State Machine
A state machine defines a global state and transitions from one state to another.
Archetype provides the possibility to design the contract as a state machine; it simplifies the management of the contract's state compared to a manual management with bool
or nat
variables, because the only way to change the contract state is through transition entrypoints, which puts the contract's state under explicit control.
States
The states
keyword is used to declare the contract's states.
For example:
states =
| Pending initial
| Shipped
| Accepted
| Rejected
| Canceled
See the states article for more information.
Transitions
A transition is an entrypoint that changes the contract states. It provides a dedicated syntax to define guard conditions and transition effect.
For example, the following entrypoint
transition accept() {
called by buyer
from Shipped
to Accepted
with effect {
transfer balance to seller
}
}
See the transition article for more information.
Check state
Section
The state is
section allows the execution of an entrypoint (ie does not fail) only when the contract is in the specified state.
For example, the following entrypoint fails if the current contract state is not Accepted
:
entry pay() {
state is Accepted
/* ... other sections ... */
}
See the Sections article for more information on sections.
state
constant
It is possible to interrogate the contract state anywhere in any entrypoint effect with the state
constant. It is not possible to assign a value with an assignment instruction. Use a transition to change contract's state.
The constant may be interrogated with an if
or a match with
instruction.
For example:
if state = Canceled then /* ... */
or:
match state with
| Pending -> instr1 /* when in Pending state */
| Shipped -> instr2 /* when in Shipped state */
| Accepted -> instr3 /* when in Accepted state */
| Rejected -> instr4 /* when in Rejected state */
| Canceled -> instr5 /* when in Canceled state */
end;