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Finite State Machines and Statecharts for the Modern Web.
Last release 2 days ago
03 Oct 2026
Ships on a steady schedule
a new release about every 9 days
Nearly every release is documented
notes for 60 of the last 60 stable releases
Nothing withdrawn
no release was ever pulled
9 years old
340 releases · first in 2017
### Patch Changes - #4667 `64ee3959c` Thanks @Andarist! - Fixed compatibility with older versions of integration packages.
If the snapshot is undefined, the initial snapshot of the actorLogic is used.
#4596 6113a590a Thanks @davidkpiano! - Introduce getNextSnapshot(...), which determines the next snapshot for the given actorLogic based on the given snapshot and event.
If the snapshot is undefined, the initial snapshot of the actorLogic is used.
import { getNextSnapshot } from 'xstate';
import { trafficLightMachine } from './trafficLightMachine.ts';
const nextSnapshot = getNextSnapshot(
trafficLightMachine, // actor logic
undefined, // snapshot (or initial state if undefined)
{ type: 'TIMER' }
); // event object
console.log(nextSnapshot.value);
// => 'yellow'
const nextSnapshot2 = getNextSnapshot(
trafficLightMachine, // actor logic
nextSnapshot, // snapshot
{ type: 'TIMER' }
); // event object
console.log(nextSnapshot2.value);
// =>'red'
One column per quarter.
### Patch Changes - #4600 `1f2ccb97c` Thanks @davidkpiano! - Typegen-based types for detecting missing implementations have been removed internally.
1f2ccb97c Thanks @davidkpiano! - Typegen-based types for detecting missing implementations have been removed internally.`ts setup({ /* ... */ }).createMachine({ context: ({ spawn, self }) => { return { childRef: spawn('child', { input: { parent: self } }) }; } }); `
`ts // ... entry: enqueueActions(({ self, system }) => { // ... }); `
#4597 ae0b05f11 Thanks @davidkpiano! - Update the argument object of enqueueActions(...) to include the self and system properties:
// ...
entry: enqueueActions(({ self, system }) => {
// ...
});
The assertEvent(event, 'someType') function will _throw_ if the event is not the expected type. This ensures that the event is guaranteed to have that
#4547 8e8d2ba38 Thanks @davidkpiano! - Add assertEvent(...) to help provide strong typings for events that can't be easily inferred, such as events in entry and exit actions, or in invoke.input.
The assertEvent(event, 'someType') function will throw if the event is not the expected type. This ensures that the event is guaranteed to have that type, and assumes that the event object has the expected payload (naturally enforced by TypeScript).
// ...
entry: ({ event }) => {
assertEvent(event, 'greet');
// event is { type: 'greet'; message: string }
assertEvent(event, ['greet', 'notify']);
// event is { type: 'greet'; message: string }
// or { type: 'notify'; message: string; level: 'info' | 'error' }
},
exit: ({ event }) => {
assertEvent(event, 'doNothing');
// event is { type: 'doNothing' }
}
### Patch Changes - #4576 `677fb35b7` Thanks @davidkpiano! - Update README.md
677fb35b7 Thanks @davidkpiano! - Update README.md```ts import { createMachine, createActor, toPromise } from 'xstate';
#4198 ca58904ad Thanks @davidkpiano! - Introduce toPromise(actor), which creates a promise from an actor that resolves with the actor snapshot's output when done, or rejects with the actor snapshot's error when it fails.
import { createMachine, createActor, toPromise } from 'xstate';
const machine = createMachine({
// ...
states: {
// ...
done: { type: 'final', output: 42 }
}
});
const actor = createActor(machine);
actor.start();
const output = await toPromise(actor);
console.log(output);
// => 42
#4568 a5c55fae2 Thanks @Andarist! - Fixed an issue with spawn within assign not returning a narrowed down ActorRef type on TypeScrip 5.0
#4570 c11127336 Thanks @Andarist! - Fixed an issue that caused a complete listener to be called instead of the error one when the actor was subscribed after being stopped.
### Minor Changes - #4497 `d7f220225` Thanks @davidkpiano! - Internal: abstract the scheduler for delayed events so that it is handled centrally by th
d7f220225 Thanks @davidkpiano! - Internal: abstract the scheduler for delayed events so that it is handled centrally by the system.80818017b Thanks @davidkpiano! - Fix higher-level logic for state machine logicUpdated dependencies \[`d99df1d8f4fe49145c9974465b65028bf19b365f`]:
d99df1d8f4fe49145c9974465b65028bf19b365f]:
Updated dependencies \[`345e04c`]:
#5607 b669e95 Thanks @xianjianlf2! - Fixed the test configuration so that the package's tests are correctly discovered and run. The include glob in vitest.config.mts pointed to a non-existent file, which meant no tests were executed and coverage was reported as 0%.
Updated dependencies [345e04c]:
bf6119a7310a878afbf4f5b01f5e24288f9a0f16]:
5041764b2 Thanks @laurakalbag! - Flag that docs in this repo are deprecated in favour of docs at stately.ai/docs/xstateUpdated dependencies \[`e07a7cd8462473188a0fb646a965e61be1ce6ae3`]:
e07a7cd8462473188a0fb646a965e61be1ce6ae3]:
#5109 d67b71dd25d457a2a59f2c943db13f50fab7ec3d Thanks @davidkpiano! - Add React 19 as a peer dependency
Updated dependencies [8c4b70652acaef2702f32435362e4755679a516d]:
d3d6149c7: If context types are specified in the machine config, the context property will now be required:
// ❌ TS error
createMachine({
types: {} as {
context: { count: number };
}
// Missing context property
});
// ✅ OK
createMachine({
types: {} as {
context: { count: number };
},
context: {
count: 0
}
});
d3d6149c7: - The third argument of machine.transition(state, event) has been removed. The context should always be given as part of the state.
machine.microstep(snapshot, event) which returns the resulting intermediate MachineSnapshot object that represents a single microstep being taken when transitioning from snapshot via the event. This is the MachineSnapshot that does not take into account transient transitions nor raised events, and is useful for debugging.state.events property has been removed from the State objectstate.historyValue property now more closely represents the original SCXML algorithm, and is a mapping of state node IDs to their historic descendent state nodes. This is used for resolving history states, and should be considered internal.stateNode.isTransient property is removed from StateNode..initial property of a state node config object can now contain executable content (i.e., actions):// ...
initial: {
target: 'someTarget',
actions: [/* initial actions */]
}
assign()) will now be executed "in order", rather than automatically prioritized. They will be evaluated after previously defined actions are evaluated, and actions that read from context will have those intermediate values applied, rather than the final resolved value of all assign() actions taken, which was the previous behavior.This shouldn't change the behavior for most state machines. To maintain the previous behavior, ensure that assign() actions are defined before any other actions.
d3d6149c7: An error will be thrown if an initial state key is not specified for compound state nodes. For example:
const lightMachine = createMachine({
id: 'light',
initial: 'green',
states: {
green: {},
yellow: {},
red: {
// Forgotten initial state:
// initial: 'walk',
states: {
walk: {},
wait: {}
}
}
}
});
You will get the error:
No initial state specified for state node "#light.red". Try adding { initial: "walk" } to the state config.
d3d6149c7: IDs for delayed events are no longer derived from event types so this won't work automatically:
entry: raise({ type: 'TIMER' }, { delay: 200 });
exit: cancel('TIMER');
Please use explicit IDs:
entry: raise({ type: 'TIMER' }, { delay: 200, id: 'myTimer' });
exit: cancel('myTimer');
d3d6149c7: Removed State#toStrings method.
d3d6149c7: The machine's context is now restricted to an Record<string, any>. This was the most common usage, but now the typings prevent context from being anything but an object:
const machine = createMachine({
// This will produce the TS error:
// "Type 'string' is not assignable to type 'object | undefined'"
context: 'some string'
});
If context is undefined, it will now default to an empty object {}.
d3d6149c7: Actors are now always part of a "system", which is a collection of actors that can communicate with each other. Systems are implicitly created, and can be used to get and set references to any actor in the system via the systemId prop:
const machine = createMachine({
// ...
invoke: {
src: emailMachine,
// Registers `emailMachine` as `emailer` on the system
systemId: 'emailer'
}
});
const machine = createMachine({
// ...
entry: assign({
emailer: (ctx, ev, { spawn }) =>
spawn(emailMachine, { systemId: 'emailer' })
})
});
Any invoked/spawned actor that is part of a system will be able to reference that actor:
const anotherMachine = createMachine({
// ...
