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Please checkout the Medium article on pattern/library usage.

Contents

Introduction

An MVI pattern of architecting modern applications has been getting more and more popular in the recent time. There are a lot of articles describing the pattern but to recap let's see the key points that make up the approach:

  • Model - A model holds the representation of the data state and changes it with reducing logic. Data changes are propagated to the view layer as a stream of complete view-states.
  • View - The view layer observes user actions and view-state changes from the model. As a result,
    it sets the intention for the triggered UI gesture passing it to the model to process.
  • Intent - A representation of user's gestures that changes the state of the model. View handles widget interactions and provides a stream of gestures to the model through the unified interface.

Key advantages of MVI:

  • Single source of truth - one set of data and logic to define complete view-state
  • Unidirectional data flow
  • Thorough and complete testing of all logic with unit tests

However (as with any technology) there are some downsides that you come across along with your app growth:

  • Too much overkill for simple functions like LCE (Load/Content/Error) display
  • Too much reducer logic based on if/else of the current data state which plays badly in complex multi-step scenarios.
  • Quite a learning curve to grasp the technology

The simple pattern presented by this project aims to overcome the above drawbacks and to give you more freedom to choose technology and to build a cohesive logic and data processing in a "less-opinionated" way.

Key features:

  • Well-known approach - nothing new
  • No restriction on your coding approach, technology stack and style
  • A great way to isolate and test your logic - low coupling and high cohesion
  • Should work well in kotlin-multiplatform projects
  • Easy to integrate with multi-module architecture
  • Designed for Jetpack Compose but it is not a restriction
  • May (if you like to) work as a navigation library
  • Explicit Back gesture management with the total control of yours
  • Get rid of SingleLiveEvent for navigation, dialogs and even side-effects like toasts if you like to by completely describing the current UI state.

v3.X Breaking change

To be able to get the current UI state of the state-machine and to get rid of inconsistency of the UI state is not yet defined (no updates of UI state happened) the FlowStateMachine and the ProxyMachineState now require to pass initial UI state in constructors.

Dependencies

The project has a very simple core to implement yourself but you could also grab the latest core version like that:

dependencies {
    // Base state-machine components
    implementation "com.motorro.commonstatemachine:commonstatemachine:x.x.x"
    // Coroutine extensions (optional)
    implementation "com.motorro.commonstatemachine:coroutines:x.x.x"
}

Multiplatform:

val commonMain by getting {
    dependencies {
      // Base state-machine components
      implementation("com.motorro.commonstatemachine:commonstatemachine:x.x.x")
      // Coroutine extensions (optional)
      implementation("com.motorro.commonstatemachine:coroutines:x.x.x")
    }
}

Examples

  • LCE - basic example of Load-Content-Error application
  • Welcome - multi-module example of user on-boarding flow
  • Parallel - two machines running in parallel in one proxy state
  • Navbar - several machines running in proxy state, one of them active at a time
  • Mixed - two machines of different gesture/UI system mixed in one state
  • Lifecycle - track your Android app lifecycle to pause pending operations when the app is suspended

The basic task - Load-Content-Error

Let's start with a basic example. Imagine we need to implement the classic master-detail view of items with the following screen flow: LCE flow

Let's break down business requirements...

We have four application logical states which correspond to screen states for this application:

  • Item list - the list of items to load is displayed. User clicks an item to load it's contents.
  • Loading item - the network operation is running. User waits for operation to complete.
  • Item content - the loaded item content is displayed. User may return back to item list.
  • Item load error - the load operation has failed and we have a choice to retry load or to quit the application.

States and transitions

The state diagram with the corresponding transitions will be the following: LCE state diagram

The diagram above, as you can see, has two types of inter-state transitions:

  • #f03c15 Red - user Intentions: clicks, swipes and other interactive Gestures that are originated by application user.
  • #1589F0 Blue - transitions made by application logic: content display, errors, etc.

Each logical state may transition to another logical state as a result of Gesture or state's internal logic.

Let's take a look at which Gestures each logical state processes and how they transition logical states:

Logical state Ui-State Gesture/Event Next state Output
ItemList ItemList Back Terminated Finishes activity
ItemClicked Loading Loads requested item
Loading Loading Back Item list Cancels load and returns to list
onContent Content Displays loaded item
onError Error Displays load error
Content Item Back Item list Returns to the item list
Error Error Back Item list Returns to the item list
Retry Loading Retries load operation
Exit Terminated Finishes activity

Each logical state should be able to:

  • Update UiState
  • Process some relevant user interactions - Gestures ignoring irrelevant
  • Hold some internal data state
  • Transition to another logical state passing some of the shared data between

Logical state may be implemented as a self-contained controller having an input, output and internal data and a set of rules to process gestures, to reduce data and to pass it to the next state when logic falls behind what's relevant for this state.

