NxGraph is a lean, high-performance finite state machine / stateflow library for .NET with:
- a fluent authoring DSL
- explicit branching through director nodes
- sync and async runtimes
- stepped execution for Unity (
Update()-loop friendly) - a unified fault model: per-node retries, failure edges (
.OnError), and timeouts - composites: subgraphs (with history), parallel regions, and blackboard-selected dynamic regions
- durable suspend/resume via serializable snapshots
- scoped blackboards (typed, zero-boxing shared memory)
- graph validation
- observers, tracing, replay, and Mermaid export
- optional graph serialization via a codec-based serializer
The core package targets net8.0 and netstandard2.1.
- Why NxGraph
- Packages
- Install
- Quick start
- Authoring DSL
- Execution
- Validation
- Observability
- Visualization
- Serialization
- Examples
- Benchmarks
- Testing
- FAQ
- Roadmap
- Contributing
- License
-
Simple runtime model: graphs are backed by dense node/transition arrays and each node has at most one success edge plus an optional failure edge.
-
Predictable branching: run-one fan-out happens through director nodes such as
ChoiceStateandSwitchState<TKey>; run-many fan-out through parallel composites — see Fan-out at a glance. -
Authoring ergonomics: build flows with
StartWithAsync,.ToAsync(...),.If(...),.Switch(...),.WaitForAsync(...)/.WaitFor(...), and.ToWithTimeoutAsync(...)/.ToWithTimeout(...)— every construct has twins in both runtimes. -
Unity-ready sync runtime:
StateMachine.Execute()advances exactly one node per call, drop it intoMonoBehaviour.Update(). -
Diagnostics built in: validate graphs, inspect Mermaid output, attach observers, capture replay logs, or emit
Activitytraces. -
Both async and sync: use
AsyncStateMachinefor async logic andStateMachinefor sync-only flows.
The core package. Includes:
- graph model and FSM runtimes
- fluent DSL
- validation
- Mermaid export
- replay recording / playback
- tracing observer
Optional serializer package for persisting graphs to JSON or MessagePack using your own logic codec.
Optional interfaces for consumers who only need serialization contracts.
Core package:
dotnet add package NxGraphOptional graph serialization:
dotnet add package NxGraph.SerializationOptional serialization abstractions only:
dotnet add package NxGraph.Serialization.AbstractionBuild from source:
dotnet build -c Release
dotnet test -c Releaseusing NxGraph;
using NxGraph.Authoring;
using NxGraph.Fsm;
using NxGraph.Fsm.Async;
static ValueTask<Result> Acquire(CancellationToken _) => ResultHelpers.Success;
static ValueTask<Result> Process(CancellationToken _) => ResultHelpers.Success;
static ValueTask<Result> Release(CancellationToken _) => ResultHelpers.Success;
AsyncStateMachine fsm = GraphBuilder
.StartWithAsync(Acquire).SetName("Acquire")
.ToAsync(Process).SetName("Process")
.ToAsync(Release).SetName("Release")
.ToAsyncStateMachine();
Result result = await fsm.ExecuteAsync();using NxGraph;
using NxGraph.Authoring;
using NxGraph.Fsm;
StateMachine fsm = GraphBuilder
.StartWith(() => Result.Success).SetName("Start")
.To(() => Result.Success).SetName("End")
.ToStateMachine();
// Execute() advances one node per call; loop to run to completion:
Result result = Result.InProgress;
while (result == Result.InProgress)
result = fsm.Execute();For a single-node graph Execute() returns Result.Success (or Result.Failure) immediately. For multi-node graphs it returns Result.InProgress after each intermediate node, signalling that more nodes remain. See Sync execution, stepped model for the Unity pattern.
var graph = GraphBuilder
.StartWithAsync(_ => ResultHelpers.Success).SetName("Start")
.ToAsync(_ => ResultHelpers.Success).SetName("Step1")
.ToAsync(_ => ResultHelpers.Success).SetName("Step2")
.Build();bool IsPremium() => true;
var graph = GraphBuilder
.StartWithAsync(_ => ResultHelpers.Success).SetName("Entry")
.If(IsPremium)
.ThenAsync(_ => ResultHelpers.Success).SetName("Premium")
.ElseAsync(_ => ResultHelpers.Success).SetName("Standard")
.Build();int RouteKey() => 2;
var graph = GraphBuilder
.StartWithAsync(_ => ResultHelpers.Success).SetName("Entry")
.Switch(RouteKey)
.CaseAsync(1, _ => ResultHelpers.Success)
.CaseAsync(2, _ => ResultHelpers.Success)
.DefaultAsync(_ => ResultHelpers.Failure)
.End().SetName("Router")
.Build();.If(...) and .Switch(...) compile down to the built-in director nodes ChoiceState and SwitchState<TKey>. A director is a node implementing IDirector (IAsyncDirector for the async runtime) whose SelectNext() picks the next node at runtime — implement it yourself when the routing decision doesn't fit a predicate or a key/case map. Override EnumerateStaticTargets() to surface the nodes you can route to: the validator and the Mermaid exporter walk it, and the validator warns when a custom director exposes none (its branches would be invisible to reachability analysis and diagrams).