entry: sendTo(
(ctx, ev, { system }) => {
return system.get('emailer');
},
{ type: 'SEND_EMAIL', subject: 'Hello', body: 'World' }
)
});
Each top-level createActor(...) call creates a separate implicit system. In this example example, actor1 and actor2 are part of different systems and are unrelated:
// Implicit system
const actor1 = createActor(machine).start();
// Another implicit system
const actor2 = createActor(machine).start();
d3d6149c7: external property on transitions has been renamed to reenter
d3d6149c7: The interpreter.onStop(...) method has been removed. Use an observer instead via actorRef.subscribe({ complete() { ... } }) instead.
d3d6149c7: Removed MachineSnapshot['nextEvents'].
d3d6149c7: Renamed machine.withConfig(...) to machine.provide(...).
d3d6149c7: Removed third parameter (context) from Machine's transition method. If you want to transition with a particular context value you should create appropriate MachineSnapshot using machine.resolveState. So instead of this - machine.transition('green', { type: 'TIMER' }, { elapsed: 100 }), you should do this - machine.transition(machine.resolveState({ value: 'green', context: { elapsed: 100 } }), { type: 'TIMER' }).
d3d6149c7: Sending a string event to actorRef.send('some string') will now throw a proper error message.
d3d6149c7: The self actor reference is now available in all action metas. This makes it easier to reference the "self" ActorRef so that actions such as sendTo can include it in the event payload:
// Sender
actions: sendTo('somewhere', (ctx, ev, { self }) => ({
type: 'EVENT',
ref: self
})),
// ...
// Responder
actions: sendTo((ctx, ev) => ev.ref, ...)
d3d6149c7: isState/isStateConfig were replaced by isMachineSnapshot. Similarly, AnyState type was deprecated and it's replaced by AnyMachineSnapshot type.
d3d6149c7: All actor snapshots now have a consistent, predictable shape containing these common properties:
status: 'active' | 'done' | 'error' | 'stopped'output: The output data of the actor when it has reached status: 'done'error: The error thrown by the actor when it has reached status: 'error'context: The context of the actorThis makes it easier to work with actors in a consistent way, and to inspect their snapshots.
const promiseActor = fromPromise(async () => {
return 42;
});
// Previously number | undefined
// Now a snapshot object with { status, output, error, context }
const promiseActorSnapshot = promiseActor.getSnapshot();
if (promiseActorSnapshot.status === 'done') {
console.log(promiseActorSnapshot.output); // 42
}
d3d6149c7: Restoring persisted state is now done by passing the state into the snapshot: ... property of the createActor options argument:
-interpret(machine).start(state);
+createActor(machine, { snapshot }).start();
The persisted snapshot is obtained from an actor by calling actor.getPersistedSnapshot():
const actor = createActor(machine).start();
const persistedSnapshot = actor.getPersistedSnapshot();
// ...
const restoredActor = createActor(machine, {
snapshot: persistedSnapshot
}).start();
d3d6149c7: - The execute option for an interpreted service has been removed. If you don't want to execute actions, it's recommended that you don't hardcode implementation details into the base machine that will be interpreted, and extend the machine's options.actions instead. By default, the interpreter will execute all actions according to SCXML semantics (immediately upon transition).
xstate/devTools/redux:import { createActor } from 'xstate';
import { createReduxDevTools } from 'xstate/devTools/redux';
const service = createActor(someMachine, {
devTools: createReduxDevTools({
// Redux Dev Tools options
})
});
By default, dev tools are attached to the global window.__xstate__ object:
const service = createActor(someMachine, {
devTools: true // attaches via window.__xstate__.register(service)
});
And creating your own custom dev tools adapter is a function that takes in the actorRef:
const myCustomDevTools = (actorRef) => {
console.log('Got a actorRef!');
actorRef.subscribe((state) => {
// ...
});
};
const actorRef = createActor(someMachine, {
devTools: myCustomDevTools
});
These handlers have been removed, as they are redundant and can all be accomplished with .onTransition(...) and/or .subscribe(...):
actorRef.onEvent()actorRef.onSend()actorRef.onChange()The actorRef.send(...) method no longer returns the next state. It is a void function (fire-and-forget).
The actorRef.sender(...) method has been removed as redundant. Use actorRef.send(...) instead.
d3d6149c7: The output data on final states is now specified as .output instead of .data:
const machine = createMachine({
// ...
states: {
// ...
success: {
- data: { message: 'Success!' }
+ output: { message: 'Success!' }
}
}
})
d3d6149c7: Support for getters as a transition target (instead of referencing state nodes by ID or relative key) has been removed.
The Machine() and createMachine() factory functions no longer support passing in context as a third argument.
The context property in the machine configuration no longer accepts a function for determining context (which was introduced in 4.7). This might change as the API becomes finalized.
The activities property was removed from State objects, as activities are now part of invoke declarations.
The state nodes will not show the machine's version on them - the version property is only available on the root machine node.
d3d6149c7: The in: ... property for transitions is removed and replaced with guards. It is recommended to use stateIn() and not(stateIn()) guard creators instead:
+ import { stateIn } from 'xstate/guards';
// ...
on: {
SOME_EVENT: {
target: 'somewhere',
- in: '#someState'
+ guard: stateIn('#someState')
}
}
// ...
d3d6149c7: Removed Actor['status'] from publicly available properties.
d3d6149c7: All builtin action creators (assign, sendTo, etc) are now returning functions. They exact shape of those is considered an implementation detail of XState and users are meant to only pass around the returned values.
d3d6149c7: Autoforwarding events is no longer supported and the autoForward property has been removed.
Instead of autoforwarding, events should be explicitly sent to actors:
invoke: {
id: 'child',
src: 'someSrc',
- autoForward: true
},
// ...
on: {
// ...
+ EVENT_TO_FORWARD: {
+ actions: sendTo('child', (_, event) => event)
+ }
}
d3d6149c7: The machine .schema property is now .types:
const machine = createMachine({
// schema: { ... }
types: {} as {
context: { ... };
events: { ... };
// ...
}
});
And the .tsTypes property is now .types.typegen:
const machine = createMachine({
// tsTypes: { ... }
types: {} as {
typegen: {};
context: { ... };
events: { ... };
// ...
}
});
d3d6149c7: Returning promises when creating a callback actor doesn't work anymore. Only cleanup functions can be returned now (or undefined).
d3d6149c7: There is now support for higher-level guards, which are guards that can compose other guards:
and([guard1, guard2, /* ... */]) returns true if all guards evaluate to truthy, otherwise falseor([guard1, guard2, /* ... */]) returns true if any guard evaluates to truthy, otherwise falsenot(guard1) returns true if a single guard evaluates to false, otherwise trueimport { and, or, not } from 'xstate/guards';
const someMachine = createMachine({
// ...
on: {
EVENT: {
target: 'somewhere',
guard: and([
'stringGuard',
or([{ type: 'anotherGuard' }, not(() => false)])
])
}
}
});
d3d6149c7: The .send(...) method on actorRef.send(...) now requires the first argument (the event to send) to be an object; that is, either:
{ type: 'someEvent' })The second argument (payload) is no longer supported, and should instead be included within the object:
-actorRef.send('SOME_EVENT')
+actorRef.send({ type: 'SOME_EVENT' })
-actorRef.send('EVENT', { some: 'payload' })
+actorRef.send({ type: 'EVENT', some: 'payload' })
d3d6149c7: Actions and guards that follow eventless transitions will now receive the event that triggered the transition instead of a "null" event ({ type: '' }), which no longer exists:
// ...
states: {
a: {
on: {
SOME_EVENT: 'b'
}
},
b: {
always: 'c'
},
c: {
entry: [({ event }) => {
// event.type is now "SOME_EVENT", not ""
}]
}
}
// ...
d3d6149c7: You can now add a systemId to spawned actors to reference them anywhere in the system.
const machine = createMachine({
// ...
context: ({ spawn }) => ({
actorRef: spawn(
createMachine({
// ...