State machine

First of all we need some kind of a bridge between the current logical state and the outside world. The state machine should be able to:

  • Hold the active logical state
  • Transition between states
  • Delegate gesture processing to the current state
  • Propagate UI-state changes to the outside world
  • Clean-up all resources on shutdown

State machine

Methods:

  • process(gesture: G) - Called by view upon user action. Delegated to current state.
  • clear() - Called by view/framework to cleanup resources. Like in onCleared of ViewModel.
  • setMachineState(machineState: CommonMachineState<G, U>)- Called by active state to transition to the new one.
  • setUiState(uiState: U) - Called by active state to update view.

The concrete state machine implementation provides a way to update the view with a new UI state. For example the FlowStateMachine exports UI state changes through uiState shared flow:

open class FlowStateMachine<G: Any, U: Any>(
  initialUiState: U,
  init: () -> CommonMachineState<G, U>
) : CommonStateMachine.Base<G, U>(init) {
  
  private val mediator = MutableStateFlow<U>(initialUiState)

  /**
   * ExportedUI state
   */
  val uiState: StateFlow<U> = mediator

  /**
   * Current UI state
   * @return current UI state or `null` if not yet available
   */
  override fun getUiState(): U = mediator.value

  /**
   * Subscription count to allow special actions on view connect/disconnect
   */
  val subscriptionCount: StateFlow<Int> = mediator.subscriptionCount

  final override fun setUiState(uiState: U) {
    mediator.tryEmit(uiState)
  }
}

State

The base state class has three interaction methods:

  • doProcess(gesture: G) - Called by the state-machine to process gesture.
  • setUiState(uiState: U) - Call from within your state implementation to update UI State.
  • setMachineState(machineState: CommonMachineState<G, U>) - Call from implementation to transition to the new state

and two lifecycle methods:

  • doStart() - Called by the state-machine when your state becomes active.
  • doClear() - Called by the state machine when your current state is about to be destroyed either by replacing by the new state or when state-machine is about to be destroyed.

The state lives between doStart and doClear calls. You could safely call interaction methods and expect gesture processing calls within that period. Make sure to cleanup all your pending operations in doClear handler. For example, the CoroutineState provides you the stateScope coroutine scope that is being cancelled in doClear:

abstract class CoroutineState<G: Any, U: Any>: CommonMachineState<G, U>() {
  protected val stateScope = CoroutineScope(SupervisorJob() + Dispatchers.Main.immediate)

  override fun doClear() {
    stateScope.cancel()
  }
}

Implementation

Let's implement our application now. For this simple example we will skip some handy abstractions like state-factory, context and renderer that help you to build your states and separate concerns. Will talk about it later.

Item list state

ItemListState is a starting state for our application. It displays the list of items to load. The list is hardcoded for this example so we just emit a complete view-state when started:

private val items = listOf(
  ItemId.LOADS_CONTENT to "Item that loads",
  ItemId.FAILS_WITH_ERROR to "Item that fails to load"
)

override fun doStart() {
    setUiState(LceUiState.ItemList(items.map { ItemModel(it.first, it.second) }))
}

Handle relevant gestures by transitioning the state-machine to the newly created states. The LoadingState constructor accepts an id of item to load as an inter-state common data.

override fun doProcess(gesture: LceGesture) = when(gesture) {
    is LceGesture.ItemClicked -> onItemClicked(gesture.id)
    is LceGesture.Back -> onBack()
    else -> super.doProcess(gesture)
}

private fun onItemClicked(id: ItemId) {
    setMachineState(LoadingState(id))
}

private fun onBack() {
    setMachineState(TerminatedState())
}

Item loading state

LoadingState emulates an asynchronous operation:

override fun doStart() {
    setUiState(LceUiState.Loading)
    load()
}

private fun load() {
    stateScope.launch(Dispatchers.Default) {
        // Run a request in a state-bound scope
        // ...
        withContext(Dispatchers.Main) {
            // Handle result 
        }
    }
}

Depending on the item we pass the state transitions to either a ContentState or an ErrorState passing either the mock content or the error occurred as an inter-state data:

private fun toContent() {
    setMachineState(ContentState("Some item data..."))
}

private fun toError() {
    setMachineState(ErrorState(id, IOException("Failed to load item")))
}

Item contents state

ContentState is very simple. It just sets the UI state to display data passed to the constructor and handles a Back gesture to return to the item list:

override fun doStart() { 
    setUiState(LceUiState.Item(contents))
}

override fun doProcess(gesture: LceGesture) = when (gesture) {
  LceGesture.Back -> onBack()
  else -> super.doProcess(gesture)
}

private fun onBack() {
  setMachineState(ItemListState())
}

Error state

The ErrorState gives a user the ability to retry item load or to exit the app. Also it handles Back gesture to return to the item list. Handling all user interactions through your state machine gives you a precise control on what happens next. The item ID passed in the constructor as an inter-state data makes it possible to preserve user's selection and to restart loading from scratch.