Every fan-out construct answers two questions: how many successors run, and when the set is chosen. The four quadrants:
| How many run | Chosen statically (declared in the graph) | Chosen dynamically (at runtime) |
|---|---|---|
| One of many | Conditional — .If(...) / .Switch(...) declare the branches and the routing rule |
Director — IDirector selects any node in code; ChoiceState/SwitchState<TKey> are the built-ins |
| Many at once | Parallel — .Parallel(regions...) runs all region graphs |
Dynamic parallel — .Parallel(selector, ...) runs the subset a blackboard selector picks |
| Many in one flat graph | Token runtime — .ForkTo(...) + JoinState fan tokens out and merge them mid-graph (all / any / M-of-N) |
The same fork/join graph — which tokens reach a join, and when, is decided by each token's own path at runtime |
The FSM runtimes keep exactly one active node, and many-at-once execution lives inside the parallel composites, which join back into the single-active flow at the composite boundary. When the flow genuinely needs several active nodes in one flat graph — a forked path that rejoins the parent flow mid-graph, the same node active k times, M-of-N merges — that is the token runtime: a third runtime beside the sync/async machines (TokenMachine/AsyncTokenMachine), not a change to them.
var delayed = GraphBuilder
.StartWithAsync(_ => ResultHelpers.Success).SetName("Start")
.WaitForAsync(250.Milliseconds()).SetName("Cooldown")
.ToAsync(_ => ResultHelpers.Success).SetName("Finish")
.Build();
var timed = GraphBuilder
.StartWithAsync(_ => ResultHelpers.Success).SetName("Start")
.ToWithTimeoutAsync(2.Seconds(), _ => ResultHelpers.Success, TimeoutBehavior.Fail)
.SetName("TimedWork")
.ToAsync(_ => ResultHelpers.Success).SetName("AfterTimeout")
.Build();With TimeoutBehavior.Fail an expired timeout is an ordinary node failure — it consumes the node's retry budget and follows its failure edge like any other Result.Failure (see the next section). TimeoutBehavior.Throw raises a TimeoutException instead.
The sync runtime has frame-stepped twins. .WaitFor(TimeSpan) returns Result.InProgress across ticks until the duration elapses (a Stopwatch timestamp comparison — no timers, no allocation); .ToWithTimeout(timeout, ...) runs the wrapped logic once per tick and produces the timeout outcome when it overstays the deadline. Because the sync runtime has no cancellation, the deadline is detected between ticks — a node cannot be interrupted mid-execution. Both are sync-only (WaitFor's node-level InProgress is rejected by the async loop); all timeout overloads, sync and async, take the timeout first.
var syncFlow = GraphBuilder
.StartWith(() => Result.Success)
.WaitFor(250.Milliseconds())
.ToWithTimeout(2.Seconds(), () => Result.Success)
.Build();A node returning Result.Failure flows through one unified fault model: first its per-node RetryPolicy re-runs it in place, then its failure edge (if any) routes to a handler, and only when neither applies does the machine terminate with Failure.
var graph = GraphBuilder
.StartWithAsync(CallFlakyService).SetName("Call")
.Retry(maxAttempts: 3, backoff: 100.Milliseconds(), BackoffKind.Exponential)
.OnErrorAsync(_ => Cleanup()).SetName("Cleanup")
.Build();.Retry(maxAttempts, backoff, kind)re-runs the node in place;BackoffKindisFixed,Linear, orExponential. Backoff delays apply to the async runtime; the sync runtime retries on the next tick..OnError(...)/.OnErrorAsync(...)set the failure destination. The success chain continues from the original node, so failure handlers branch off without disturbing the happy path;.OnError(StateToken)wires an already-built detached chain as the handler.- Retries fire before the failure edge: with the graph above,
Callruns up to 3 times beforeCleanupis entered.
.Goto("name") wires a back-edge to a named node, resolved at Build() — unknown or ambiguous names fail the build:
int laps = 0;
var loop = GraphBuilder
.StartWith(() => Result.Success).SetName("Gather")
.To(() => ++laps < 3 ? Result.Success : Result.Failure).SetName("Craft")
.Goto("Gather") // Craft's success edge loops back to Gather
.Build();A Goto consumes the node's one success edge and closes the chain, so the loop needs an exit: a node that eventually returns Failure (routed by .OnError or terminating the run), or a director (If/Switch) placed inside the loop.