}),
{ systemId: 'actorRef' }
)
})
});
d3d6149c7: Reading the initial state from an actor via actorRef.initialState is removed. Use actorRef.getSnapshot() instead.
d3d6149c7: machine.initialState has been removed, you can use machine.getInitialState(...) instead
d3d6149c7: Target resolution improvements: targeting sibling nodes from the root is no longer valid, since the root node has no siblings:
createMachine({
id: 'direction',
initial: 'left',
states: {
left: {},
right: {}
},
on: {
- LEFT_CLICK: 'left',
+ LEFT_CLICK: '.left'
}
});
d3d6149c7: The createActor(...) function now accepts input in the second argument, which passes input data in the "xstate.init" event:
const greetMachine = createMachine({
context: ({ input }) => ({
greeting: `Hello ${input.name}!`
}),
entry: (_, event) => {
event.type; // 'xstate.init'
event.input; // { name: 'David' }
}
// ...
});
const actor = createActor(greetMachine, {
// Pass input data to the machine
input: { name: 'David' }
}).start();
d3d6149c7: Invoked actors can now be deeply persisted and restored. When the persisted state of an actor is obtained via actorRef.getPersistedSnapshot(), the states of all invoked actors are also persisted, if possible. This state can be restored by passing the persisted state into the snapshot: ... property of the createActor options argument:
-createActor(machine).start(state);
+createActor(machine, { snapshot }).start();
d3d6149c7: Atomic and parallel states should no longer be reentered when the transition target doesn't escape them. You can get the reentering behavior by configuring reenter: true for the transition.
d3d6149c7: Restored state will no longer contain actions, since they are assumed to have already been executed. Actions will not be replayed.
If you want to replay actions when restoring state, it is recommended to use an event sourcing approach.
d3d6149c7: The in: '...' transition property can now be replaced with stateIn(...) and stateNotIn(...) guards, imported from xstate/guards:
import {
createMachine,
+ stateIn
} from 'xstate/guards';
const machine = createMachine({
// ...
on: {
SOME_EVENT: {
target: 'anotherState',
- in: '#someState',
+ cond: stateIn('#someState')
}
}
})
The stateIn(...) and stateNotIn(...) guards also can be used the same way as snapshot.matches(...):
// ...
SOME_EVENT: {
target: 'anotherState',
cond: stateNotIn({ red: 'stop' })
}
An error will now be thrown if the assign(...) action is executed when the context is undefined. Previously, there was only a warning.
Error events raised by the machine will be thrown if there are no error listeners registered on an actor via actorRef.subscribe({ error: () => {} }).
d3d6149c7: Action/actor/delay/guard arguments are now consolidated into a single object argument. This is a breaking change for all of those things that are called with arguments.
assign({
- count: (context, event) => {
+ count: ({ context, event }) => {
return context.count + event.value;
}
})
d3d6149c7: Eventless transitions must now be specified in the always: { ... } object and not in the on: { ... } object:
someState: {
on: {
// Will no longer work
- '': { target: 'anotherState' }
},
+ always: { target: 'anotherState' }
}
d3d6149c7: Removed the ability to pass a string value directly to invoke. To migrate you should use the object version of invoke:
-invoke: 'myActor'
+invoke: { src: 'myActor' }
d3d6149c7: machine.transition(...) and machine.getInitialState(...) require now an actorScope argument
d3d6149c7: All events automatically generated by XState will now be prefixed by xstate.. Naming scheme changed slightly as well, for example done.invoke.* events became xstate.done.actor.* events.
d3d6149c7: The escalate() action is removed. Just throw an error normally.
d3d6149c7: The actor.onTransition(...) method has been removed in favor of .subscribe(...)
const actor = interpret(machine)
- .onTransition(...)
- .start();
+actor.subscribe(...);
+actor.start();
d3d6149c7: Observing an actor via actorRef.subscribe(...) no longer immediately receives the current snapshot. Instead, the current snapshot can be read from actorRef.getSnapshot(), and observers will receive snapshots only when a transition in the actor occurs.
const actorRef = createActor(machine);
actorRef.start();
// Late subscription; will not receive the current snapshot
actorRef.subscribe((state) => {
// Only called when the actor transitions
console.log(state);
});
// Instead, current snapshot can be read at any time
console.log(actorRef.getSnapshot());
d3d6149c7: Actors can no longer be stopped directly by calling . They can only be stopped from its parent internally (which might happen when you use actor.stop()stop action or automatically when a machine leaves the invoking state). The root actor can still be stopped since it has no parent.
d3d6149c7: The matchState(...) helper function is removed.
d3d6149c7: Parameterized actions now require a params property:
// ...
entry: [
{
type: 'greet',
- message: 'Hello'
+ params: { message: 'Hello' }
}
]
// ...
d3d6149c7: The history resolution algorithm has been refactored to closely match the SCXML algorithm, which changes the shape of state.historyValue to map history state node IDs to their most recently resolved target state nodes.
d3d6149c7: Custom action objects and guard objects are now expected to put extra parameters on the params property:
actions: {
type: 'sendMessage',
- message: 'hello'
+ params: {
+ message: 'hello'
+ }
}
guard: {
type: 'exists',
- prop: 'user'
+ params: {
+ prop: 'user'
+ }
}
d3d6149c7: The strict: true option for machine config has been removed.
d3d6149c7: Removed the ability to define delayed transitions using an array. Only object variant is supported now:
createMachine({
initial: 'a',
states: {
a: {
after: {
10000: 'b',
noon: 'c'
}
}
// ...
}
});
d3d6149c7: Removed State['transitions'].
d3d6149c7: Removed the deprecated send action creator. Please use sendTo when sending events to other actors or raise when sending to itself.
d3d6149c7: The createEmptyActor() function has been added to make it easier to create actors that do nothing ("empty" actors). This is useful for testing, or for some integrations such as useActor(actor) in @xstate/react that require an actor:
import { createEmptyActor } from 'xstate';
const SomeComponent = (props) => {
// props.actor may be undefined
const [state, send] = useActor(props.actor ?? createEmptyActor());
// ...
};
d3d6149c7: machine.transition no longer accepts state values. You have to resolve the state value to a State before passing it to machine.transition
d3d6149c7: Removed deferEvents from the actor options.
d3d6149c7: The state.history property has been removed. This does not affect the machine "history" mechanism.
Storing previous state should now be done explicitly:
let previousSnapshot;
const actorRef = createActor(someMachine);
actorRef.subscribe((snapshot) => {
// previousSnapshot represents the last snapshot here
// ...
// update the previous snapshot at the end
previousSnapshot = snapshot;
});
actorRef.start();
d3d6149c7: All errors caught while executing the actor should now consistently include the error in its snapshot.error and should be reported to the closest error listener.
d3d6149c7: You can now import the following from xstate:
import {
// actions
// sendTo (removed)
pure,
// interpret helpers
waitFor,
// actor functions
fromPromise,
fromObservable,
fromCallback,
fromEventObservable,
fromTransition,
// guard functions
stateIn,
not,
and,
or
}
The send action was removed from exports; use sendTo(...) or raise(...) instead.
d3d6149c7: BREAKING: The cond property in transition config objects has been renamed to guard. This unifies terminology for guarded transitions and guard predicates (previously called "cond", or "conditional", predicates):
someState: {
on: {
EVENT: {
target: 'anotherState',
- cond: 'isValid'
+ guard: 'isValid'
}
}
}
d3d6149c7: The Machine() function has been removed. Use the createMachine() function instead.
-import { Machine } from 'xstate';
+import { createMachine } from 'xstate';
-const machine = Machine({
+const machine = createMachine({
// ...
});
d3d6149c7: The interpreter.onError(...) method has been removed. Use interpreter.subscribe({ error(err) => { ... } }) instead.
d3d6149c7: Actions are no longer called with state
d3d6149c7: spawn is no longer importable from xstate. Instead you get it in assign like this:
assign((ctx, ev, { spawn }) => {
return {
...ctx,
actorRef: spawn(promiseActor)
};
});
In addition to that, you can now spawn actors defined in your implementations object, in the same way that you were already able to do that with invoke. To do that just reference the defined actor like this:
spawn('promiseActor');
d3d6149c7: State class has been removed and replaced by MachineSnapshot object. They largely have the same properties and methods. On of the main noticeable results of this change is that you can no longer check state instanceof State.
d3d6149c7: Guard arguments are now consolidated into a single object argument. This is a breaking change for all guards that are called with arguments.
