The cited post[1] recommends an enum for this job, which avoids the dynamic dispatch and makes it easier to get at a specific state’s data when you have the whole machine.
- Reusing code between states.
- Making callbacks to other APIs during state changes.
I ended up using the standard state pattern described here:
https://doc.rust-lang.org/book/ch17-03-oo-design-patterns.ht...The state pattern is not considered to be idiomatic Rust, but in my experience it works better and is very flexible.
The state pattern has the downside that the type system does not enforce which state changes are allowed.
for
struct State<T> { state: T }
with possible states struct A { id: Uuid }
struct B { id: Uuid }
use a trait trait HasId {
fn id_mut(&mut self) -> &mut Uuid;
}
now you can impl over both A and B impl<T: HasId> for State<T> {
fn new_id(&mut self) { *self.state.id_mut() = Uuid::new_v4() }
}
simplistic example but enough to communicate the idea hopefully.generally, macros makes this kind of thing ergonomic so you can generate the trait implementations and so on. otherwise it's a lot of typing.
don't understand what you mean about making callbacks to other APIs during transitions.