// Inter-state data:
// - failed - an ID of item failed to load
// - error - the error to display
class ErrorState(private val failed: ItemId, private val error: Throwable) : LceLogicalState() {

  override fun doStart() {
    // Display error...   
    setUiState(LceUiState.Error(error))
  }

  override fun doProcess(gesture: LceGesture) = when (gesture) {
    LceGesture.Back -> onBack()
    LceGesture.Retry -> onRetry()
    LceGesture.Exit -> onExit()
    else -> super.doProcess(gesture)
  }

  private fun onRetry() {
    // Pass the failed item ID to the loading state to initialize it
    setMachineState(LoadingState(failed))
  }

  private fun onBack() {
    setMachineState(ItemListState())
  }

  private fun onExit() {
    setMachineState(TerminatedState())
  }
}

Wiring with the application

Now that we have all states in place let's connect them together with a state machine. We need some place to retain a machine through the application flow so let's wrap it to the Jetpack ViewModel which is common now:

class LceViewModel : ViewModel() {
    /**
     * Creates initial state for state-machine
     * You could process a deep-link here or restore from a saved state
     */
    private fun initStateMachine(): CommonMachineState<LceGesture, LceUiState> = ItemListState()

    /**
     * State-machine instance
     */
    private val stateMachine = FlowStateMachine(::initStateMachine)

    /**
     * UI State to export
     */
    val state: StateFlow<LceUiState> = stateMachine.uiState

    /**
     * Delegates gesture processing to the state-machine and the active state
     */
    fun process(gesture: LceGesture) {
        stateMachine.process(gesture)
    }

    /**
     * Runs when ViewModel is about to be destroyed
     */
    override fun onCleared() {
        stateMachine.clear()
    }
}

All we need to do here is:

  • to create a state-machine instance
  • to figure out the initial state that machine will start from
  • to wire ui-state and gesture processing with the outside world

And here is an abstract of the view that interacts with the model:

@Composable
fun LceScreen(onExit: @Composable () -> Unit) {
  val model: LceViewModel = viewModel()
  val state = model.state.collectAsState(LceUiState.Loading)

  // Process back gestures with a model
  BackHandler(onBack = { model.process(Back) })

  when (val uiState = state.value) {
    LceUiState.Loading -> Loading()
    
    is LceUiState.ItemList -> ItemList(
      state = uiState,
      onItemClicked = { model.process(ItemClicked(it)) }
    )
    
    is LceUiState.Error -> LoadError(
      state = uiState,
      onRetry = { model.process(Retry) },
      onBack = { model.process(Back) },
      onExit = { model.process(Exit) }
    )
    
    is LceUiState.Item -> ItemDetails(state = uiState)
    
    LceUiState.Terminated -> onExit()
  }
}

Compose library plays greatly here but you could easily adapt a fragment transaction or a recycler view architecture as well.

Result

As you can see the state-machine pattern may be a good choice in implementing your MVI architecture. It produces a clean and easy to grasp step-by-step logic with well-separated concerns and easy and thorough testing. The pattern also attempts to be as non-opinionated as possible. Each state is a black-box with a defined contract and developers may choose the most suitable tools to implement each one without affecting the other. The example above is a very basic one. However you could do things a bit more clean by using some of the additional abstractions (see below).

Tools and Handy abstractions to mix-in

In the basic example above all the work was done by the state objects. They did:

  • running a "network operation"
  • view-state data rendering
  • next state creation

That is a quite a huge responsibility which might not be so good in terms of coupling and testing. So let's introduce some abstractions that will lift the burden off the state's shoulders.

Use-cases

By use-case I assume any business logic external to your view logic implemented in a state. Be it some network operation or some other "use-case" - provide it to your state and use them as you like. There is nothing new here - I'm sure you already use the approach in your flavour of Clean Architecture or similar. Example of using an external use-case could be found in examples/welcome/welcome example:

class CredentialsCheckState(private val checkCredentials: CheckCredentials) {

    // State logic
    
    override fun doStart() {
        stateScope.launch {
            // Runs use-case 
            val valid = checkCredentials()
        }
    }
}

Note on threading: the library doesn't provide any threading support and not thread-safe. So it is your responsibility to implement correct thread handling so all state changes happen on the desired thread. CoroutineState creates it's scope with Dispatchers.Main.immediate.