- guard: (context, event) => {
+ guard: ({ context, event }) => {
return context.count + event.value > 10;
}
d3d6149c7: The service.batch(events) method is no longer available.
d3d6149c7: The StateSchema type has been removed from all generic type signatures.
d3d6149c7: Removed State['_internalQueue'].
d3d6149c7: EmittedFrom type helper has been renamed to SnapshotFrom.
d3d6149c7: The fromReducer(...) function is now called fromTransition(...).
d3d6149c7: The pure() and choose() action creators have been removed, in favor of the more flexible enqueueActions() action creator:
entry: [
// pure(() => {
// return [
// 'action1',
// 'action2'
// ]
// }),
enqueueActions(({ enqueue }) => {
enqueue('action1');
enqueue('action2');
})
];
entry: [
// choose([
// {
// guard: 'someGuard',
// actions: ['action1', 'action2']
// }
// ]),
enqueueActions(({ enqueue, check }) => {
if (check('someGuard')) {
enqueue('action1');
enqueue('action2');
}
})
];
d3d6149c7: Changed behavior of always transitions. Previously they were always selected after selecting any transition (including the always transitions). Because of that it was relatively easy to create an infinite loop using them.
Now they are no longer selected if the preceeding transition doesn't change the state of a machine.
d3d6149c7: Breaking: The state.children property is now a mapping of invoked actor IDs to their ActorRef instances.
Breaking: The way that you interface with invoked/spawned actors is now through ActorRef instances. An ActorRef is an opaque reference to an Actor, which should be never referenced directly.
Breaking: The origin of an SCXML.Event is no longer a string, but an ActorRef instance.
d3d6149c7: The services option passed as the second argument to createMachine(config, options) is renamed to actors. Each value in actors should be a function that takes in context and event and returns a [behavior](TODO: link) for an actor. The provided behavior creators are:
fromMachinefromPromisefromCallbackfromObservablefromEventObservableimport { createMachine } from 'xstate';
+import { fromPromise } from 'xstate/actors';
const machine = createMachine(
{
// ...
invoke: {
src: 'fetchFromAPI'
}
},
{
- services: {
+ actors: {
- fetchFromAPI: (context, event) => {
+ fetchFromAPI: (context, event) => fromPromise(() => {
// ... (return a promise)
})
}
}
);
d3d6149c7: The error event (type: 'xstate.error.*') now has the error data on the event.error instead of event.data:
// ...
invoke: {
src: 'someSrc',
onError: {
actions: ({ event }) => {
- event.data;
+ event.error;
}
}
}
d3d6149c7: _event has been removed from all APIs and types. It was a wrapper structure containing the event that users were using directly.
d3d6149c7: Actor types can now be specified in the .types property of createMachine:
const fetcher = fromPromise(() => fetchUser());
const machine = createMachine({
types: {} as {
actors: {
src: 'fetchData'; // src name (inline behaviors ideally inferred)
id: 'fetch1' | 'fetch2'; // possible ids (optional)
logic: typeof fetcher;
};
},
invoke: {
src: 'fetchData', // strongly typed
id: 'fetch2', // strongly typed
onDone: {
actions: ({ event }) => {
event.output; // strongly typed as { result: string }
}
},
input: { foo: 'hello' } // strongly typed
}
});
d3d6149c7: Interpreter['off'] method has been removed.
d3d6149c7: .nextState method has been removed from the Interpreter. State#can can be used to check if sending a particular event would lead to a state change.
d3d6149c7: Support for compound string state values has been dropped from Machine's transition method. It's no longer allowed to call transition like this - machine.transition('a.b', { type: 'NEXT' }), instead it's required to use "state value" representation like this - machine.transition({ a: 'b' }, { type: 'NEXT' }).
d3d6149c7: - Breaking: activities removed (can be invoked)
Since activities can be considered invoked services, they can be implemented as such. Activities are services that do not send any events back to the parent machine, nor do they receive any events, other than a "stop" signal when the parent changes to a state where the activity is no longer active. This is modeled the same way as a callback service is modeled.
d3d6149c7: Removed previously deprecated config properties: onEntry, onExit, parallel and forward.
d3d6149c7: The state._sessionid property has been removed. It should be obtained directly from the actor: actor.sessionId.
d3d6149c7: The system can now be accessed in all available actor logic creator functions:
fromPromise(({ system }) => { ... });
fromTransition((state, event, { system }) => { ... });
fromObservable(({ system }) => { ... });
fromEventObservable(({ system }) => { ... });
fromCallback((sendBack, receive, { system }) => { ... });
d3d6149c7: Typings for Typestate have been removed. The reason for this is that types for typestates needed to be manually specified, which is unsound because it is possible to specify impossible typestates; i.e., typings for a state's value and context that are impossible to achieve.
d3d6149c7: The actor.onDone(...) method is removed. Use actor.subscribe({ complete() {... } }) instead.
- actor.onDone(() => { ... })
+ actor.subscribe({
+ complete() {
+ // ...
+ }
+})
d3d6149c7: The createModel() function has been removed in favor of relying on strong types in the machine configuration.
d3d6149c7: sync option has been removed from invoke and spawn.
d3d6149c7: Removed State['event'].
d3d6149c7: The final output of a state machine is now specified directly in the output property of the machine config:
const machine = createMachine({
initial: 'started',
states: {
started: {
// ...
},
finished: {
type: 'final'
// moved to the top level
//
// output: {
// status: 200
// }
}
},
// This will be the final output of the machine
// present on `snapshot.output` and in the done events received by the parent
// when the machine reaches the top-level final state ("finished")
output: {
status: 200
}
});
d3d6149c7: Invoked/spawned actors are no longer available on service.children - they can only be accessed from state.children.
d3d6149c7: Removed mapState utility function.
d3d6149c7: The interpret(...) function has been deprecated and renamed to createActor(...):
-import { interpret } from 'xstate';
+import { createActor } from 'xstate';
-const actor = interpret(machine);
+const actor = createActor(machine);
d3d6149c7: Prefix wildcard event descriptors are now supported. These are event descriptors ending with ".*" which will match all events that start with the prefix (the partial event type before ".*"):
// ...
on: {
'mouse.click': {/* ... */},
// Matches events such as:
// "pointer.move"
// "pointer.move.out"
// "pointer"
'pointer.*': {/* ... */}
}
// ...
Note: wildcards are only valid as the entire event type ("*") or at the end of an event type, preceded by a period (".*"):
"*""event.*""event.something.*""event.*.something"~"event*"~"event*.some*thing"~"*.something"~d3d6149c7: The interface for guard objects has changed. Notably, all guard parameters should be placed in the params property of the guard object:
Example taken from Custom Guards:
-cond: {
+guard: {
- name: 'searchValid', // `name` property no longer used
type: 'searchValid',
- minQueryLength: 3
+ params: {
+ minQueryLength: 3
+ }
}
d3d6149c7: All transitions became internal by default. The style of the target pattern (.child, sibling, #id) has now no effect on the transition type.
Internal transitions don't reenter their source state when the target lies within it. You can still create external transitions (ones that reenter the source state under the mentioned circumstances) by explicitly setting external: true on the given transition.
d3d6149c7: exit actions of all states are no longer called when the machine gets stopped externally. Note that they are still called when the machine reaches its final state.
d3d6149c7: Machine#transition no longer handles invalid state values such as values containing non-existent state regions. If you rehydrate your machines and change machine's schema then you should migrate your data accordingly on your own.
d3d6149c7: Removed support for service.send(type, payload). We are using send API at multiple places and this was the only one supporting this shape of parameters. Additionally, it had not strict TS types and using it was unsafe (type-wise).
d3d6149c7: Spawned actors that have a referenced source (not inline) can be deeply persisted and restored:
const machine = createMachine({
context: ({ spawn }) => ({
// This will be persisted
ref: spawn('reducer', { id: 'child' })
// This cannot be persisted:
// ref: spawn(fromTransition((s) => s, { count: 42 }), { id: 'child' })
})
}).provide({
actors: {
reducer: fromTransition((s) => s, { count: 42 })
}
});
d3d6149c7: Removed State['actions']. Actions are considered to be a side-effect of a transition, things that happen in the moment and are not meant to be persisted beyond that.
d3d6149c7: exports field has been added to the package.json manifest. It limits what files can be imported from a package - it's no longer possible to import from files that are not considered to be a part of the public API.
d3d6149c7: Merge sendBack and receive with other properties of fromCallback logic creator.
const callbackLogic = fromCallback(({ input, system, self, sendBack, receive }) => { ... });
d3d6149c7: The state option of createActor(...) has been renamed to snapshot:
createActor(machine, {
- state: someState
+ snapshot: someState
})
Likewise, the .getPersistedState() method has been renamed to .getPersistedSnapshot():
-actor.getPersistedState()
+actor.getPersistedSnapshot()
d3d6149c7: spawn can now benefit from the actor types. Its arguments are strongly-typed based on them.
d3d6149c7: Significant improvements to error handling have been made:
actor.subscribe(observer))..error() handler:actor.subscribe({
error: (error) => {
// handle error
}
});
d3d6149c7: You can now spawnChild(...) actors directly outside of assign(...) action creators:
import { createMachine, spawnChild } from 'xstate';
const listenerMachine = createMachine({
// ...