Terminal nodes can report which outcome ended the run, beyond Success/Failure:
const int Delivered = 1;
var graph = GraphBuilder
.StartWithAsync(ProcessOrder).SetName("Process")
.ToAsync(_ => ResultHelpers.Success).SetName("Deliver").WithOutcome(Delivered, "Delivered")
.Build();
AsyncStateMachine fsm = graph.ToAsyncStateMachine();
await fsm.ExecuteAsync();
Console.WriteLine($"{fsm.LastOutcome}: {fsm.LastOutcomeName}"); // "1: Delivered".WithOutcome(code, name) tags a node; when a run terminates at that node, the machine exposes the code via LastOutcome and the registered name via LastOutcomeName (0 / null when the terminal node has no outcome). Branch graphs give each terminal branch its own code, so callers can tell how the flow ended. LastOutcome resets at every run start and survives suspend/resume (it is part of the snapshot).
Names are optional but strongly recommended for diagnostics, Mermaid export, replay, and observer output.
var graph = GraphBuilder
.StartWithAsync(_ => ResultHelpers.Success).SetName("Initial")
.ToAsync(_ => ResultHelpers.Success).SetName("Second")
.Build()
.SetName("SampleGraph");Use typed state machines when your states need shared mutable context or services.
using NxGraph;
using NxGraph.Authoring;
using NxGraph.Fsm;
using NxGraph.Fsm.Async;
public sealed class AppAgent
{
public int Counter { get; set; }
}
public sealed class WorkState : AsyncState<AppAgent>
{
protected override ValueTask<Result> OnRunAsync(CancellationToken ct)
{
Agent.Counter++;
return ResultHelpers.Success;
}
}
AsyncStateMachine<AppAgent> fsm = GraphBuilder
.StartWithAsync(new WorkState()).SetName("Work")
.ToAsyncStateMachine<AppAgent>()
.WithAgent(new AppAgent());
await fsm.ExecuteAsync();The agent is who is acting (an Enemy, a workflow context); a blackboard is the graph's working memory. They are orthogonal channels — both reach nodes simultaneously. Blackboards are typed-key slot stores with three scopes: Global (one user-owned board shared by every machine — world state), Graph (one board per machine/entity), and Node (transient per-visit scratch). Reads and writes are zero-boxing, zero-allocation array accesses.
using NxGraph.Blackboards;
// Schemas are code: declare keys once, share the schema across N boards.
static class WorldKeys
{
public static readonly BlackboardSchema Schema = new("world", BlackboardScope.Global);
public static readonly BlackboardKey<bool> AlarmRaised = Schema.Register<bool>("AlarmRaised");
}
static class EnemyKeys
{
public static readonly BlackboardSchema Schema = new("enemy"); // Graph scope (default)
public static readonly BlackboardKey<int> TargetDistance = Schema.Register<int>("TargetDistance", 10);
}
sealed class ChaseState : AsyncState<Enemy>
{
protected override ValueTask<Result> OnRunAsync(CancellationToken ct)
{
// One call site — the key's schema scope picks the board:
if (Bb.Get(WorldKeys.AlarmRaised)) // routed → shared global board
Bb.GetRef(EnemyKeys.TargetDistance)--; // routed → this machine's board
return ResultHelpers.Success;
}
}
// Declare schemas on the graph (opt-in bind-time validation), bind boards per machine:
Graph graph = GraphBuilder
.StartWithAsync(new ChaseState())
.If(bb => bb.Get(WorldKeys.AlarmRaised)) // blackboard-driven branching
.ThenAsync((bb, ct) => ResultHelpers.Success)
.ElseAsync((bb, ct) => ResultHelpers.Success)
.WithSchema(EnemyKeys.Schema)
.WithSchema(WorldKeys.Schema)
.Build();
Blackboard world = new(WorldKeys.Schema); // one world board for everyone
AsyncStateMachine<Enemy> fsm = graph.ToAsyncStateMachine<Enemy>()
.WithBlackboard(world) // routed by schema scope
.WithBlackboard(new Blackboard(EnemyKeys.Schema)) // this enemy's own memory
.WithAgent(enemy);Node scope (transient per-visit scratch). A BlackboardSchema with BlackboardScope.Node declares keys whose values live for one node visit: they reset to their registered defaults at every transition boundary (success transition, failure-edge reroute, run start, reset, resume), while in-place retries of the same visit keep the scratch — partial progress across attempts is the point. Node boards are machine-owned: declare the schema on the graph with .WithSchema(...) and every machine auto-creates its own board (two machines over one shared Graph never see each other's scratch); binding one with WithBlackboard throws. They are deliberately not durable — resuming a StateMachineSnapshot restores Node keys to defaults.
static class ScratchKeys
{
public static readonly BlackboardSchema Schema = new("scratch", BlackboardScope.Node);
public static readonly BlackboardKey<int> BytesSent = Schema.Register<int>("BytesSent");
}
// bb.GetRef(ScratchKeys.BytesSent) accumulates across retries of one visit,
// and is back to 0 when the machine moves to the next node.