View-state renderer

Preparing the complex view-state from your state data might be a non-trivial task in applications with complex interface. Moving a coupling to the view-state and data structures from your state logic might be a good idea. Testing the exact view-state creation would be much easier if you make it as more or less a clean function. Also your logic states may share the same rendering logic so externalizing it would play greatly in terms of code reuse. For example the same view-state rendering is used by PasswordEntryState and ErrorState of examples/welcome/welcome example. You could inject your renderer in a state factory or get it from common context (see below).

State factories and dependency provision

Creating new states explicitly to pass them to the state-machine later (like in the basic example) is not a good idea in terms of coupling and dependency provision.

The machine state, when created, may require three main classes of dependencies:

  • State-specific dependencies like use-cases state operates.
  • Inter-state data e.g. data loaded in a previous state, common data state, etc.
  • Common dependencies for all states in machine: renderers, resource providers, factories

You are free to choose the way to provide dependencies however let's take a look at the approach that I came to while using the state-machine pattern.

State-specific dependencies

To provide dependencies that are specific to each particular state I go with dedicated state factories that are injected with your DI framework. Let's take an example above and extend it with a state-factory:

class CredentialsCheckState(private val checkCredentials: CheckCredentials) {

     // State logic

    /**
     * Dedicated state factory
     */
    @LoginScope
    class Factory @Inject constructor(private val checkCredentials: CheckCredentials) {
        operator fun invoke(): LoginState = CredentialsCheckState(
            checkCredentials
        )
    }
}

Inter-state data

By inter-state data I assume any dynamic data that is passed between states. It may be a product of some calculation, user-generated data, etc. The most obvious way is providing it through the state constructor:

class CredentialsCheckState(
    private data: LoginDataState,
    private val checkCredentials: CheckCredentials
) {

    /**
     * Should have valid email at this point
     */
    private val email = requireNotNull(data.commonData.email) {
        "Email is not provided"
    }

    /**
     * Should have valid password at this point
     */
    private val password = requireNotNull(data.password) {
        "Password is not provided"
    }
}

Dependencies common to all states of a state-machine

Common dependencies may include renderers, state factories, common external interfaces and anything else that is required by all states that make up the state-machine. For convenience and to save the number of constructor params I suggest to bind them to some common interface and provide it as a whole. Let's name it a common Context:

interface LoginContext {
    /**
     * Common state factory (see below)
     */
    val factory: LoginStateFactory

    /**
     * External interface
     */
    val host: WelcomeFeatureHost

    /**
     * UI-state renderer
     */
    val renderer: LoginRenderer
}

Then you could provide it to your state through the constructor parameters. To make things even easier let's make some base state for the state-machine assembly and use a delegation to provide each context dependency:

abstract class LoginState(
    context: LoginContext
): CoroutineState<LoginGesture, LoginUiState>(), LoginContext by context {

    override fun doProcess(gesture: LoginGesture) {
        Timber.w("Unsupported gesture: %s", gesture)
    }
}

Thus every sub-class of the LoginState has any context dependency at hand by getting it from the corresponding property as if the were provided explicitly:

class CredentialsCheckState(
    context: LoginContext,
    private val data: LoginDataState,
    private val checkCredentials: CheckCredentials
) : LoginState(context) {

    override fun doStart() {
        // Use a context-provided dependency
        setUiState(renderer.renderLoading(data))
    }

    /**
     * Factory updated to pass common context 
     */
    @LoginScope
    class Factory @Inject constructor(private val checkCredentials: CheckCredentials) {
        operator fun invoke(
            context: LoginContext,
            data: LoginDataState
        ): LoginState = CredentialsCheckState(
            context,
            data,
            checkCredentials
        )
    }
}

Common state factory

As I've already mentioned, creating new states explicitly to pass them to the state-machine later (like in the basic example) is not a good idea in terms of coupling and dependency provision.

Let's move it away from our machine states by introducing a common factory interface that will take the responsibility to provide dependencies and abstract our state creation logic:

interface LoginStateFactory {
  /**
   * Enter existing user password
   * @param data Login data state
   */
  fun passwordEntry(data: LoginDataState): LoginState

  /**
   * Checks email/password
   * @param data Data state
   */
  fun checking(data: LoginDataState): LoginState

  /**
   * Password error screen
   */
  fun error(data: LoginDataState, error: Throwable): LoginState
}

Each factory method here will accept only the inter-state data providing both context and state-specific dependencies implicitly. This will decouple state logic from the concrete implementations and increase our testability greatly.

