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Behavior Values

Mikołaj Milewski edited this page Oct 27, 2026 · 1 revision

Behavior Values and State-Scoped Values

Every Behavior context exposes a Values collection: an asynchronous, typed key-value store for implementation data owned by that Behavior instance. State Machines also expose a separate Values collection for each State, including composite and orthogonal states. Use these collections for internal execution data, not as a substitute for an Entity's domain fields, mutation contract, or projections.

Values are isolated by Behavior identity; they are not shared with another Behavior in a behavioral group. Use an Entity to share durable domain data between related Behaviors.

Behavior-wide Values

Use context.Behavior.Values from an action, transition, initializer, or other Behavior context:

.AddInitialState("Receiving", state => state
    .AddOnEntry(async context =>
    {
        await context.Behavior.Values.SetAsync("upload.started", true);
        await context.Behavior.Values.UpdateAsync<int>(
            "upload.chunk-count",
            count => count + 1,
            defaultValue: 0);
    })
    .AddTransition<Finish>("Completed")
)

Read a value with TryGetAsync<T> when absence matters, or use GetOrDefaultAsync<T> when a default is appropriate:

var (found, count) =
    await context.Behavior.Values.TryGetAsync<int>("upload.chunk-count");

var completed =
    await context.Behavior.Values.GetOrDefaultAsync("upload.completed", false);

IContextValues provides these asynchronous operations:

Method Purpose
SetAsync<T>(key, value) Store or replace a value.
TryGetAsync<T>(key) Read a value as (Success, Value); returns Success == false if absent or incompatible with T.
GetOrDefaultAsync<T>(key, defaultValue) Read a value or return the supplied default.
IsSetAsync(key) Check whether the key exists.
UpdateAsync<T>(key, updater, defaultValue) Read, transform, and store a value using a default when absent.
RemoveAsync(key) Remove one value.
HasAnyPrefixedAsync(prefix) Check for keys beginning with a prefix.
RemovePrefixedAsync(prefix) Remove all keys beginning with a prefix.
ClearAsync() Remove all values from this collection.

Values are serialized as part of the Behavior's context, so store values supported by the configured Stateflows serialization and persistence setup. Reads deserialize stored data; for mutable reference types, modify the retrieved value and call SetAsync (or UpdateAsync) to persist the change. Use stable, namespaced keys (for example, upload.chunk-count) to avoid collisions between independent pieces of Behavior logic.

Behavior-wide Values remain available as the Behavior moves between States and are not automatically cleared on State exit. They are part of the Behavior context; their durability across process restarts depends on the runtime's context persistence configuration. A State Machine's internal reset clears its execution-state context, not necessarily its separate Behavior-wide Values collection; explicitly remove or clear values when the model requires that behavior.

State-scoped Values

In a State action, use context.State.Values to keep data with that State rather than the whole State Machine:

.AddState("Retrying", state => state
    .AddOnEntry(async context =>
    {
        await context.State.Values.UpdateAsync<int>(
            "attempts",
            attempts => attempts + 1,
            defaultValue: 0);
    })
    .AddTransition<RetrySucceeded>("Succeeded")
)

State-scoped Values are keyed by State identity/name within the State Machine. A child state can access its parent State's collection through context.State.TryGetParent(out var parent):

if (context.State.TryGetParent(out var parent))
{
    var (found, phase) = await parent.Values.TryGetAsync<string>("phase");
}

On a transition, inspect the source or target State collections through the transition context:

.AddTransition<RetrySucceeded>("Succeeded", transition => transition
    .AddGuard(async context =>
    {
        var (found, attempts) =
            await context.Source.Values.TryGetAsync<int>("attempts");
        return found && attempts < 5;
    })
)

For a target State, use context.Target?.Values; it can be absent for an internal transition. Declarative helpers are also available, for example Guards.Source.Value("attempts").IsEqualTo(3) and Guards.Target.Value("mode").IsSet.

State-scoped data normally belongs to the State's active lifetime: Stateflows clears it when that State is exited. If the containing region has History enabled, the State's Values are retained with the saved configuration so history restoration can resume the State with its data. A self-transition that leaves the State active does not clear its values.

Constructor injection

Model-element constructor parameters can receive a value or an IValue<T> accessor. The attribute chooses the collection and the key; when name is omitted, the constructor parameter name is used:

using Stateflows.Common;
using Stateflows.Common.Attributes;
using Stateflows.StateMachines.Attributes;

public sealed class RetryCounter(
    [GlobalValue("upload.total")] IValue<int> total,
    [StateValue("attempts")] IValue<int> attempts)
{
    public async Task IncrementAsync()
    {
        await total.UpdateAsync(value => value + 1, 0);
        await attempts.UpdateAsync(value => value + 1, 0);
    }
}

[GlobalValue] selects the Behavior-wide collection. In a State Machine, [StateValue] selects the current State's collection, and [ParentStateValue] selects the containing State's collection. On transition-related model elements, [SourceStateValue] and [TargetStateValue] select the corresponding endpoint's collection. These State-specific attributes are in Stateflows.StateMachines.Attributes.

Injecting IValue<T> provides an accessor that reads or updates the selected key when its methods are called. Injecting a plain T reads the value during model-element activation; it is a snapshot, not a live binding. If a value may not exist yet, use IValue<T>.TryGetAsync() or mark a plain injected parameter required: false and provide an optional/default value.

Choosing Values or an Entity

Use Appropriate storage
Private implementation counter, checkpoint, or coordination flag for one Behavior instance Behavior.Values
Data belonging to one State's active/history-restorable configuration State.Values
Domain data shared by multiple Behaviors, queried as a read model, or changed through domain operations Entity fields, mutations, and projections

Values are not a public domain schema and do not publish change notifications. Although code running in a Behavior context can access Behavior.Values, this is not a typed domain API for clients or sibling Behaviors. Use Events for behavior communication and Entities for shared domain state.

Overview
Installation
Runtimes
   Orleans runtime
Concepts
   Events and Structural Events
   Messaging Patterns
   Validation
   Scheduling
   Observability
Behaviors
   Behavior Values
   Dependency Injection
   Behavioral Groups
   State Machines
       Concepts
           State Identity
           In-State Event Deferrals
           Evaluation of Transitions
           Exception Handling
       Building blocks
           Regions
           States
               State
               Composite State
               Orthogonal State
               Final State
           Pseudostates
               Choice
               Junction
               Fork
               Join
               History
           Transitions
               Transition
               Default Transition
               Internal Transition
   Activities
       Concepts
           Exception Handling
           Implicit Fork and Join
           Tokens
       Building blocks
           Nodes
               Action Node
               Decision Node
               Merge Node
               Initial Node
               Final Node
               Input Node
               Output Node
               Fork Node
               Join Node
               Accept Event Action Node
               Send Event Action Node
               Publish Event Action Node
               Time Event Action Node
               Data Store Node
               Structured Activity Node
               Iterative Activity Node
               Parallel Activity Node
           Flows
               Data Flow
               Control Flow
   Actions
   Entities
       Fields
       Mutations
       Projections
Extensions
   ClearScript
   FluentValidation
   JSON definitions
   Minimal APIs
   OneOf
   OpenTelemetry
   PlantUML
   Scheduling

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