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Node States and INodeCache

When to read this: Read this when migrating custom NodeManagers, NodeState clone / read / write helpers (Clone -> CreateCopy, removed BaseVariableState helpers), the new INodeManager3 role-permission hooks, OnAfterCreate(CancellationToken), predefined-node processing, generics on BaseVariableState / BaseVariableTypeState, or INodeCache.InvalidateNode.

Node States

Generics and Typed BaseVariableState and BaseVariableTypeState

With the changes to Variant, the generic node state classes reflecting the inner value of the variant "value" have been changed to not rely on "casting" from object to T. The conversion is "baked in" when creating an instance of a typed state using a "builder" struct. Whether the value is scalar, array or matrix is irrelevant to which builder to use. There are 3 situations and the respective builder struct to use:

  1. T is a built in type -> use VariantBuilder
  2. T is a instance of IEncodeable (a complex structure) -> Use StructureBuilder<T> where T is the name of the structure.
  3. T is an instance of Enum (an enumeration) -> Use EnumBuilder<T> where T is the name fo the enumeration type.

E.g. to create an instance of a PropertyState<T> where T is ArrayOf<ExtensionObject> use

    var state = new PropertyState<ArrayOf<ExtensionObject>>.Implementation<VariantBuilder>(parent)
    // or
    var state = PropertyState<ArrayOf<ExtensionObject>>.With<VariantBuilder>(parent)

To create an instance of a PropertyState<T> where T is Argument (an IEncodeable type) use

    var state = new PropertyState<Argument>.Implementation<StructureBuilder<Argument>>(parent)
    // or
    var state = PropertyState<Argument>.With<StructureBuilder<Argument>>(parent)

To create an instance of a PropertyState<T> where T is MatrixOf<ComplexType> (an IEncodeable type) use

    var state = new PropertyState<MatrixOf<ComplexType>>.Implementation<StructureBuilder<ComplexType>>(parent)
    // or
    var state = PropertyState<MatrixOf<ComplexType>>.With<StructureBuilder<ComplexType>>(parent)

Note: While this looks clunky, it does not use reflection and comes with 0 allocation including any allocations for Func or Action delegates and works around .net limitations regarding overload resolution for generic arguments (which also required the use of FromStructure or FromEnumeration on the Variant type instead of using From). In future versions it is possible the source generator could generate away some of the redundancies in the above expressions.

Predefined node processing

Filling the predefined node state list is now generated as source code. This means the predefined Variable and Object instance states are the generated classes, not the root node states. This has an impact on the AddBehaviorToPredefinedNode implementations which should use the received node state as "activeNode" and attach functionality to it instead of creating a active node.

Example guidance (mirrors BoilerNodeManager): the node passed to AddBehaviorToPredefinedNode is already the generated instance state, so attach behavior directly to it instead of creating a new state. This ensures the predefined list stays consistent and the generated type-specific fields are available.

    protected override void AddBehaviorToPredefinedNode(
        ISystemContext context,
        NodeState node)
    {
        if (node is BoilerTypeState boiler)
        {
            var activeNode = boiler;
            activeNode.Temperature.OnSimpleWriteValue = OnTemperatureWrite;
            activeNode.FlowRate.OnSimpleWriteValue = OnFlowRateWrite;
        }

        // Add callbacks to the node here if necessary
        // If not needed you do not need to implement this call at all.
    }

See NodeStates document for more information.

NodeState Cloning and Lifecycle

Node state does not implement IDisposable anymore.

Node states do not manage resources, they access resources. Therefore the management of resources must be done in a node manager. If you are overriding Dispose() on a NodeState to manage the node state, make the method public instead of protected, and maintain a list of node states on which you must call the Dispose() method when the Node Manager is disposed. Better, associated node states only via an identifier with a backend "system" that manages all state centrally and in your control.

Clone() replaced with CreateCopy()

NodeState.Clone() is now a concrete method that calls CreateCopy() + CopyTo(). The new protected abstract NodeState CreateCopy() must be overridden by all direct NodeState subclasses.

// Before
public override object Clone()
{
    var clone = new MyNodeState(Parent);
    CopyTo(clone);
    return clone;
}

// After
protected override NodeState CreateCopy()
{
    return new MyNodeState(Parent);
}

If you had custom deep-copy logic beyond what CopyTo() does, override CopyTo() instead.