The exact factory implementation that binds together all data and dependencies will look like that:

@LoginScope
class LoginStateFactoryImpl @Inject constructor(
    host: WelcomeFeatureHost, // External interface
    renderer: LoginRenderer, // Renderer
    private val createCredentialsCheck: CredentialsCheckState.Factory // Concrete state factory
) : LoginStateFactory {

    // Dependencies common for each state provided through the context
    private val context: LoginContext = object : LoginContext {
        override val factory: LoginStateFactory = this@Impl
        override val host: WelcomeFeatureHost = host
        override val renderer: LoginRenderer = renderer
    }

    override fun passwordEntry(data: LoginDataState): LoginState {
        // Create explicitly
        return PasswordEntryState(context, data) 
    }

    override fun checking(data: LoginDataState): LoginState {
        // Use provided state-factory
        return createCredentialsCheck(context, data)
    }

    override fun error(data: LoginDataState, error: Throwable): LoginState {
        // Create explicitly
        return ErrorState(context, data, error)
    }
}

The factory is made available to your machine states through the common context:

class CredentialsCheckState(context: LoginContext) : LoginState(context) {
    
    // State logic...
  
    /**
     * A part of [process] template to process UI gesture
     */
    override fun doProcess(gesture: LoginGesture) = when(gesture) {
        LoginGesture.Back -> onBack()
        else -> super.doProcess(gesture)
    }

    private fun onBack() {
        // Use provided factory to create a new state
        setMachineState(factory.passwordEntry(data))
    }
}

Then we could mock the factory in our tests and check state transitions:

class CredentialsCheckStateTest {
    private val data = LoginDataState()
    private val factory: LoginStateFactory = mockk()
    private val passwordEntry: LoginState = mockk()

    @Test
    fun returnsToPasswordEntryOnBack() = runTest {
      every { factory.passwordEntry(any()) } returns passwordEntry

      state.start(stateMachine)
      state.process(LoginGesture.Back)

      verify { stateMachine.setMachineState(passwordEntry) }
      verify { factory.passwordEntry(data) }
    }
}

We can also provide the state factory to the ViewModel and use it to initialize our state-machine:

@HiltViewModel
class LoginViewModel @Inject constructor(private val factory: LoginStateFactory) : ViewModel() {

    /**
     * Creates initializing state
     */
    private fun initializeStateMachine(): CommonMachineState<WelcomeGesture, WelcomeUiState> {
        // Obtain data required to start from a saved-state handle or injection
        val commonData: LoginDataState = LoginDataState()
        return factory.passwordEntry(commonData)
    }    
  
    /**
     * State machine
     */
    private val stateMachine = FlowStateMachine(::initializeStateMachine)
}

View lifecycle with FlowStateMachine

Imaging we have a resource-consuming operation, like location tracking, running in our state. It may save client's resources if we choose to pause tracking when the view is inactive - app goes to background or the Android activity is paused. In that case I suggest to create some special gestures and pass them to state-machine for processing. For example, the FlowStateMachine exports the uiStateSubscriptionCount property that is a flow of number of subscribers listening to the uiState property. If you use some repeatOnLifecycle to subscribe uiState, you could use this property to figure out some special processing. For convenience there is an mapUiSubscriptions extension function available to reduces boilerplate. It accepts two gesture-producing functions and updates the state-machine with them when subscriber's state changes:

class WithIdleViewModel : ViewModel() {
    /**
     * Creates initial state for state-machine
     * You could process a deep-link here or restore from a saved state
     */
    private fun initStateMachine(): CommonMachineState<SomeGesture, SomeUiState> = InitialState()

    /**
     * State-machine instance
     */
    private val stateMachine = FlowStateMachine(Loading, ::initStateMachine)

    /**
     * UI State
     */
    val state: StateFlow<SomeUiState> = stateMachine.uiState

    init {
        // Subscribes to active subscribers count and updates state machine with corresponding
        // gestures
        stateMachine.mapUiSubscriptions(
          viewModelScope,
          onActive = { SomeGesture.OnActive },
          onInactive = { SomeGesture.OnInactive }
        )
    }
}

Multi-module applications

Let's take a more complicated example with a multi-screen flow like the customer on-boarding. Welcome flow The user is required to accept terms and conditions and to enter his email. Then the logic checks if he is already registered or a new customer and runs the appropriate flow to login or to register a user. Imagine we want the login flow and the registration flow to be in separate modules to split the work between teams. The state diagram would be the following: Welcome state diagram

The project uses the following modules:

  • examples/welcome/welcome - common flow: preloading, email entry, customer check, complete
  • commoncore - common abstractions to build application: dispatchers, resources, etc.
  • commonapi - common multi-platform module to connect the main app with modules
  • login - login flow
  • commonregister - multi-platform registration logic
  • register - android view module for registration (separate because I've failed to implemented it in android source of commonregister due to some multiplatform misconfiguration)

Common API

As you could see in the diagram above each login and commonregister start after the email is checked and the answer to user's registration status is obtained. The module flow starts from password entry screen though a bit different. Each module flow returns to the main flow either:

  • when flow completes succefully - transfers to Complete
  • when user hits Back - transfers back to email entry

Let's define the main flow interaction API then:

interface WelcomeFeatureHost {
    /**
     * Returns user to email entry screen
     * @param data Common registration state data
     */
    fun backToEmailEntry()

