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Initial commit. Derived from internal Noble Samurai code; requires re…

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+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+ <one line to give the program's name and a brief idea of what it does.>
+ Copyright (C) <year> <name of author>
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ <program> Copyright (C) <year> <name of author>
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<http://www.gnu.org/licenses/>.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+<http://www.gnu.org/philosophy/why-not-lgpl.html>.
537 noblemachine.js
@@ -0,0 +1,537 @@
+/**
+ * Copyright 2010 Noble Samurai
+ *
+ * NobleRecord is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * NobleRecord is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with NobleRecord. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+var sys = require('sys'),
+ events = require('events');
+
+/**
+ * An action
+ */
+function Action(_start) {
+ var me = this;
+ events.EventEmitter.call(me);
+
+ me._start = _start;
+
+ me.addListener('error', function(error) {
+ // throw an exception when there are no listeners
+ if (me.listeners('error').length == 1) {
+ // Display error first
+ if(error && error.stack) sys.puts(error.stack);
+ var err = "Unhandled error in action: " + error;
+ sys.puts(err);
+ throw err;
+ }
+ });
+
+ me._subActions = [];
+
+
+}
+sys.inherits(Action, events.EventEmitter);
+
+Action.prototype.addAction = function(subAction, opts) {
+ var me = this;
+ opts = opts || { bubbleErrors: true };
+ me._subActions.push(subAction);
+
+ if (opts.bubbleErrors) {
+ subAction.addListener('error', function() {
+ me._subActions.forEach(function(otherSubAction) {
+ if (otherSubAction == subAction) return;
+ otherSubAction.cancel();
+ });
+ me.emitError.apply(me, arguments);
+ });
+ }
+
+ subAction.start();
+}
+
+Action.prototype.emitSuccess = function() {
+ this.emit.apply(this, ['success'].concat(
+ Array.prototype.slice.call(arguments)));
+}
+
+Action.prototype.emitError = function() {
+ this.emit.apply(this, ['error'].concat(
+ Array.prototype.slice.call(arguments)));
+}
+
+Action.prototype.addCallback = function(func) {
+ this.addListener('success', func);
+}
+
+Action.prototype.addErrback = function(func) {
+ this.addListener('error', func);
+}
+
+Action.prototype.addCancelback = function(func) {
+ this.addListener('cancel', func);
+}
+
+Action.prototype.start = function() {
+ var me = this;
+ process.nextTick(function() {
+ me._start();
+ });
+}
+
+Action.prototype.cancel = function() {
+ this._subActions.forEach(function(subAction) {
+ subAction.cancel();
+ });
+ this.emit('cancel');
+}
+
+/**
+ * A state machine action
+ */
+function StateMachine(_start) {
+ var me = this;
+ Action.call(me, _start);
+
+ me._handlers = {};
+
+ return me;
+}
+sys.inherits(StateMachine, Action);
+
+StateMachine.prototype.addState = function(state, handler) {
+ if (undefined != this._handlers[state]) {
+ sys.error('Warning: a handler for ' + state + ' has already been defined.');
+ return;
+ }
+ this._handlers[state] = handler;
+}
+
+StateMachine.prototype.transition = function(opts) {
+ var me = this;
+
+ opts = mixin({
+ success: 'success',
+ error: 'error',
+ }, opts || {});
+
+ if (undefined == opts.action) {
+ throw 'Transition added with no action';
+ }
+
+ ['success', 'error'].forEach(function(event) {
+ if (!opts[event] && 'success' != event) return;
+ opts.action.addListener(event, function() {
+ if (opts[event]) me.state = opts[event];
+ var args = Array.prototype.slice.call(arguments);
+ // Workaround for emit bug: emit is passing through
+ // 2 parameters regardless of whether the 2nd is defined.
+ if (args[args.length-1] == undefined) args.pop();
+
+ if (opts.data) {
+ args = args.concat([opts.data]);
+ }
+ me.transitionNow.apply(me, args);
+ });
+ });
+
+ me.addAction(opts.action, { bubbleErrors: !opts.error });
+}
+
+StateMachine.prototype.transitionNow = function() {
+ if (undefined == this._handlers[this.state]) {
+ sys.puts('Undefined state: ' + this.state);
+ throw 'Undefined state: ' + this.state;
+ }
+
+ this._handlers[this.state].apply(this, arguments);
+}
+
+StateMachine.prototype.transitionTo = function(state) {
+ this.state = state;
+ this.transitionNow.apply(this, Array.prototype.slice.call(arguments, 1));
+}
+
+StateMachine.prototype.transitionQueue = function(finalState) {
+ return new TransitionQueue(this, finalState);
+}
+
+StateMachine.prototype.linearQueue = function(finalState) {
+ return new LinearQueue(this, finalState);
+}
+
+/**
+ * A transition queue
+ */
+function TransitionQueue(stateMachine, finalState) {
+ var me = this;
+ events.EventEmitter.call(me);
+
+ me.stateMachine = stateMachine;
+ me.finalState = finalState;
+ me._transitions = [];
+ me._started = false;
+}
+sys.inherits(TransitionQueue, events.EventEmitter);
+
+TransitionQueue.prototype.start = function() {
+ var me = this;
+
+ me._started = true;
+ var completedItems = 0;
+ if (me._transitions.length == 0) {
+ me.stateMachine.transitionTo(me.finalState);
+ }
+
+ me._transitions.forEach(function(transition) {
+ me.stateMachine.transition(transition);
+
+ // Add the listeners after the transition listener to ensure they
+ // occur last
+ ['success', 'error'].forEach(function(event) {
+ // any event that has a handler should be counted as complete
+ // (except the success event which is always counted).