Graph graph = GraphBuilder.StartWith(new UploadState()).Retry(3)
.WithSchema(ScratchKeys.Schema)
.Build();Anti-pattern: don't use
Dictionary<string, object>as a context — every access pays string hashing plus boxing. ABlackboardKey<T>slot is a schema-checked array read: type-safe, allocation-free, and serializable (seeBlackboardSerializerinNxGraph.Serialization— each board is its own durability artifact alongside the graph payload and machine snapshot; Node boards are transient and never serialize).
Like the state machines, a blackboard is owned by a single runner at a time (not thread-safe).
AsyncStateMachine sm = graph.ToAsyncStateMachine(observer: null);
Result result = await sm.ExecuteAsync();StateMachine.Execute() is the stepped entry point. Each call advances the machine by exactly one node and returns:
| Return value | Meaning |
|---|---|
Result.InProgress |
Node completed; there are more nodes to run. Call Execute() again. |
Result.Success |
Machine finished successfully, no more nodes. |
Result.Failure |
A node failed or threw. Machine is now in Failed status. |
Blocking / non-Unity loop:
StateMachine sm = graph.ToStateMachine();
Result result = Result.InProgress;
while (result == Result.InProgress)
result = sm.Execute();Multi-frame nodes: A node can return Result.InProgress from its own OnRun() to signal it needs another frame (e.g. a countdown timer or a wait-for-input node). The machine stays on that node and invokes it again on the next Execute() call.
Call Execute() from MonoBehaviour.Update(). The machine advances one node per frame and the main thread is never blocked:
public class FsmRunner : MonoBehaviour
{
private StateMachine _fsm;
void Start()
{
_fsm = GraphBuilder
.StartWith(new PatrolState()).SetName("Patrol")
.To(new AlertState()).SetName("Alert")
.To(new AttackState()).SetName("Attack")
.ToStateMachine();
_fsm.SetRestartPolicy(RestartPolicy.Ignore);
}
void Update()
{
Result r = _fsm.Execute();
}
}Both StateMachine and AsyncStateMachine implement the node interface directly, so a machine can be passed as a node inside another machine with no wrapper state required.
Sync, stepped:
StateMachine childFsm = GraphBuilder
.StartWith(() => Result.Success).SetName("Init")
.To(new RelayState(
run: () => Result.Success,
onExit: () => Console.WriteLine("child done")))
.ToStateMachine();
StateMachine parentFsm = GraphBuilder
.StartWith(childFsm).SetName("Child")
.To(new RelayState(
run: () => Result.Success,
onExit: () => Console.WriteLine("parent done")))
.SetName("Cleanup")
.ToStateMachine();
// Each Execute() advances exactly one node — even one inside the child.
// 3 ticks: child node 1 → child node 2 (child done) → parent Cleanup
Result r = Result.InProgress;
while (r == Result.InProgress)
r = parentFsm.Execute();From Unity's Update() each call advances exactly one node across the whole hierarchy — no frame blocking.
Async:
AsyncStateMachine childFsm = GraphBuilder
.StartWithAsync(_ => ResultHelpers.Success)
.ToAsync(_ => ResultHelpers.Success)
.ToAsyncStateMachine();
AsyncStateMachine parentFsm = GraphBuilder
.StartWithAsync(childFsm)
.ToAsync(_ => ResultHelpers.Success)
.ToAsyncStateMachine();
Result result = await parentFsm.ExecuteAsync();Nesting can be arbitrarily deep. Each level is stepped independently; the parent treats a running child as Result.InProgress and a completed child as Result.Success.
.SubGraph(child) nests a whole child graph as a single node of the parent — the DSL shorthand for the nested-machine pattern above. With history: true, a child that failed resumes at its last-active node when the parent re-enters the composite (e.g. after a failure edge and a Goto back), instead of restarting from its start node; a child that completed restarts from the top:
Graph child = GraphBuilder
.StartWithAsync(_ => ResultHelpers.Success)
.ToAsync(_ => ResultHelpers.Success)
.Build();
Graph flow = GraphBuilder
.StartWithAsync(_ => ResultHelpers.Success).SetName("Prepare")
.SubGraph(child, history: true).SetName("Work")
.ToAsync(_ => ResultHelpers.Success).SetName("Finish")
.Build();The sync twin takes a ParallelStepMode (the same enum the parallel composites use): .SubGraph(mode, child) nests the child as a sync StateMachine node, .SubGraph(mode, child, history: true) builds a sync HistoryState. RunToJoin completes the child within one tick (and is therefore also runnable under the async machine via the sync-logic adapter); RoundPerTick advances one child node per parent tick, sync runtime only:
Graph flow = GraphBuilder
.StartWith(() => Result.Success)
.SubGraph(ParallelStepMode.RoundPerTick, child, history: true)
.To(() => Result.Success)
.Build();.Parallel(regions...) runs N region graphs via cooperative interleaving: each round advances every still-running region by one node, and the composite joins when all regions reach a terminal result — Success only if every region succeeded, otherwise Failure through the parent's unified fault model (failure edges, retries). This is deliberately not thread-concurrent, which keeps the hot path allocation-free:
AsyncStateMachine fsm = GraphBuilder
.Start()
.Parallel(tents, fire, scouts) // three region graphs, one node each per round
.ToAsyncStateMachine();
Result joined = await fsm.ExecuteAsync();The sync twin takes a ParallelStepMode: RunToJoin completes the whole join inside one Execute() call, while RoundPerTick advances one round per call and returns Result.InProgress in between — so region progress aligns 1:1 with game-loop frames:
StateMachine fsm = GraphBuilder
.Start()
.Parallel(ParallelStepMode.RoundPerTick, watchtower, gateCrew)
.ToStateMachine();
// From Update(): each call advances every still-running region by one node.
