from Paused.State(State.Paused, cfg =>cfg.OnExit(()=>Console.WriteLine("Resuming from pause")).OnEnter(()=>Console.WriteLine("Continuing playback")).On(Trigger.Play).GoTo(State.Playing))// Entering Playing from Stopped.State(State.Stopped, cfg =>cfg.OnExit(()=>Console.WriteLine("Starting fresh")).OnEnter(()=>Console.WriteLine("Beginning new playback")).On(Trigger.Play).GoTo(State.Playing))

Multiple Transitions from One State

Define distinct behavior for each outgoing transition:

.State(State.Playing, cfg =>{cfg.OnExit(()=>Console.WriteLine("Pausing")).OnEnter(()=>SavePlaybackPosition()).On(Trigger.Pause).GoTo(State.Paused);cfg.OnExit(()=>ReleaseResources()).OnEnter(()=>ResetPlaybackPosition()).On(Trigger.Stop).GoTo(State.Stopped);})

Custom State Types

Use custom classes instead of enums by implementing IEquatable<T>:

publicclassState:IEquatable<State>{publicintId{get;}publicstringName{get;}publicState(intid,stringname){Id=id;Name=name;}publicboolEquals(State?other){if(otherisnull)returnfalse;returnId==other.Id&&Name==other.Name;}publicoverrideboolEquals(object?obj)=>Equals(objasState);publicoverrideintGetHashCode()=>HashCode.Combine(Id,Name);publicstaticbooloperator==(State?left,State?right)=>Equals(left,right);publicstaticbooloperator!=(State?left,State?right)=>!Equals(left,right);}varpaused=newState(1,"Paused");varplaying=newState(2,"Playing");varstateMachine=StateMachine<State,Trigger>.WithInitialState(paused).State(paused, cfg =>cfg.OnEnter(()=>Console.WriteLine($"Entering {playing.Name}")).On(Trigger.Play).GoTo(playing)).Build();

API Reference

StateMachine<TState, TTrigger>

Static Methods

MethodDescription
WithInitialState(TState state)Creates a builder with the specified initial state

Builder Methods

MethodDescription
State(TState state, Action<StateConfiguration> configure)Configures transitions from the specified state
Build()Creates the state machine instance

Instance Members

MemberDescription
CurrentStateGets the current state
Trigger(TTrigger trigger)Fires a trigger to execute a transition

StateConfiguration

Represents a transition chain from the current state to a target state.

MethodDescription
OnExit(Action action)Registers an action to execute when leaving the current state
OnEnter(Action action)Registers an action to execute when entering the target state
On(TTrigger trigger)Specifies the trigger that activates this transition
GoTo(TState nextState)Specifies the destination state

Use Cases

DomainExample States
Game DevelopmentMenu → Playing → Paused → GameOver
Workflow EnginesDraft → Review → Approved → Published
Connection ManagementDisconnected → Connecting → Connected → Error
Media PlayersStopped → Playing → Paused → Buffering
Document LifecycleNew → InProgress → Review → Completed
Order ProcessingPending → Processing → Shipped → Delivered

Contributing

Contributions are welcome. Please open an issue to discuss proposed changes before submitting a pull request.

  1. Fork the repository
  2. Create a feature branch (git checkout -b feature/your-feature)
  3. Commit your changes (git commit -m 'Add your feature')
  4. Push to the branch (git push origin feature/your-feature)
  5. Open a pull request

License

This project is licensed under the MIT License. See the LICENSE file for details.


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Lightweight framework for creating Finite State Machines

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