});
const parentMachine = createMachine({
// ...
on: {
'listener.create': {
entry: spawnChild(listenerMachine, { id: 'listener' })
}
}
// ...
});
const actor = createActor(parentMachine).start();
actor.send({ type: 'listener.create' });
actor.getSnapshot().children.listener; // ActorRefFrom<typeof listenerMachine>
d3d6149c7: onSnapshot is now available for invoke configs. You can specify a transition there to be taken when a snapshot of an invoked actor gets updated. It works similarly to onDone/onError.
d3d6149c7: Partial event descriptors are now type-safe:
createMachine({
types: {} as {
events:
| { type: 'mouse.click.up'; direction: 'up' }
| { type: 'mouse.click.down'; direction: 'down' }
| { type: 'mouse.move' }
| { type: 'keypress' };
},
on: {
'mouse.click.*': {
actions: ({ event }) => {
event.type;
// 'mouse.click.up' | 'mouse.click.down'
event.direction;
// 'up' | 'down'
}
},
'mouse.*': {
actions: ({ event }) => {
event.type;
// 'mouse.click.up' | 'mouse.click.down' | 'mouse.move'
}
}
}
});
d3d6149c7: State.from, StateMachine#createState and StateMachine#resolveStateValue were removed. They largely served the same purpose as StateMachine#resolveState and this is the method that is still available and can be used instead of them.
d3d6149c7: Params of actions and guards can now be resolved dynamically
createMachine({
types: {} as {
actions:
| { type: 'greet'; params: { surname: string } }
| { type: 'poke' };
},
entry: {
type: 'greet',
params: ({ context }) => ({
surname: 'Doe'
})
}
});
d3d6149c7: Children IDs in combination with setup can now be typed using types.children:
const machine = setup({
types: {} as {
children: {
myId: 'actorKey';
};
},
actors: {
actorKey: child
}
}).createMachine({});
const actorRef = createActor(machine).start();
actorRef.getSnapshot().children.myId; // ActorRefFrom<typeof child> | undefined
d3d6149c7: You can now specify guard types for machines:
createMachine({
types: {} as {
guards:
| {
type: 'isGreaterThan';
params: {
count: number;
};
}
| { type: 'plainGuard' };
}
// ...
});
d3d6149c7: You can now define strict tags for machines:
createMachine({
types: {} as {
tags: 'pending' | 'success' | 'error';
}
// ...
});
d3d6149c7: The state.configuration property has been renamed to state.nodes.
- state.configuration
+ state.nodes
d3d6149c7: The onSnapshot: { ... } transition object is now supported for invoked machines, observables, promises, and transition functions:
const machine = createMachine({
// ...
invoke: [
{
src: createMachine({ ... }),
onSnapshot: {
actions: (context, event) => {
event.snapshot; // machine state
}
}
},
{
src: fromObservable(() => ...),
onSnapshot: {
actions: (context, event) => {
event.snapshot; // observable value
}
}
},
{
src: fromTransition((state, event) => { ... }, /* ... */),
onSnapshot: {
actions: (context, event) => {
event.snapshot; // transition function return value
}
}
}
]
});
d3d6149c7: The stop(...) action creator is renamed to stopChild(...), to make it clear that only child actors may be stopped from the parent actor.
d3d6149c7: Action parameters can now be directly accessed from the 2nd argument of the action implementation:
const machine = createMachine(
{
// ...
entry: {
type: 'greet',
params: { message: 'hello' }
}
},
{
actions: {
greet: (_, params) => {
params.message; // 'hello'
}
}
}
);
d3d6149c7: Input types can now be specified for machines:
const emailMachine = createMachine({
types: {} as {
input: {
subject: string;
message: string;
};
},
context: ({ input }) => ({
// Strongly-typed input!
emailSubject: input.subject,
emailBody: input.message.trim()
})
});
const emailActor = interpret(emailMachine, {
input: {
// Strongly-typed input!
subject: 'Hello, world!',
message: 'This is a test.'
}
}).start();
d3d6149c7: xstate.done.state.* events will now be generated recursively for all parallel states on the ancestors path.
d3d6149c7: Actor logic creators now have access to self:
const promiseLogic = fromPromise(({ self }) => { ... });
const observableLogic = fromObservable(({ self }) => { ... });
const callbackLogic = fromCallback((sendBack, receive, { self }) => { ... });
const transitionLogic = fromTransition((state, event, { self }) => { ... }, ...);
d3d6149c7: Guard parameters can now be directly accessed from the 2nd argument of the guard implementation:
const machine = createMachine(
{
// ...
on: {
EVENT: {
guard: {
type: 'isGreaterThan',
params: { value: 10 }
}
}
}
},
{
guards: {
isGreaterThan: (_, params) => {
params.value; // 10
}
}
}
);
d3d6149c7: You can now inspect actor system updates using the inspect option in createActor(logic, { inspect }). The types of inspection events you can observe include:
@xstate.actor - An actor ref has been created in the system@xstate.event - An event was sent from a source actor ref to a target actor ref in the system@xstate.snapshot - An actor ref emitted a snapshot due to a received eventimport { createMachine } from 'xstate';
const machine = createMachine({
// ...
});
const actor = createActor(machine, {
inspect: (inspectionEvent) => {
if (inspectionEvent.type === '@xstate.actor') {
console.log(inspectionEvent.actorRef);
}
if (inspectionEvent.type === '@xstate.event') {
console.log(inspectionEvent.sourceRef);
console.log(inspectionEvent.targetRef);
console.log(inspectionEvent.event);
}
if (inspectionEvent.type === '@xstate.snapshot') {
console.log(inspectionEvent.actorRef);
console.log(inspectionEvent.event);
console.log(inspectionEvent.snapshot);
}
}
});
d3d6149c7: Added support for expressions to cancel action.
d3d6149c7: The new enqueueActions(...) action creator can now be used to enqueue actions to be executed. This is a helpful alternative to the pure(...) and choose(...) action creators.
const machine = createMachine({
// ...
entry: enqueueActions(({ context, event, enqueue, check }) => {
// assign action
enqueue.assign({
count: context.count + 1
});
// Conditional actions (replaces choose(...))
if (event.someOption) {
enqueue.sendTo('someActor', { type: 'blah', thing: context.thing });
// other actions
enqueue('namedAction');
// with params
enqueue({ type: 'greet', params: { message: 'hello' } });
} else {
// inline
enqueue(() => console.log('hello'));
// even built-in actions
}
// Use check(...) to conditionally enqueue actions based on a guard
if (check({ type: 'someGuard' })) {
// ...
}
// no return
})
});
d3d6149c7: The default timeout for waitFor(...) is now Infinity instead of 10 seconds.
d3d6149c7: You can now specify action types for machines:
createMachine({
types: {} as {
actions: { type: 'greet'; params: { name: string } };
},
entry: [
{
type: 'greet',
params: {
name: 'David'
}
},
// @ts-expect-error
{ type: 'greet' },
// @ts-expect-error
{ type: 'unknownAction' }
]
// ...
});
d3d6149c7: The state.meta getter has been replaced with state.getMeta() methods:
- state.meta
+ state.getMeta()
d3d6149c7: Output types can now be specified in the machine:
const machine = createMachine({
types: {} as {
output: {
result: 'pass' | 'fail';
score: number;
};
}
// ...