Result r = fsm.Execute();RoundPerTick is sync-only (the async loop rejects node-level InProgress); RunToJoin composites also run under the async machine via the sync-logic adapter. Validating a graph destined for the async runtime with new GraphValidationOptions { StrictAsyncCompatible = true } flags reachable RoundPerTick composites (including nested sync machines left in their default per-tick mode) as errors instead of a mid-run surprise.
The selector overloads pick which regions run at every composite entry, from the machine-bound blackboard:
RegionMask SelectDefenses(BlackboardContext bb)
{
RegionMask mask = RegionMask.Bit(0); // archers always
if (bb.Get(Threat) >= 2) mask |= RegionMask.Bit(1); // cauldrons
if (bb.Get(Threat) >= 3) mask |= RegionMask.Bit(2); // catapults
return mask;
}
StateMachine fsm = GraphBuilder
.Start()
.Parallel(ParallelStepMode.RunToJoin, SelectDefenses, archers, cauldrons, catapults)
.ToStateMachine()
.WithBlackboard(board);The selector runs once per composite execution and fixes the selected set for that run; unselected regions are never stepped. An empty mask is a vacuous join (immediate Success); mask bits at or above the region count throw; up to 64 regions per composite. Selectors execute on the measured zero-allocation path, so compose masks with RegionMask.Bit(i) | ... as above — allocation-free — while RegionMask.Of(params) allocates its array and belongs at setup time only. Both variants exist in both runtimes (.Parallel(selector, ...) for async, .Parallel(mode, selector, ...) for sync). See NxFSM.Examples/ParallelDemo for runnable sync and async demos.
Parallel composites join at the composite boundary. When forked paths must rejoin the parent flow mid-graph — or the same node must be active for several work items at once — use the token runtime (NxGraph.Tokens): N pooled tokens flow through one flat graph, scheduled in cooperative rounds (one node per token per round, deliberately not thread-concurrent).
using NxGraph.Tokens;
JoinState join = new(JoinPolicy.All(2)); // or JoinPolicy.Any (merge), JoinPolicy.Quorum(m)
Graph graph = GraphBuilder
.StartWith(() => Result.Success).SetName("Load")
.ForkTo(
b => b.To(() => Result.Success) // branch 0 continues the arriving token
.To(join) // converge by routing chains to the same JoinState
.To(() => Result.Success), // the surviving token carries on past the join
b => b.To(() => Result.Success) // every other branch spawns a new token
.To(join))
.Build();
TokenMachine machine = graph.ToTokenMachine(); // sync twin; frame-stepped like StateMachine
machine.SetStepMode(ParallelStepMode.RunToJoin); // or RoundPerTick (default): one round per Execute()
Result result = machine.Execute();
AsyncTokenMachine asyncMachine = graph.ToAsyncTokenMachine(); // async twin: ExecuteAsync / StepAsync- Fork (
.ForkTo(branch, branch, ...)): a token passing through continues into the first branch; each remaining branch spawns a new token. Forks carry no logic and no outgoing edge — the branches replace it. - Join (
JoinState+JoinPolicy): arriving tokens park until the policy's count is met, then the join fires — one token continues along the join's ordinary success edge, the consumed ones retire, and the join re-arms.Anyfires on every arrival, which makes it a mid-graph merge point;All(n)is the classic AND-join;Quorum(m)fires at m-of-n, and the late leftovers absorb benignly at run end. - Per-token fault model: a failing token consumes its node's
.Retry(...)budget in place (the async machine honors backoff, the sync one retries next round), then follows the failure edge, else that token dies. The machine fails if any token died or a join starved (parked tokens at a join that never fired); surviving tokens always run to their natural end first. - Per-token scratch: Node-scoped blackboard keys are per token — each token carries its own transient board, reset exactly when that token's attempt counter resets.
