State Management
Overview
Advanced state management techniques in CASYS RPG, including state machines, immutable states, and event sourcing.
State Architecture
State Structure
class GameState(BaseModel):
"""Immutable game state."""
game_id: str
player: PlayerState
world: WorldState
narrative: NarrativeState
metadata: Dict[str, Any]
class Config:
frozen = True # Immutable state
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State Components
- Core state
- Derived state
- Metadata
-
State Validation
- Schema validation
- Business rules
- State integrity
State Flow
graph TD
subgraph States
IS[Initial State]
CS[Current State]
NS[New State]
end
subgraph Events
AE[Action Event]
SE[System Event]
EE[External Event]
end
subgraph Processing
VA[Validation]
TR[Transition]
PE[Persistence]
end
States --> Events
Events --> Processing
Processing --> States
Advanced Patterns
State Machine
class GameStateMachine:
"""Game state machine implementation."""
def __init__(self):
self.states: Dict[str, State] = {}
self.transitions: Dict[str, List[Transition]] = {}
def add_transition(
self,
from_state: str,
to_state: str,
condition: Callable,
action: Callable
):
"""Add state transition."""
transition = Transition(to_state, condition, action)
self.transitions[from_state].append(transition)
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States
- State definition
- State validation
- State relationships
-
Transitions
- Transition rules
- Guards
- Actions
Event Sourcing
graph LR
subgraph Events
EV[Events]
ST[Store]
PR[Projection]
end
subgraph State
CS[Current State]
SN[Snapshots]
end
Events --> State
-
Event Store
- Event persistence
- Event replay
- Snapshots
-
Projections
- State rebuilding
- View models
- Caching
State Management
Immutable States
@dataclass(frozen=True)
class PlayerState:
"""Immutable player state."""
id: str
name: str
attributes: FrozenDict[str, int]
inventory: FrozenList[Item]
def with_updates(self, **updates) -> 'PlayerState':
"""Create new state with updates."""
current = self.__dict__
return PlayerState(**{**current, **updates})
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Benefits
- Thread safety
- Predictability
- Debugging
-
Implementation
- Immutable classes
- Copy-on-write
- State updates
State Updates
graph TD
subgraph Update Flow
OS[Old State]
UP[Update]
NS[New State]
VA[Validation]
end
subgraph Side Effects
EV[Events]
NO[Notifications]
LO[Logging]
end
Update Flow --> Side Effects
-
Update Process
- State creation
- Validation
- Persistence
-
Side Effects
- Event generation
- Notifications
- Logging
Performance Optimization
Caching
class StateCache:
"""State caching system."""
def __init__(self, capacity: int = 1000):
self.cache = LRUCache(capacity)
self.snapshots: Dict[str, GameState] = {}
def get_state(self, state_id: str) -> Optional[GameState]:
"""Get cached state if available."""
return self.cache.get(state_id)
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Cache Strategies
- Full state
- Partial state
- Derived data
-
Cache Management
- Invalidation
- Synchronization
- Memory usage
Async Processing
-
Parallel Updates
- Concurrent processing
- Resource management
- Synchronization
-
Event Processing
- Event queues
- Processing strategies
- Error handling
Best Practices
Development
-
Code Organization
- Clear structure
- Documentation
- Testing
-
Error Handling
- State validation
- Error recovery
- Logging
Deployment
-
Resource Management
- Memory usage
- CPU utilization
- Storage optimization
-
Monitoring
- State metrics
- Performance tracking
- Error monitoring
Next Steps
- Explore Custom Agents
- Learn about AI Integration
- Review Technical Documentation