});
const actor = createActor(machine);
// ...
const snapshot = actor.getSnapshot();
if (snapshot.output) {
snapshot.output.result;
// strongly typed as 'pass' | 'fail'
snapshot.output.score;
// strongly typed as number
}
d3d6149c7: Added interop observable symbols to ActorRef so that actor refs are compatible with libraries like RxJS.
d3d6149c7: You can now use the setup({ ... }).createMachine({ ... }) function to setup implementations for actors, actions, guards, and delays that will be used in the created machine:
import { setup, createMachine } from 'xstate';
const fetchUser = fromPromise(async ({ input }) => {
const response = await fetch(`/user/${input.id}`);
const user = await response.json();
return user;
});
const machine = setup({
actors: {
fetchUser
},
actions: {
clearUser: assign({ user: undefined })
},
guards: {
isUserAdmin: (_, params) => params.user.role === 'admin'
}
}).createMachine({
// ...
invoke: {
// Strongly typed!
src: 'fetchUser',
input: ({ context }) => ({ id: context.userId }),
onDone: {
guard: {
type: 'isUserAdmin',
params: ({ context }) => ({ user: context.user })
},
target: 'success',
actions: assign({ user: ({ event }) => event.output })
},
onError: {
target: 'failure',
actions: 'clearUser'
}
}
});
d3d6149c7: You can now specify delay types for machines:
createMachine({
types: {} as {
delays: 'one second' | 'one minute';
}
// ...
});
d3d6149c7: The event type of internal after events changed from xstate.after(1000)#some.state.id to xstate.after.1000.some.state.id for consistency.
d3d6149c7: pr: #4498 author: @Andarist author: @davidkpiano
State values and snapshot.matches() argument are now strongly-typed when using the setup API.
d3d6149c7: The machine.options property has been renamed to machine.implementations
d3d6149c7: Fixed an issue with inline actions not being correctly executed when there was an equally named action provided through the implementations argument.
d3d6149c7: Fixed a runtime crash related to machines with their root state's type being final (createMachine({ type: 'final' })).
d3d6149c7: Added support to stateIn guard for checking a combination of an ID and a path, eg. stateIn('#b.B1').
d3d6149c7: Remove State['changed']. A new instance of State is being created if there are matching transitions for the received event. If there are no matching transitions then the current state is being returned.
d3d6149c7: Removed the ability to configure transitions using arrays:
createMachine({
on: [{ event: 'FOO', target: '#id' }]
// ...
});
Only regular object-based configs will be supported from now on:
createMachine({
on: {
FOO: '#id'
}
// ...
});
d3d6149c7: Fixed an issue with actors not being reinstantiated correctly when an actor with the same ID was first stopped and then invoked/spawned again in the same microstep.
```diff // ... invoke: { src: 'someSrc', onError: { actions: ({ event }) => {
#4535 6a9fa1f11 Thanks @Andarist! - The escalate() action is removed. Just throw an error normally.
#4539 a2a377f47 Thanks @davidkpiano! - The error event (type: 'xstate.error.*') now has the error data on the event.error instead of event.data:
// ...
invoke: {
src: 'someSrc',
onError: {
actions: ({ event }) => {
- event.data;
+ event.error;
}
}
}
Likewise, the .getPersistedState() method has been renamed to .getPersistedSnapshot():
#4533 2495aa21d Thanks @Andarist! - The state option of createActor(...) has been renamed to snapshot:
createActor(machine, {
- state: someState
+ snapshot: someState
})
Likewise, the .getPersistedState() method has been renamed to .getPersistedSnapshot():
-actor.getPersistedState()
+actor.getPersistedSnapshot()
`ts entry: [ // pure(() => { // return [ // 'action1', // 'action2' // ] // }), enqueueActions(({ enqueue }) => { enqueue('action1'); enqueue('action2
#4531 a5b198340 Thanks @Andarist! - The order of type parameters in ActorRef has been changed from from ActorRef<TEvent, TSnapshot> to ActorRef<TSnapshot, TEvent> for consistency with other types.
#4529 43843ea26 Thanks @Andarist! - The pure() and choose() action creators have been removed, in favor of the more flexible enqueueActions() action creator:
entry: [
// pure(() => {
// return [
// 'action1',
// 'action2'
// ]
// }),
enqueueActions(({ enqueue }) => {
enqueue('action1');
enqueue('action2');
})
];
entry: [
// choose([
// {
// guard: 'someGuard',
// actions: ['action1', 'action2']
// }
// ]),
enqueueActions(({ enqueue, check }) => {
if (check('someGuard')) {
enqueue('action1');
enqueue('action2');
}
})
];
355e89627 Thanks @davidkpiano! - The event type of internal after events changed from xstate.after(1000)#some.state.id to xstate.after.1000.some.state.id for consistency.```ts const machine = createMachine({ // ... entry: enqueueActions(({ context, event, enqueue, check }) => { // assign action enqueue.assign({ count:
#4429 7bcc62cbc Thanks @davidkpiano! - The new enqueueActions(...) action creator can now be used to enqueue actions to be executed. This is a helpful alternative to the pure(...) and choose(...) action creators.
const machine = createMachine({
// ...
entry: enqueueActions(({ context, event, enqueue, check }) => {
// assign action
enqueue.assign({
count: context.count + 1
});
// Conditional actions (replaces choose(...))
if (event.someOption) {
enqueue.sendTo('someActor', { type: 'blah', thing: context.thing });
// other actions
enqueue('namedAction');
// with params
enqueue({ type: 'greet', params: { message: 'hello' } });
} else {
// inline
enqueue(() => console.log('hello'));
// even built-in actions
}
// Use check(...) to conditionally enqueue actions based on a guard
if (check({ type: 'someGuard' })) {
// ...
}
// no return
})
});
### Major Changes - #4492 `63d923857` Thanks @Andarist! - All errors caught while executing the actor should now consistently include the error in its
### Minor Changes - #4509 `560415283` Thanks @davidkpiano! - Refactor callback logic to not send self-event - #4498 `02e14f6` Thanks @Andarist, @david
#4509 560415283 Thanks @davidkpiano! - Refactor callback logic to not send self-event
#4498 02e14f6 Thanks @Andarist, @davidkpiano! - State values and snapshot.matches() argument are now strongly-typed when using the setup API.
### Patch Changes - #4499 `c9908b7fb` Thanks @davidkpiano! - Fixed the TActor type passed down by setup in absence of provided actors.
c9908b7fb Thanks @davidkpiano! - Fixed the TActor type passed down by setup in absence of provided actors.```ts import { spawnChild, assign } from 'xstate';
#4488 9ca3c3dcf Thanks @davidkpiano! - The spawn(...) action creator has been renamed to spawnChild(...) to avoid confusion.
import { spawnChild, assign } from 'xstate';
const childMachine = createMachine({
on: {
someEvent: {
actions: [
// spawnChild(...) instead of spawn(...)
spawnChild('someSrc'),
// spawn() is used inside of assign()
assign({
anotherRef: ({ spawn }) => spawn('anotherSrc')
})
]
}
}
});
#4488 9ca3c3dcf Thanks @davidkpiano! - The stop(...) action creator is renamed to stopChild(...), to make it clear that only child actors may be stopped from the parent actor.
```ts const machine = setup({ types: {} as { children: { myId: 'actorKey'; }; }, actors: { actorKey: child } }).createMachine({});
#4480 3e610a1f3 Thanks @Andarist! - Children IDs in combination with setup can now be typed using types.children:
const machine = setup({
types: {} as {
children: {
myId: 'actorKey';
};
},
actors: {
actorKey: child
}
}).createMachine({});
const actorRef = createActor(machine).start();
actorRef.getSnapshot().children.myId; // ActorRefFrom<typeof child> | undefined
```ts import { setup, createMachine } from 'xstate';
#4467 3c71e537d Thanks @Andarist! - The state.configuration property has been renamed to state._nodes.
- state.configuration
+ state._nodes
#4467 3c71e537d Thanks @Andarist! - The state.meta getter has been replaced with state.getMeta() methods:
- state.meta
+ state.getMeta()
#4353 a3a11c84e Thanks @davidkpiano! - You can now use the setup({ ... }).createMachine({ ... }) function to setup implementations for actors, actions, guards, and delays that will be used in the created machine:
import { setup, createMachine } from 'xstate';
const fetchUser = fromPromise(async ({ input }) => {
const response = await fetch(`/user/${input.id}`);
const user = await response.json();
return user;
});
const machine = setup({
actors: {
fetchUser
},
actions: {
clearUser: assign({ user: undefined })
},
guards: {
isUserAdmin: (_, params) => params.user.role === 'admin'
}
}).createMachine({
// ...
invoke: {
// Strongly typed!
src: 'fetchUser',
input: ({ context }) => ({ id: context.userId }),
onDone: {
guard: {
type: 'isUserAdmin',
params: ({ context }) => ({ user: context.user })
},
target: 'success',
actions: assign({ user: ({ event }) => event.output })
},
onError: {
target: 'failure',
actions: 'clearUser'
}
}
});
### Major Changes - #4448 `9c4353020` Thanks @Andarist! - isState/isStateConfig were replaced by isMachineSnapshot. Similarly, AnyState type was depre
`ts createMachine( { invoke: { src: 'child' } }, { actors: { child: { src: childMachine, input: 'foo' } } } ); `
#4451 21f18b54b Thanks @Andarist! - Removed the ability to configure input within the implementations object. You no longer can do this:
createMachine(
{
invoke: {
src: 'child'
}
},
{
actors: {
child: {
src: childMachine,
input: 'foo'
}
}
}
);
The input can only be provided within the config of the machine.