- Durability:
Suspend()captures aTokenMachineSnapshot(the multiset of live tokens plus join bookkeeping) at a round boundary;Resume(snapshot)restores it on either token machine. The FSMStateMachineSnapshotcontract is untouched. - Boundaries: fork/join nodes are interpreted only by the token machines — the FSM runtimes throw on them (and the validator flags token graphs with an Info). Graphs without fork/join nodes run identically under either family. Fork/join graphs ride
GraphSerializerpayloads like any other graph — branch order and join policies are plain structure — andTokenMachineSnapshotserializes independently with any serializer. - Visualization:
graph.ToMermaid()renders fork/join first-class — bar shapes ([[...]]), solidfork-labeled branch edges (an AND-split, not a dashed runtime choice), and the join's policy in its label. The diamond above exports as:
flowchart LR
n0(["Load"])
n1["Audio"]
n2[["Join : All(2)"]]
n3["Ready"]
n4["Terrain"]
n5[["Fork"]]
End(("End"))
n0 --> n5
n1 --> n2
n2 --> n3
n3 --> End
n4 --> n2
n5 -- fork --> n1
n5 -- fork --> n4
See NxFSM.Examples/ReadmeExamples/TokenRunnerExamples.cs for the runnable version, including an M-of-N quorum flow and the Mermaid export.
Both runtimes can pause a run at a step boundary, persist it, and continue later — on the same machine, a fresh machine, another process, or even the other runtime (snapshots are interchangeable):
using System.Text.Json;
AsyncStateMachine first = graph.ToAsyncStateMachine();
await first.StepAsync(); // advance one node
StateMachineSnapshot snapshot = first.Suspend(); // primitives-only record
string json = JsonSerializer.Serialize(snapshot); // any serializer works
// Later — possibly after a process restart, on the sync runtime:
StateMachine second = graph.ToStateMachine();
second.Resume(JsonSerializer.Deserialize<StateMachineSnapshot>(json)!);
Result result = Result.InProgress;
while (result == Result.InProgress)
result = second.Execute(); // continues at the next nodeSuspend()is legal betweenStepAsync()/Execute()calls of a stepped run, or on an idle/terminal machine; it captures the current node, status, retry attempts, andLastOutcome.Resume(snapshot)requires a graph that is structurally equivalent (same node indices); re-attach agents/blackboards before continuing.- A fully durable flow persists three artifacts: the graph payload (
GraphSerializer), the snapshot, and oneBlackboardSerializerpayload per bound board — see Serialization. - Node-scoped blackboards are transient by definition and are not part of the durable flow:
Resume(snapshot)restores Node keys to their registered defaults — a node suspended mid-visit loses its scratch. - Composite-internal progress (positions inside parallel regions or history children) is not part of the flat snapshot; a resumed composite starts its visit fresh.
Control what happens after the machine reaches a terminal status (Completed, Failed, or Cancelled):
| Policy | Behaviour |
|---|---|
RestartPolicy.Auto (default) |
Automatically resets to Ready, ideal for Unity Update() loops |
RestartPolicy.Manual |
Stays terminal; re-execution throws until Reset() is called explicitly |
RestartPolicy.Ignore |
Stays terminal; further Execute() calls are no-ops that return the cached result |
fsm.SetRestartPolicy(RestartPolicy.Auto);
// Backwards-compatible alias:
fsm.SetAutoReset(true); // maps to RestartPolicy.Auto
fsm.SetAutoReset(false); // maps to RestartPolicy.ManualAdditional notes on execution:
- reentrancy is guarded per machine instance, calling
Execute()from inside a node throws - async execution accepts cancellation tokens
- observer exceptions bubble to the caller by default
- graphs are immutable after
Build()and can be shared across machine instances
Build() already validates the graph. In DEBUG, invalid graphs throw immediately.
You can also validate a graph explicitly:
using NxGraph.Diagnostics.Validations;
Graph graph = GraphBuilder
.StartWithAsync(_ => ResultHelpers.Success)
.ToAsync(_ => ResultHelpers.Success)
.Build();
GraphValidationResult validation = graph.Validate();
if (validation.HasErrors)
{
foreach (GraphDiagnostic diagnostic in validation.Diagnostics)
{
Console.WriteLine(diagnostic);
}
}
graph.ValidateAndThrowIfErrorsDebug();Validation checks include:
- broken transitions
- reachability from the start node
- self-loops (configurable)
- terminal path analysis for director-driven graphs
Async observer:
using NxGraph.Fsm;
using NxGraph.Graphs;
public sealed class ConsoleObserver : IAsyncStateMachineObserver
{
public ValueTask OnStateMachineStarted(NodeId graphId, CancellationToken ct = default)
{
Console.WriteLine($"FSM started: {graphId}");
return ValueTask.CompletedTask;
}
public ValueTask OnStateEntered(NodeId id, CancellationToken ct = default)
{
Console.WriteLine($"Entered: {id.Name}");
return ValueTask.CompletedTask;
}
public ValueTask OnTransition(NodeId from, NodeId to, CancellationToken ct = default)
{
Console.WriteLine($"Transition: {from.Name} -> {to.Name}");
return ValueTask.CompletedTask;
}
public ValueTask OnStateExited(NodeId id, CancellationToken ct = default)
{
Console.WriteLine($"Exited: {id.Name}");
return ValueTask.CompletedTask;
}
}Sync observer (IStateMachineObserver), all callbacks are void with default no-op implementations; override only what you need:
using NxGraph.Fsm;
using NxGraph.Graphs;
public sealed class DiagnosticObserver : IStateMachineObserver
{
// Node lifecycle