    /**
     * Authentication complete
     */
    fun complete()
}

We then place the definition to the module available to all modules: commonapi and provide the interface through the common state context like this:

interface LoginContext {
    /**
     * Flow host
     */
    val host: WelcomeFeatureHost

    // Other dependencies...
}

Module flow

Each module has it's own sealed system of gesture/view-states:

Module name Gestures UI-states
welcome WelcomeGesture WelcomeUiState
login LoginGesture LoginUiState
commonregister RegisterGesture RegisterUiState

Each module is completely independent in terms of gestures and UI states, and we also have a proprietary set of 'handy abstractions' for each module: renderers, factories, use-cases, etc. See the source code for more details. Now that we have all module-flows designed and tested we need to find a way to connect completely heterogeneous systems to a single flow.

Adopting feature-flows

Given that gesture and view system are bound to state-machine through generics we need to build
some adapters to be able to run the flow within the main application state-flow. Things to do:

  • Adapt gestures so they are plugged-in to the welcome gesture flow.
  • Adapt view-states so the view-system could display them.
  • Somehow run the alien state-flow within the welcome state-machine.

Gestures and view-states

To adopt feature-module gestures there are at least two solutions:

  1. Get rid of sealed systems and inherit the common-api base marker interface for all gestures and view-states. Though simple, the solution is not ideal as we lose the type-safe when exhaustive checks when we dispatch gestures in our states. So let's drop it...
  2. Make a wrapping adapter that wraps the foreign gesture/view-state and unwrap it later when passing them to concrete implementation. Thus we don't loose compiler support and type-safety. Let's follow this route

Gesture adapter:

sealed class WelcomeGesture {
    // Native gestures...

    /**
     * Login flow gesture
     * @property value Login flow gesture
     */
    data class Login(val value: LoginGesture) : WelcomeGesture()

    /**
     * Register flow gesture
     * @property value Register flow gesture
     */
    data class Register(val value: RegisterGesture) : WelcomeGesture()
}

UI-state adapter:

sealed class WelcomeUiState {
    /**
     * Login state wrapper
     * @property value Login UI state
     */
    data class Login(val value: LoginUiState) : WelcomeUiState()

    /**
     * Register state wrapper
     * @property value Register UI state
     */
    data class Register(val value: RegisterUiState) : WelcomeUiState()
}

View implementation

Now let's build feature and host composables to take advantage of our adapters.

Feature master-view:

@Composable
fun LoginScreen(state: LoginUiState, onGesture: (LoginGesture) -> Unit) {
    // Login screen rendering...
}

@Composable
fun RegistrationScreen(state: RegisterUiState, onGesture: (RegisterGesture) -> Unit) {
  // Registration screen rendering...
}

Application master-view:

fun WelcomeScreen(onTerminate: @Composable () -> Unit) {
    val model = hiltViewModel<WelcomeViewModel>()
    val state = model.state.collectAsState(WelcomeUiState.Loading)

    BackHandler(onBack = { model.process(Back) })

    when (val uiState = state.value) {
        
        // Native ui-state rendering...

        // Render login screens
        is WelcomeUiState.Login -> LoginScreen(
            state = uiState.value,
            onGesture = { model.process(Login(it)) }
        )
      
        // Render registration screens      
        is WelcomeUiState.Register -> RegistrationScreen(
            state = uiState.value,
            onGesture = { model.process(Register(it))}
        )
    }
}

To sum-up:

  1. We delegate rendering of ui-states to feature composables by unwrapping proprietary states from common view-state system
  2. We wrap any feature gesture to our master-gesture system and pass them to our model to process.

Adopting foreign state-flow

The last thing we need to do to be able to run a feature module in our host system is to be able to run feature logical states in our application state machine. Remember we have bound both a gesture system and the ui-state system to both our state-machine and machine-state:

/**
 * Common state machine
 * @param G UI gesture
 * @param U UI state
 */
interface CommonStateMachine<G: Any, U: Any> : MachineInput<G>, MachineOutput<G, U>

/**
 * Common state-machine state
 * @param G UI gesture
 * @param U UI state
 */
open class CommonMachineState<G: Any, U : Any>

Seems like a problem but not really. Given that our states has a simple and clear state lifecycle we could encapsulate the feature state-machine logic in our host state with a ProxyMachineState by running a child state-machine inside the host state!