### Major Changes - #4438 `7bbf41d7d` Thanks @Andarist! - Removed State#toStrings method. - #4443 `18862e53c` Thanks @Andarist! - State class has been
#4438 7bbf41d7d Thanks @Andarist! - Removed State#toStrings method.
#4443 18862e53c Thanks @Andarist! - State class has been removed and replaced by MachineSnapshot object. They largely have the same properties and methods. On of the main noticeable results of this change is that you can no longer check state instanceof State.
#4444 d6e41a923 Thanks @Andarist! - Removed mapState utility function.
### Major Changes - #4423 `8fb984494` Thanks @Andarist! - Removed Interpreter['status'] from publicly available properties. ### Minor Changes - #4435
```ts const actor = createActor(someMachine, { inspect: (event) => { // Was previously a type error if (event.actorRef === actor) { // This event is f
#4414 26fbc6c85 Thanks @davidkpiano! - All inspector events (snapshot, event, actor) now have a common actorRef property. This makes it easier to discern which inspection event is for which actor:
const actor = createActor(someMachine, {
inspect: (event) => {
// Was previously a type error
if (event.actorRef === actor) {
// This event is for the root actor
}
if (event.type === '@xstate.event') {
// previously event.targetRef
event.actorRef;
}
}
});
In the 'xstate.event' event, the actorRef property is now the target actor (recipient of the event). Previously, this was the event.targetRef property (which is now removed).
### Minor Changes - #4407 `c46a80015` Thanks @davidkpiano! - Internal: changed the actor context type from ActorContext to ActorScope to mitigate conf
c46a80015 Thanks @davidkpiano! - Internal: changed the actor context type from ActorContext to ActorScope to mitigate confusion.```ts import { createMachine, spawn } from 'xstate';
#4329 41f5a7dc5 Thanks @davidkpiano! - You can now spawn(...) actors directly outside of assign(...) action creators:
import { createMachine, spawn } from 'xstate';
const listenerMachine = createMachine({
// ...
});
const parentMachine = createMachine({
// ...
on: {
'listener.create': {
entry: spawn(listenerMachine, { id: 'listener' })
}
}
// ...
});
const actor = createActor(parentMachine).start();
actor.send({ type: 'listener.create' });
actor.getSnapshot().children.listener; // ActorRefFrom<typeof listenerMachine>
#4257 531a63482 Thanks @Andarist! - Action parameters can now be directly accessed from the 2nd argument of the action implementation:
const machine = createMachine(
{
// ...
entry: {
type: 'greet',
params: { message: 'hello' }
}
},
{
actions: {
greet: (_, params) => {
params.message; // 'hello'
}
}
}
);
#4257 531a63482 Thanks @Andarist! - Guard parameters can now be directly accessed from the 2nd argument of the guard implementation:
const machine = createMachine(
{
// ...
on: {
EVENT: {
guard: {
type: 'isGreaterThan',
params: { value: 10 }
}
}
}
},
{
guards: {
isGreaterThan: (_, params) => {
params.value; // 10
}
}
}
);
#4405 a01169eb2 Thanks @Andarist! - Fixed crash on a systemId synchronous re-registration attempt that could happen, for example, when dealing with reentering transitions.
#4401 eea74c594 Thanks @Andarist! - Fixed the issue with stopped state machines not updating their snapshots with that information.
#4403 3f84bba72 Thanks @Andarist! - Fixed an issue with rehydrated actors not registering themselves in the system.
### Major Changes - #4234 `57814f46d` Thanks @Andarist! - Atomic and parallel states should no longer be reentered when the transition target doesn't
57814f46d Thanks @Andarist! - Atomic and parallel states should no longer be reentered when the transition target doesn't escape them. You can get the reentering behavior by configuring reenter: true for the transition.#4387 0be0ef015 Thanks @Andarist! - Added support to stateIn guard for checking a combination of an ID and a path, eg. stateIn('#b.B1').
#4384 e0bbe3397 Thanks @Andarist! - Fixed an issue that caused parallel states with direct final children to be completed without all regions being in their final states.
Now they are no longer selected if the preceeding transition doesn't change the state of a machine.
#4372 c19e6fb1e Thanks @Andarist! - Removed State['_internalQueue'].
#4371 8b3f6647c Thanks @Andarist! - Changed behavior of always transitions. Previously they were always selected after selecting any transition (including the always transitions). Because of that it was relatively easy to create an infinite loop using them.
Now they are no longer selected if the preceeding transition doesn't change the state of a machine.
#4377 14cb2ed0c Thanks @Andarist! - exit actions of all states are no longer called when the machine gets stopped externally. Note that they are still called when the machine reaches its final state.
`ts createMachine({ initial: 'a', states: { a: { after: { 10000: 'b', noon: 'c' } } // ... } }); `
#4363 3513280db Thanks @Andarist! - Removed the ability to target deep descendants with the initial property.
#4363 3513280db Thanks @Andarist! - Removed the ability to target multiple descendants with the initial property.
#4216 04cad53e0 Thanks @Andarist! - Removed the ability to define delayed transitions using an array. Only object variant is supported now:
createMachine({
initial: 'a',
states: {
a: {
after: {
10000: 'b',
noon: 'c'
}
}
// ...
}
});
#3921 0ca1b860c Thanks @davidkpiano! - Spawned actors that have a referenced source (not inline) can be deeply persisted and restored:
const machine = createMachine({
context: ({ spawn }) => ({
// This will be persisted
ref: spawn('reducer', { id: 'child' })
// This cannot be persisted:
// ref: spawn(fromTransition((s) => s, { count: 42 }), { id: 'child' })
})
}).provide({
actors: {
reducer: fromTransition((s) => s, { count: 42 })
}
});
03ac5c013 Thanks @Andarist! - xstate.done.state.* events will now be generated recursively for all parallel states on the ancestors path.#4361 1a00b5a54 Thanks @Andarist! - Fixed a runtime crash related to machines with their root state's type being final (createMachine({ type: 'final' })).
#4357 84c46c1ae Thanks @Andarist! - Fixed an issue with not all actions of initial transitions resolving to the initial state of the machine itself being executed.
#4356 81b6edafd Thanks @Andarist! - Fixed an issue with actions of initial transitions being called too many times.
`ts import type { InspectedActorEvent, InspectedEventEvent, InspectedSnapshotEvent, InspectionEvent } from 'xstate'; `
#4351 6f1818365 Thanks @Andarist! - Fixed an issue that prevented invoke.input from seeing the context updated by the same-level entry actions.
#4344 f9b17f1e9 Thanks @davidkpiano! - Inspection events are now exported:
import type {
InspectedActorEvent,
InspectedEventEvent,
InspectedSnapshotEvent,
InspectionEvent
} from 'xstate';
@xstate.actor - An actor ref has been created in the system
#4082 13480c3a9 Thanks @davidkpiano! - You can now inspect actor system updates using the inspect option in createActor(logic, { inspect }). The types of inspection events you can observe include:
@xstate.actor - An actor ref has been created in the system@xstate.event - An event was sent from a source actor ref to a target actor ref in the system@xstate.snapshot - An actor ref emitted a snapshot due to a received eventimport { createMachine } from 'xstate';
const machine = createMachine({
// ...
});
const actor = createActor(machine, {
inspect: (inspectionEvent) => {
if (inspectionEvent.type === '@xstate.actor') {
console.log(inspectionEvent.actorRef);
}
if (inspectionEvent.type === '@xstate.event') {
console.log(inspectionEvent.sourceRef);
console.log(inspectionEvent.targetRef);
console.log(inspectionEvent.event);
}
if (inspectionEvent.type === '@xstate.snapshot') {
console.log(inspectionEvent.actorRef);
console.log(inspectionEvent.event);
console.log(inspectionEvent.snapshot);
}
}
});
### Patch Changes - #4335 `ba111c32c` Thanks @davidkpiano! - Composable (e.g. higher-order) logic should now work as expected for state machine logic,
#4335 ba111c32c Thanks @davidkpiano! - Composable (e.g. higher-order) logic should now work as expected for state machine logic, as well as all other types of logic.