public void OnStateEntered(NodeId id) => Console.WriteLine($">> {id.Name}");
public void OnStateExited(NodeId id) => Console.WriteLine($"<< {id.Name}");
public void OnTransition(NodeId from, NodeId to) =>
Console.WriteLine($" {from.Name} -> {to.Name}");
public void OnStateFailed(NodeId id, Exception ex) =>
Console.WriteLine($"FAIL {id.Name}: {ex.Message}");
// Machine lifecycle
public void OnStateMachineStarted(NodeId graphId) =>
Console.WriteLine($"FSM started: {graphId.Name}");
public void OnStateMachineCompleted(NodeId graphId, Result result) =>
Console.WriteLine($"FSM done: {result}");
public void OnStateMachineReset(NodeId graphId) { }
// Status changes (e.g. Created → Starting → Running → Completed)
public void StateMachineStatusChanged(NodeId graphId, ExecutionStatus prev, ExecutionStatus next) { }
// Log messages emitted by State.Log()
public void OnLogReport(NodeId nodeId, string message) =>
Console.WriteLine($"[{nodeId.Name}] {message}");
}Custom sync states can emit structured log messages through the observer without taking a direct dependency on a logger:
using NxGraph.Fsm;
public sealed class WorkState : State
{
protected override Result OnRun()
{
Log("starting heavy computation");
// ... do work ...
Log("computation complete");
return Result.Success;
}
}Log(message) routes to IStateMachineObserver.OnLogReport when an observer is attached, and is a no-op otherwise.
On .NET 8+, TracingObserver emits Activity spans/tags for state machine and node execution.
using NxGraph.Fsm;
IAsyncStateMachineObserver observer = new TracingObserver();
AsyncStateMachine fsm = graph.ToAsyncStateMachine(observer);
await fsm.ExecuteAsync();This integrates naturally with OpenTelemetry pipelines listening to the ActivitySource named "NxGraph".
Capture a machine run and replay the event stream later:
using NxGraph.Diagnostics.Replay;
using NxGraph.Fsm;
ReplayRecorder recorder = new();
AsyncStateMachine fsm = graph.ToAsyncStateMachine(recorder);
await fsm.ExecuteAsync();
StateMachineReplay replay = new(recorder.GetEvents().Span);
replay.ReplayAll(evt =>
{
Console.WriteLine($"{evt.Type}: {evt.SourceId} -> {evt.TargetId} | {evt.Message}");
});
byte[] bytes = replay.Serialize();
ReplayEvent[] roundTripped = StateMachineReplay.Deserialize(bytes);Replay persistence is its own binary event format; it is separate from graph serialization.
Export graphs to Mermaid for docs, PRs, or operations runbooks.
using NxGraph.Diagnostics.Export;
string mermaid = GraphBuilder
.StartWithAsync(_ => ResultHelpers.Success).SetName("Start")
.ToAsync(_ => ResultHelpers.Success).SetName("Process")
.ToAsync(_ => ResultHelpers.Success).SetName("End")
.Build()
.ToMermaid();
Console.WriteLine(mermaid);NxGraph.Serialization serializes graphs using an application-provided logic codec.
Text codec example:
using System.Text.Json;
using NxGraph;
using NxGraph.Authoring;
using NxGraph.Graphs;
using NxGraph.Serialization;
public sealed class ExampleState : IAsyncLogic
{
public string Data { get; set; } = string.Empty;
public ValueTask<Result> ExecuteAsync(CancellationToken ct = default)
=> ResultHelpers.Success;
}
public sealed class ExampleLogicCodec : ILogicTextCodec
{
public string Serialize(IAsyncLogic data)
=> JsonSerializer.Serialize((ExampleState)data);
public IAsyncLogic Deserialize(string payload)
=> JsonSerializer.Deserialize<ExampleState>(payload)
?? throw new InvalidOperationException("Failed to deserialize ExampleState.");
}
Graph graph = GraphBuilder
.StartWithAsync(new ExampleState { Data = "start" }).SetName("Start")
.ToAsync(new ExampleState { Data = "end" }).SetName("End")
.Build()
.SetName("ExampleGraph");
GraphSerializer serializer = new(new ExampleLogicCodec());
await using MemoryStream stream = new();
await serializer.ToJsonAsync(graph, stream);
stream.Position = 0;
Graph roundTripped = await serializer.FromJsonAsync(stream);Notes:
- graph serialization is optional and lives in a separate package
- serializer usage is instance-based
- JSON and MessagePack are both supported through
GraphSerializer - your codec controls how node logic is persisted and restored
- nested machines, history/parallel composites, and token fork/join nodes serialize out of the box; dynamic parallel composites need a
GraphSerializerOptions.SelectorRegistry(the selector delegate rides as a named key — author graphs with the delegate instanceRegionSelectorRegistry.Registerreturns), and customISubGraphProvidercontainers need aGraphSerializerOptions.ContainerCodec(you own the reconstruction recipe; the serializer recurses intoSubGraphsfor you, order-preserving)
The solution includes a runnable examples project with:
- a simple async FSM
- an AI enemy example (typed agent injection)
- Mermaid export example
- a serialization round-trip example
- a sync Dungeon Crawler example using the DSL, observers, director nodes, loops, and named states
- a blackboard demo (scoped shared memory, schema declarations, per-entity boards)
- parallel-region demos: the sync Stronghold Siege (
ParallelStepMode.RoundPerTickframe ticking,RunToJoinwaves, blackboard-selected dynamic regions) and the async Expedition Camp (cooperative round-robin interleaving underAsyncStateMachine, dynamic region selection)
Run it with:
dotnet run --project NxFSM.ExamplesBenchmarks live in NxGraph.Benchmarks and use BenchmarkDotNet. The suite covers both AsyncStateMachine and StateMachine (sync), and also measures equivalent Stateless scenarios for comparison.