+ if (!transition[event] && 'success' != event) return;
+ transition.action.addListener(event, function() {
+ ++completedItems;
+ if (completedItems == me._transitions.length) {
+ me.stateMachine.transitionTo(me.finalState);
+ }
+ });
+ });
+ });
+}
+
+TransitionQueue.prototype.cancel = function() {
+ this._transitions.forEach(function(transition) {
+ transition.action.cancel();
+ });
+}
+
+TransitionQueue.prototype.addTransition = function(transition) {
+ if (this._started) {
+ throw 'Queue already started';
+ }
+ this._transitions.push(transition);
+}
+
+/**
+ * A linear transition queue
+ */
+function LinearQueue(stateMachine, finalState) {
+ var me = this;
+ events.EventEmitter.call(me);
+
+ me.stateMachine = stateMachine;
+ me.finalState = finalState;
+ me._transitions = [];
+ me._started = false;
+}
+sys.inherits(LinearQueue, events.EventEmitter);
+
+LinearQueue.prototype.start = function() {
+ var me = this;
+
+ me._started = true;
+ me.completedItems = 0;
+ if (me._transitions.length == 0) {
+ me.stateMachine.transitionTo(me.finalState);
+ return;
+ }
+
+ me.stateMachine.transition(me._transitions[0]);
+}
+
+LinearQueue.prototype.cancel = function() {
+ this._transitions.forEach(function(transition) {
+ transition.action.cancel();
+ });
+}
+
+LinearQueue.prototype.addTransition = function(transition) {
+ var me = this;
+
+ if (me._started) {
+ throw 'Queue already started';
+ }
+
+ ['success', 'error'].forEach(function(event) {
+ // any event that has a handler should be counted as complete
+ // (except the success event which is always counted).
+ if (!transition[event] && 'success' != event) return;
+ transition.action.addListener(event, function() {
+ me.completedItems += 1;
+ if (me.completedItems == me._transitions.length) {
+ // HACK (Daniel): Try to ensure that the state handler gets to run first.
+ last_transition = me._transitions[me._transitions.length-1];
+ states = [last_transition.success, last_transition.error];
+
+ function finalTransition() {
+
+ if (states.indexOf(me.stateMachine.state) != -1) {
+ me.stateMachine.transitionTo(me.finalState)
+ } else {
+ setTimeout(finalTransition, 1000);
+ }
+ }
+
+ setTimeout(finalTransition, 10);
+ } else {
+ me.stateMachine.transition(me._transitions[me.completedItems]);
+ }
+ });
+ });
+
+ me._transitions.push(transition);
+
+}
+
+/**
+ * Make an action that emits after a certain period of time
+ *
+ * @param int ms Number of microseconds before emitting success
+ */
+function makeSleeper(ms) {
+ var timeout;
+
+ var me = new Action(function() {
+ timeout = setTimeout(function() {
+ me.emit('success');
+ }, ms);
+ });
+
+ me.addListener('cancel', function() {
+ clearTimeout(timeout);
+ });
+
+ return me;
+}
+
+/**
+ * Make a function that takes a callback as the last argument into an Action
+ *
+ * @param function func
+ * @return Action
+ */
+function make(func) {
+ var _active = true;
+ var _func = func;
+ var _args = Array.prototype.slice.call(arguments, 1);
+
+ function error() {
+ action.emitError.apply(action, arguments);
+ }
+
+ function success() {
+ action.emitSuccess.apply(action, arguments);
+ }
+
+ var action = new Action(function() {
+ _args.push(function(err) {
+ if (!_active) return;
+ if (err) {
+ error.apply(this, [err]);
+ } else {
+ success.apply(this, Array.prototype.slice.call(arguments, 1));
+ }
+ });
+ func.apply(this, _args);
+ });
+
+ action.addListener('cancel', function() {
+ _active = false;
+ });
+
+ return action;
+}
+
+function NobleMachine(funcOrAct) {
+ var me = this;
+
+ me.pseudostates = 0;
+ me.pseudostate = 0;
+
+ _start = function() {
+ if (funcOrAct && funcOrAct.start instanceof Function) {
