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Scheduling

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

Scheduling

Stateflows core supports declarative scheduling through TimeEvent types. A State Machine or Activity declares a timed event in its model; Stateflows registers it when the source state or accepting node becomes active and removes it when that source is no longer active. Core scheduling is tied to model elements and TimeEvent derivatives, not a general API for imperatively scheduling arbitrary event payloads.

The hosting runtime monitors pending trigger times and delivers events when they are due. For example, the Orleans runtime uses Orleans reminders to wake scheduled Behaviors.

Predefined time events

All built-in time events are in Stateflows.Common. The types in the Delay and Interval folders can be used in State Machine transitions or Activity event-accepting nodes; this shared catalog is not specific to either behavior model.

DelayEvent types fire once. IntervalEvent derives from RecurringEvent; these timers are registered again after delivery while their source state or accepting node remains active. Event times are UTC. Daily and weekly events use UTC calendar boundaries, not the host's local time zone.

Delay events

Event Schedule
AfterOneMinute Next UTC minute boundary.
AfterFiveMinutes Next five-minute UTC boundary.
AfterTenMinutes Next ten-minute UTC boundary.
AfterFifteenMinutes Next fifteen-minute UTC boundary.
AfterThirtyMinutes Next half-hour UTC boundary.
AfterOneHour Next UTC hour boundary; subclasses can override Hours to change the hour count.
AfterTwelveHours Next UTC 00:00 or 12:00 boundary.
AfterOneDay Next UTC midnight.
AfterOneWeek Seven days after a calculated UTC weekday boundary; subclasses can override the weekday. This is normally the following named weekday, but activation on Sunday with the default Monday can skip to the Monday after next.
AfterOneMonth Implementation caveat: currently calculates the first day of the current month at 00:00 UTC, not one month later.

The minute and hour types round the delay start down to their applicable boundary before adding the interval. AfterOneDay rounds down to midnight and adds one day, so it expires at the next midnight rather than 24 hours after registration. AfterOneWeek is calendar-week based rather than exactly seven days from the activation time.

Interval events

Event Schedule
EveryOneMinute At each UTC minute boundary.
EveryFiveMinutes At each five-minute boundary.
EveryTenMinutes At each ten-minute boundary.
EveryFifteenMinutes At each fifteen-minute boundary.
EveryThirtyMinutes At each half-hour boundary.
EveryOneHour At each UTC hour boundary.
EveryTwelveHours Every twelve hours from the current UTC hour boundary.
EveryOneDay Daily at 00:00 UTC by default; subclasses can choose a time of day.
EveryOneWeek Weekly at 00:00 UTC on Monday; subclasses can choose another weekday.
EveryOneMonth Implementation caveat: currently calculates the first day of the current month at 00:00 UTC, not the next month.
EveryMonday, EveryTuesday, EveryWednesday, EveryThursday, EveryFriday, EverySaturday, EverySunday Weekly at 00:00 UTC on the named weekday.
AtEveryMidnight Daily at 00:00 UTC.
AtEveryNoon Daily at 12:00 UTC.
AtEvery3AM, AtEvery6AM, AtEvery9AM Daily at the named UTC clock time.
AtEvery12AM Implementation caveat: currently calculates 12:00 UTC (noon), not midnight.
AtEvery3PM, AtEvery6PM, AtEvery9PM Daily at the named UTC clock time.
AtEvery12PM Implementation caveat: currently calculates 00:00 UTC (midnight), not noon.

AfterOneMonth and EveryOneMonth call DateTime.AddMonths(1) without using its returned value. Because DateTime is immutable, both currently resolve to the first day of the current month rather than the next month; since that time is usually already past when activated, the timer can become immediately due. Do not rely on these two built-ins for monthly timing until corrected; use a custom event or the Scheduling extension instead.

Use time events in a State Machine

Use a TimeEvent derivative as a transition trigger. The trigger is registered while its source state is active and cleared when that state is exited or the transition consumes it. Any predefined type above can be used as the trigger.

using Stateflows.Common;

public sealed class PaymentTimeout : TimeEvent
{
    protected override DateTime GetTriggerTime(DateTime startedAt)
        => startedAt.AddMinutes(15);
}

In a State Machine definition:

.AddState("AwaitingPayment", state => state
    .AddTransition<PaymentTimeout>("Expired")
)

Recurring triggers are registered again while the source state remains active; one-shot delay events are consumed once. See Transitions.

Use time events in an Activity

Activities can accept a TimeEvent derivative with AddAcceptEventAction<TEvent>, or represent it explicitly with AddTimeEventAction<TTimeEvent>. The timer is registered while the accepting node is active and cleared when that node is deactivated. The same predefined types listed above are available here.

.AddAcceptEventAction<PaymentTimeout>(
    async c => await payments.ExpireAsync(orderId, c.CancellationToken),
    node => node.AddControlFlow<FinalNode>())

Use AddTimeEventAction<TTimeEvent> when the Activity should contain a time-event action node:

.AddTimeEventAction<PaymentTimeout>(
    async c => await payments.ExpireAsync(orderId, c.CancellationToken),
    node => node.AddControlFlow<FinalNode>())

A recurring timer can be re-registered after delivery while the eligible accepting node remains active; otherwise it is a one-time registration. See Accept Event Action Node and Time Event Action Node.

For imperative scheduling of arbitrary event payloads without declaring a timed model element, use the separate Scheduling extension.

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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