ProxyLifecycle

Whenever a ProxyMachineState is started it launches it's internal instance of a state-machine bound to the feature gesture and view system. It also bridges two incompatible gesture/view systems by wrapping/unwrapping and adopting one system to another. Let's see the example of a login flow proxy to make things clear:

/**
 * Proxy definition (for readability)
 */
private typealias LoginProxy = ProxyMachineState<
        WelcomeGesture, // Host gesture system
        WelcomeUiState, // Host ui-state system
        LoginGesture,   // Feature gesture system
        LoginUiState    // Feature ui-state system
>

class LoginFlowState(
    private val context: WelcomeContext,
    private val data: WelcomeDataState,
    private val loginComponentBuilder: LoginComponentBuilder
) : LoginProxy(Loading), WelcomeFeatureHost {

    /**
     * Should have valid email at this point
     */
    private val email = requireNotNull(data.email) {
      "Email is not provided"
    }
  
    /**
     * Creates initial child state
     */
    override fun init(): CommonMachineState<LoginGesture, LoginUiState> {
        val component = loginComponentBuilder.host(this).build()
        val starter = EntryPoints.get(component, LoginEntryPoint::class.java).flowStarter()

        return starter.start(email)
    }

    /**
     * Maps child UI state to parent if relevant
     * @param parent Parent gesture
     * @return Mapped gesture or null if not applicable
     */
    override fun mapGesture(parent: WelcomeGesture): LoginGesture? = when (parent) {
        is WelcomeGesture.Login -> parent.value   // Unwraps LoginGesture from host system
        WelcomeGesture.Back -> LoginGesture.Back  // Translates from one system to another
        else -> null                              // Ignores irrelevant gestures
    }

    /**
     * Maps child UI state to parent
     * @param child Child UI state
     */
    override fun mapUiState(child: LoginUiState): WelcomeUiState = WelcomeUiState.Login(child)

    /**
     * Returns user to email entry screen
     */
    override fun backToEmailEntry() {
      setMachineState(context.factory.emailEntry(data))
    }

    /**
     * Authentication complete
     */
    override fun complete() {
      setMachineState(context.factory.complete(email))
    }
}

To create a proxy you need to implement three core methods:

  • init() - creates a starting state for a proxy state-machine. We fetch a FlowStarter interface (which is just a feature state factory segregation) to create a starting state.
  • mapGesture(parent: PG) - maps a gesture from the parent system to the child system. You may unwrap the gesture we have implemented in the previous state, adopt one system to another as with the Back gesture or discard irrelevant gesture by returning null from your implementation.
  • mapUiState(child: CU) - performs a transition from a child ui-state system to the host one. We just wrap one into another as it is being consumed by feature module view as
    in View implementation

For our example project we provide the WelcomeFeatureHost interface to return back to email entry or to advance to Complete state as described in Common Api. The proxy implements this interface by switching host machine to email or complete states in corresponding backToEmailEntry and complete functions.

Running state-machines in parallel (composition)

In case you want several state-machines to run in parallel producing a single combined UI state or you want to persist several machines on a single screen (like a page with a bottom navigation) there is an option to do it with the MultiMachineState and ProxyMachineContainer

MultiMachineState

This state is a proxy that holds several machines at once. It is in charge for combining the UI state whenever the running machine updates and for dispatching gestures from a single parent gesture to proxied machines inside the composition. To distinguish machines and to ensure type-safety each machine in composition is identified with the MachineKey The state has three things to override:

  • container: manages machines lifecycle. More on this follows.
  • mapUiState: called each time your proxied machine updates UI state or explicitly when calling updateUi. Here you take a decision on changes and build a common resulting UI state. See the dedicated section below.
  • mapGesture: called when state gesture is processed. Here you can map the gesture and update your proxied machine.

Now let's see how the things work a bit closer.

ProxyMachineContainer

Container is in charge for creating and managing the lifecycle of the state machines. So far the interface has two companion functions:

Container is initialized with a collection of MachineInit structures:

/**
 * Proxy machine initialization record
 */
interface MachineInit<G: Any, U: Any> {
    /**
     * Machine key to find a machine among the others
     */
    val key: MachineKey<G, U>

    /**
     * Initial UI state for the machine
     */
    val initialUiState: U

    /**
     * Creates initial child state
     * [MachineLifecycle] passed to the factory determines the activity of
     * the machine within the machine group. For example, for a paging screen
     * you may want to stop some pending operations when active machine is not
     * active anymore
     */
    val init: (MachineLifecycle) -> CommonMachineState<G, U>
}