+ me.toNext(funcOrAct);
+ } else if (funcOrAct === undefined) {
+ me.toNext();
+ } else {
+ var ret = funcOrAct();
+
+
+ if (me.state === undefined && me._subActions.length == 0) {
+ me.toNext(ret);
+ }
+ }
+ }
+
+ StateMachine.call(me, _start);
+}
+
+sys.inherits(NobleMachine, StateMachine);
+
+NobleMachine.prototype.next = function(funcOrAct) {
+ var me = this;
+
+ me.pseudostates += 1;
+
+ me.addState("pseudostate" + me.pseudostates, function() {
+ me.pseudostate = parseInt(me.state.replace(/[^\d]*/g, ''));
+
+ var subactlen = me._subActions.length
+ var state = me.state
+
+ if (funcOrAct instanceof Function) {
+ funcOrAct.apply(this, arguments);
+ } else {
+ me.toNext(funcOrAct);
+ }
+
+ if ((subactlen == me._subActions.length && me.state == state) && !me.delay) {
+ me.toNext();
+ }
+ });
+}
+
+NobleMachine.prototype.first = function(funcOrAct) {
+ this.next(funcOrAct);
+}
+
+NobleMachine.prototype.toPrev = function(action) {
+ var me = this;
+
+ if (me.pseudostate > me.pseudostates) {
+ var prevstate = 'pseudostate' + (me.pseudostate);
+ } else {
+ var prevstate = 'pseudostate' + (me.pseudostate - 1);
+ }
+
+ me.toState(prevstate, action);
+}
+
+NobleMachine.prototype.nextState = function() {
+ var me = this;
+
+ if (me.pseudostate >= me.pseudostates) {
+ return 'success';
+ } else {
+ return 'pseudostate' + (me.pseudostate + 1);
+ }
+}
+
+NobleMachine.prototype.repeat = function(action) {
+ this.toState(this.state, action);
+}
+
+NobleMachine.prototype.toNext = function(action) {
+ this.toState(this.nextState(), action);
+}
+
+NobleMachine.prototype.toStateAfter = function(time, state, action) {
+ var me = this;
+ me.delay = true;
+ setTimeout(function() { me.toState(state, action) }, time);
+}
+
+NobleMachine.prototype.toNextAfter = function(time, action) {
+ this.toStateAfter(time, this.nextState(), action);
+}
+
+NobleMachine.prototype.toLast = function(action) {
+ this.toState('success', action);
+}
+
+NobleMachine.prototype.toError = function(action) {
+ this.toState('error', action);
+}
+
+NobleMachine.prototype.toState = function(state, action) {
+ var me = this;
+
+ me.delay = false;
+
+ //if (action) {
+ if (action && action.start instanceof Function) {
+ me.transition({
+ success: state,
+ action: action
+ })
+ } else {
+ me.transitionTo(state, action);
+ }
+ /*} else {
+ me.transitionTo(state);
+ }*/
+}
+
+NobleMachine.prototype.last = function(func) {
+ this.onLast = func;
+}
+
+NobleMachine.prototype.error = function(func) {
+ this.onError = func;
+}
+
+NobleMachine.prototype.ensure = function(func) {
+ this.onExit = func;
+}
+
+NobleMachine.prototype.start = function() {
+ var me = this;
+
+ if (!me._handlers['success']) {
+ if (me.onLast) {
+ me.addState('success', me.onLast);
+ } else {
+ me.addState('success', function(result) { me.emitSuccess(result); });
+ }
+ }
+
+ if (!me._handlers['error']) {
+ if (me.onError) {
+ me.addState('error', me.onError);
+ } else {
+ me.addState('error', function(err) { me.emitError(err); });
+ }
+ }
+
+ if (me.onExit) {
+ ['success', 'error'].forEach(function(state) {
+ if (me._handlers[state]) {
+ var old = me._handlers[state];
+ me._handlers[state] = function() {
+ return me.onExit(old.apply(me, arguments));
+ }
+ }
+ });
+ }
+
+ Action.prototype.start.call(me);
+}
+
+NobleMachine.prototype.emitSuccess = function(data) {
+ this.delay = true;
+ StateMachine.prototype.emitSuccess.call(this, data);
+}
+
+NobleMachine.prototype.emitError = function(data) {
+ this.delay = true;
+ StateMachine.prototype.emitError.call(this, data);
+}
+
+_.mixin(exports, {
+ NobleMachine: NobleMachine,
+});
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