Module arbiter_engine::machine
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The StateMachine trait, Behavior trait, and the Engine that runs
Behaviors.
Structs§
- The
Enginestruct represents the core logic unit of a state machine-based entity, such as an agent. It encapsulates a behavior and manages the flow of events to and from this behavior, effectively driving the entity’s response to external stimuli.
Enums§
- The message that is used in a
StateMachineto continue or halt its processing. - The instructions that can be sent to a
StateMachine. - The state used by any entity implementing
StateMachine.
Traits§
- The
Behaviortrait is the lowest level functionality that will be used by aStateMachine. This constitutes what each state transition will do. - A trait for creating a state machine.
- A trait defining the capabilities of a state machine within the system.
Type Aliases§
- A type alias for a pinned, boxed stream of events.