#4330 9f69d46a6 Thanks @Andarist! - Fixed an issue with rehydrated actors not having their internal reference to the parent set correctly.
``ts const machine = createMachine({ initial: 'started', states: { started: { // ... }, finished: { type: 'final' // moved to the top level // // outp
#4306 30e3cb216 Thanks @Andarist! - The final output of a state machine is now specified directly in the output property of the machine config:
const machine = createMachine({
initial: 'started',
states: {
started: {
// ...
},
finished: {
type: 'final'
// moved to the top level
//
// output: {
// status: 200
// }
}
},
// This will be the final output of the machine
// present on `snapshot.output` and in the done events received by the parent
// when the machine reaches the top-level final state ("finished")
output: {
status: 200
}
});
#4172 aeef5e2d0 Thanks @davidkpiano! - The onSnapshot: { ... } transition object is now supported for invoked machines, observables, promises, and transition functions:
const machine = createMachine({
// ...
invoke: [
{
src: createMachine({ ... }),
onSnapshot: {
actions: (context, event) => {
event.snapshot; // machine state
}
}
},
{
src: fromObservable(() => ...),
onSnapshot: {
actions: (context, event) => {
event.snapshot; // observable value
}
}
},
{
src: fromTransition((state, event) => { ... }, /* ... */),
onSnapshot: {
actions: (context, event) => {
event.snapshot; // transition function return value
}
}
}
]
});
0c7b3aa3d Thanks @davidkpiano! - The input of a callback actor created with fromCallback(...) will now be properly restored when the actor is persisted.status: 'active' | 'done' | 'error' | 'stopped'
#4299 bd9a1a599 Thanks @Andarist! - All actor snapshots now have a consistent, predictable shape containing these common properties:
status: 'active' | 'done' | 'error' | 'stopped'output: The output data of the actor when it has reached status: 'done'error: The error thrown by the actor when it has reached status: 'error'context: The context of the actorThis makes it easier to work with actors in a consistent way, and to inspect their snapshots.
const promiseActor = fromPromise(async () => {
return 42;
});
// Previously number | undefined
// Now a snapshot object with { status, output, error, context }
const promiseActorSnapshot = promiseActor.getSnapshot();
if (promiseActorSnapshot.status === 'done') {
console.log(promiseActorSnapshot.output); // 42
}
### Major Changes - #3282 `6ff9fc242` Thanks @Andarist! - Returning promises when creating a callback actor doesn't work anymore. Only cleanup functio
`ts import { type CallbackActorLogic, type ObservableActorLogic, type PromiseActorLogic, type TransitionActorLogic } from 'xstate'; `
c8de2ce65 Thanks @Andarist! - All events automatically generated by XState will now be prefixed by xstate.. Naming scheme changed slightly as well, for example done.invoke.* events became xstate.done.actor.* events.#4269 2c916b835 Thanks @davidkpiano! - Actor types are now exported from xstate:
import {
type CallbackActorLogic,
type ObservableActorLogic,
type PromiseActorLogic,
type TransitionActorLogic
} from 'xstate';
#4222 41822f05e Thanks @Andarist! - spawn can now benefit from the actor types. Its arguments are strongly-typed based on them.
`diff -invoke: 'myActor' +invoke: { src: 'myActor' } `
```ts createMachine({ types: {} as { events:
#4220 c67a3d3b0 Thanks @davidkpiano! - Partial event descriptors are now type-safe:
createMachine({
types: {} as {
events:
| { type: 'mouse.click.up'; direction: 'up' }
| { type: 'mouse.click.down'; direction: 'down' }
| { type: 'mouse.move' }
| { type: 'keypress' };
},
on: {
'mouse.click.*': {
actions: ({ event }) => {
event.type;
// 'mouse.click.up' | 'mouse.click.down'
event.direction;
// 'up' | 'down'
}
},
'mouse.*': {
actions: ({ event }) => {
event.type;
// 'mouse.click.up' | 'mouse.click.down' | 'mouse.move'
}
}
}
});
`ts createMachine({ types: {} as { tags: 'pending' | 'success' | 'error'; } // ... }); `
#4213 243d36fa8 Thanks @Andarist! - You can now define strict tags for machines:
createMachine({
types: {} as {
tags: 'pending' | 'success' | 'error';
}
// ...
});
#4209 e658a37f4 Thanks @Andarist! - Allow the TGuard type to flow into actions. Thanks to that choose can benefit from strongly-typed guards.
#4182 d34f8b102 Thanks @davidkpiano! - You can now specify delay types for machines:
createMachine({
types: {} as {
delays: 'one second' | 'one minute';
}
// ...
});
```ts createMachine({ types: {} as { guards:
#4181 70bd8d06f Thanks @davidkpiano! - You can now specify guard types for machines:
createMachine({
types: {} as {
guards:
| {
type: 'isGreaterThan';
params: {
count: number;
};
}
| { type: 'plainGuard' };
}
// ...
});
#4206 e7b59493a Thanks @Andarist! - Fixed type-related issue that prevented guards not('checkFoo') from being used in machines.
#4210 5d19c5a75 Thanks @Andarist! - Allow the types to flow from pure to raise that it returns. It now should properly raise errors on attempts to raise non-defined events and it should allow all defined events to be raised.
`ts createMachine({ types: {} as { actions: { type: 'greet'; params: { name: string } }; }, entry: [ { type: 'greet', params: { name: 'David' } }, //
#4180 6b1646ba8 Thanks @davidkpiano! - You can now specify action types for machines:
createMachine({
types: {} as {
actions: { type: 'greet'; params: { name: string } };
},
entry: [
{
type: 'greet',
params: {
name: 'David'
}
},
// @ts-expect-error
{ type: 'greet' },
// @ts-expect-error
{ type: 'unknownAction' }
]
// ...
});
#4179 2b7548579 Thanks @davidkpiano! - Output types can now be specified in the machine:
const machine = createMachine({
types: {} as {
output: {
result: 'pass' | 'fail';
score: number;
};
}
// ...
});
const actor = createActor(machine);
// ...
const snapshot = actor.getSnapshot();
if (snapshot.output) {
snapshot.output.result;
// strongly typed as 'pass' | 'fail'
snapshot.output.score;
// strongly typed as number
}
```diff -import { interpret } from 'xstate'; +import { createActor } from 'xstate';
#4176 2e176b0b9 Thanks @davidkpiano! - The interpret(...) function has been deprecated and renamed to createActor(...):
-import { interpret } from 'xstate';
+import { createActor } from 'xstate';
-const actor = interpret(machine);
+const actor = createActor(machine);
Actors will no longer crash when an error is thrown in an observer (actor.subscribe(observer)).
#4145 5cc902531 Thanks @davidkpiano! - Significant improvements to error handling have been made:
actor.subscribe(observer))..error() handler:actor.subscribe({
error: (error) => {
// handle error
}
});
#4054 a24711181 Thanks @davidkpiano! - Input types can now be specified for machines:
const emailMachine = createMachine({
types: {} as {
input: {
subject: string;
message: string;
};
},
context: ({ input }) => ({
// Strongly-typed input!
emailSubject: input.subject,
emailBody: input.message.trim()
})
});
const emailActor = interpret(emailMachine, {
input: {
// Strongly-typed input!
subject: 'Hello, world!',
message: 'This is a test.'
}
}).start();
```ts const fetcher = fromPromise(() => fetchUser());
#4036 e2440f0b1 Thanks @davidkpiano! - Actor types can now be specified in the .types property of createMachine:
const fetcher = fromPromise(() => fetchUser());
const machine = createMachine({
types: {} as {
actors: {
src: 'fetchData'; // src name (inline behaviors ideally inferred)
id: 'fetch1' | 'fetch2'; // possible ids (optional)
logic: typeof fetcher;
};
},
invoke: {
src: 'fetchData', // strongly typed
id: 'fetch2', // strongly typed
onDone: {
actions: ({ event }) => {
event.output; // strongly typed as { result: string }
}
},
input: { foo: 'hello' } // strongly typed
}
});
#4157 31eb5f8a1 Thanks @Valkendorm! - Merge sendBack and receive with other properties of fromCallback logic creator.
const callbackLogic = fromCallback(({ input, system, self, sendBack, receive }) => { ... });
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