Run them with:
dotnet run --project NxGraph.Benchmarks -c ReleaseRuntime: .NET 8.0.26 (RyuJIT AVX-512F+CD+BW+DQ+VL+VBMI) · BenchmarkDotNet v0.13.12 · ShortRun job · 2026-04-27
Async AsyncStateMachine:
| Scenario | Mean | Alloc |
|---|---|---|
Single node (RelayState.Success) ★ |
199 ns | 0 B |
Single node + NoopObserver |
239 ns | 0 B |
| Timeout wrapper (immediate success) | 330 ns | 0 B |
| Chain × 10 nodes | 802 ns | 0 B |
| Director-driven × 10 nodes | 856 ns | 0 B |
| Chain × 50 nodes | 3,344 ns | 0 B |
Sync StateMachine:
| Scenario | Mean | Alloc |
|---|---|---|
| Single node ★ | 24 ns | 0 B |
Single node + SyncNoopObserver |
27 ns | 0 B |
| Chain × 10 nodes | 194 ns | 0 B |
| Chain × 50 nodes | 979 ns | 0 B |
★ baseline
Key observations:
- Zero allocations: both runtimes are fully alloc-free after graph construction.
- Sync is ~8× faster on a single node: 24 ns vs 199 ns, reflecting the absence of async machinery and
Interlockedoperations. - Observer overhead is constant and runtime-dependent: +3 ns for sync, +40 ns for async, independent of chain length.
- Per-node cost falls with chain length: async 199 ns for 1 node → 80 ns/node for 10 → 67 ns/node for 50.
- Sync per-node cost is consistent: ~19 ns/node for both chain × 10 and chain × 50.
- Director nodes add ~54 ns over a plain 10-node async chain.
Run the full test suite:
dotnet test -c ReleaseThe tests cover:
- sync and async execution
- stepped execution (
SteppedExecutionTests), one-node-per-tick semantics, multi-frame nodes, restart policies - reentrancy and cancellation
- observers and log reports
- replay
- validation
- Mermaid export
- serialization round-trips
Why is there only one direct success transition per node?
Branching is modeled explicitly through directors such as ChoiceState and SwitchState<TKey>, which keeps execution simple and predictable. A node can additionally carry one failure edge (.OnError) for the fault path. When several paths must run at once, use the parallel composites instead of extra edges — see Fan-out at a glance; a token runner with free-form fan-out in one flat graph is a recorded, deliberately deferred design.
Can I share a graph across machines?
Yes. Graph is immutable after build and can be reused across multiple state machine instances.
Do observer exceptions get swallowed?
No. They bubble by default.
When should I name nodes?
Almost always. Names improve logs, observer output, replay traces, and Mermaid diagrams.
Does the core package include Mermaid export and replay?
Yes. Those features are part of NxGraph itself; graph serialization is the optional extra package.
Can I use NxGraph in Unity?
Yes. Use StateMachine (the sync runtime) and call Execute() from MonoBehaviour.Update(). Execute() advances exactly one node per call so the main thread is never blocked. Set RestartPolicy.Auto for automatic reset between runs, or RestartPolicy.Ignore to freeze the machine in its terminal state until you explicitly call Reset(). See Unity integration for a full example.
What does Result.InProgress mean?
The machine has more nodes to process but is returning control to the caller (e.g. to avoid blocking a frame in Unity). Call Execute() again on the next frame. A node can also return Result.InProgress from its own OnRun() to signal it needs multiple frames (e.g. a frame-based timer).
- sync twins for the remaining async-only constructs (history subgraphs, waits, timeouts)
- hierarchical snapshots so composite-internal progress survives durable suspend/resume
- validator and Mermaid-export awareness of composite interiors
- continued ergonomics improvements around DSL authoring and serialization
PRs are welcome. Please run formatting and tests before submitting:
dotnet testMIT. See LICENSE for details.