The init function is called each time the container needs to create a new machine. The MachineLifecycle interface passed to initialization may be used by your states to determine if the machine is suspended or active. If you use coroutines you could use asFlow function to convert it to Flow. See example on how to start/stop your pending operations that are not needed when your machine is inactive: gps tracking, server messaging, etc. For example:

private sealed class MultiGesture {
  data class IntGesture(val data: Int) : MultiGesture()
  data class StringGesture(val data: String) : MultiGesture()
}

private open class TestState : MultiMachineState<MultiGesture, String, Any, Any>() {

  private data object IntKey : MachineKey<Int, Int>(null) // Int for gesture and state
  private data object StringKey : MachineKey<String, String>(null) // String for gesture and state

  override val container: ProxyMachineContainer<Any, Any> = AllTogetherMachineContainer(
    listOf(
      object : MachineInit<Int, Int> {
        override val key: MachineKey<Int, Int> = IntKey
        override val initialUiState: Int = 0
        override val init: (MachineLifecycle) -> CommonMachineState<Int, Int> = {
          TestChildState(0)
        }
      },
      object : MachineInit<String, String> {
        override val key: MachineKey<String, String> = StringKey
        override val initialUiState: String = "X"
        override val init: (MachineLifecycle) -> CommonMachineState<String, String> = {
          TestChildState("X")
        }
      }
    )
  )
}

Check example states for each case:

  • Parallel - two machines running in parallel in one proxy state
  • Navbar - several machines running in proxy state, one of them active at a time

Mapping UI states

The gesture/ui type systems for each machine in composition are different, so we need some kind of type casting to be on a safe side. Binding machines with keys in MachineInit makes sure the machine type corresponds to the key and is used to map key to correct UI-state in mapUiState method of MultiMachineState. To be able to do it, take the UiStateProvider provided to the method to get the correct ui-state type:

private sealed class MultiGesture {
  data class IntGesture(val data: Int) : MultiGesture()
  data class StringGesture(val data: String) : MultiGesture()
}

private open class TestState : MultiMachineState<MultiGesture, String>() {

  private data object IntKey : MachineKey<Int, Int>(null) // Int for gesture and state
  private data object StringKey : MachineKey<String, String>(null) // String for gesture and state

  // ... machine init omitted

  override fun mapUiState(provider: UiStateProvider<Any>, changedKey: MachineKey<*, out Any>?): String {
    val i: Int = provider.getValue(IntKey)       // Cast to Int
    val s: String = provider.getValue(StringKey) // Cast to String
    return "$i - $s" // Combined state of any kind you like
  }
}

Check example states for use cases:

  • Parallel - two machines running in parallel in one proxy state
  • Navbar - several machines running in proxy state, one of them active at a time

Dispatching gestures

As with UI-state mapping, binding machines with keys in MachineInit makes sure the machine type corresponds to the key and is used to map key to correct gesture processor. Whenever the proxy receives a gesture it calls mapGesture. Using the provided GestureProcessor and a key you can get access to the proxied machine instance to map and process your gesture:

private sealed class MultiGesture {
  data class IntGesture(val data: Int) : MultiGesture()
  data class StringGesture(val data: String) : MultiGesture()
}

private open class TestState : MultiMachineState<MultiGesture, String>() {

  private data object IntKey : MachineKey<Int, Int>(null) // Int for gesture and state
  private data object StringKey : MachineKey<String, String>(null) // String for gesture and state

  // ... machine init omitted

  // Our parent gesture is 
  override fun mapGesture(parent: MultiGesture, processor: GestureProcessor<Any, Any>) = when(parent) {
    is MultiGesture.IntGesture -> {
      processor.process(IntKey, parent.data) // Int expected
    }
    is MultiGesture.StringGesture -> {
      processor.process(StringKey, parent.data) // String expected
    }
  }
}

Check example states and test class for use cases:

  • Parallel - two machines running in parallel in one proxy state
  • Navbar - several machines running in proxy state, one of them active at a time
  • MultiMachineStateTest - unit test

MachineLifecyle bonus

The interface used to pass the machine activity to proxied state machine could also be used as an view lifecycle monitor for your app. Pass UiMachineLifecycle to your model initialization to by able to suspend your machines when app is not in use. Similar to state collection methods optimized with lificycle. Check the example to get the details.

Conclusion

I hope someone finds the article (and the library if you like to take it as-is) helpful in building complex multi-screen applications with multi-module ability. This approach aims to give you as much freedom as possible to implement your flows. Of cause it is not a silver bullet but the flexibility in structuring your app it promotes plays well in most scenarios. You could combine all your application steps in a single state flow or build separate models and inject them to the parts of your navigation library graph. And you could also use any architecture inside your states - simple coroutines to fetch the data, complex RxJava flows or even another MVI library in more complex cases. The library was created with multi-platform approach in mind as it contains no concrete platform dependencies and coroutines extentions are optional. So you may create your view logic once and adopt it's output to your platform view components.

Note on multiplatform

Although the logic for registration flow of Welcome app is made common, I've failed to implement registration view in androidMain source due to some Kotlin-multiplatform glitches or misconfiguration. The problem is Android sources fail to import common dependencies from other common modules. If anyone could help me fixing that issue and moving register module to commonregister I'll much appreciate this. Also if someone would like to try building an iOS sample around commonregister module - that will be awesome!