BaseVariableState Read/Write helpers removed

The protected ServiceResult Read(object, ref object) and protected object Write(object) methods were removed. Use the CopyPolicy property or the new CopyOnWrite bool directly with CoreUtils.Clone() for copy-on-read/write semantics.

OnAfterCreate gains CancellationToken

OnAfterCreate(ISystemContext, NodeState) now has an optional CancellationToken ct = default parameter.

⚠ Silent regression. Source-compatible, but binary-incompatible. Pre-compiled assemblies whose overrides still target the old OnAfterCreate(ISystemContext, NodeState) signature will silently no-op at runtime against 2.0 - the CLR resolves virtual overrides by exact signature, finds no match, and falls back to the base implementation. No runtime exception is thrown to alert the developer. The only fix is to recompile the consuming assembly against 2.0 so the override binds to the new three-argument signature.

protected override void OnAfterCreate(ISystemContext context, NodeState node, CancellationToken ct = default)
{
    base.OnAfterCreate(context, node, ct);
}

INodeManager3 - new role-permission and method-resolution hooks

2.0 introduces INodeManager3, an extension of INodeManager2 that surfaces explicit hooks for per-role permission evaluation and for resolving the target of a Call request. CustomNodeManager2 implements the new members with safe defaults that mirror the previous behavior, so node managers that already derive from CustomNodeManager2 need no changes.

Custom node managers that implement INodeManager / INodeManager2 directly (not via CustomNodeManager2) silently lose the new behavior: the server probes for INodeManager3 at the call site, and node managers that do not implement it fall through to the legacy code path. This is not a build break - it is a silent feature-availability regression. Either derive from CustomNodeManager2 or implement INodeManager3 explicitly to participate in role-permission evaluation and the new method-resolution contract.

INodeCache changes

Version 2.0 collapses the two parallel node-cache contracts into a single public interface and removes the remaining synchronous wrappers from the cache surface.

Key changes:

  • ILruNodeCache is removed. LruNodeCache now implements only INodeCache. All members previously on ILruNodeCache (the NodeId-keyed Get* family and LoadTypeHierarchyAsync) are now members of INodeCache.

  • All async methods on INodeCache return ValueTask / ValueTask<T> (was Task<T> for FindAsync, FetchNodeAsync, FetchNodesAsync, FetchSuperTypesAsync, FindReferencesAsync). Callers that simply await these methods need no change. Callers that store the result in a Task variable, return the bare task, or re-await the same task must wrap with .AsTask() once.

  • void INodeCache.LoadUaDefinedTypes(ISystemContext) is removed. The LRU implementation populates lazily and the prior method body was a no-op. Drop the call from your code; the cache is ready to use.

  • bool ILruNodeCache.IsTypeOf(NodeId, NodeId) is removed. Use IAsyncTypeTable.IsTypeOfAsync(NodeId, NodeId, CancellationToken) instead — INodeCache inherits from IAsyncTypeTable so the method is reachable on the same instance.

  • NodeCacheObsolete synchronous extensions are removed. The blocking wrappers Find, FetchNode, FetchNodes, FetchSuperTypes, FindReferences, GetDisplayText, IsKnown, FindSuperType, and Exists were obsoleted in 1.5.378 and now no longer compile. Switch to the matching async methods (FindAsync, FetchNodeAsync, …).

  • ** Moving of several methods to extension classes**: The following members were moved to extension methods on NodeCacheExtensions (in the same Opc.Ua namespace, so no using changes needed). These methods are thin wrappers around the core INodeCache surface and preserve the old signatures where possible.

    Removed from interface Replacement
    GetSuperTypeAsync(NodeId, ct) inherited IAsyncTypeTable.FindSuperTypeAsync(NodeId, ct) (identical semantics — the interface methods returned the same NodeId.Null-on-miss value)
    FindReferencesAsync(ExpandedNodeId, NodeId, bool, bool, ct) inherited IAsyncNodeTable.FindAsync(source, refType, isInverse, includeSubtypes, ct) (identical signature). A thin extension method preserves the old name for callers that prefer it.
    FindReferencesAsync(ArrayOf<ExpandedNodeId>, ArrayOf<NodeId>, …) extension method on NodeCacheExtensions (same signature).
    FindAsync(ArrayOf<ExpandedNodeId>, ct) extension method on NodeCacheExtensions that loops over the inherited FindAsync(ExpandedNodeId).
    FetchSuperTypesAsync(ExpandedNodeId, ct) extension method that loops FindSuperTypeAsync.
    GetNodeWithBrowsePathAsync(NodeId, ArrayOf<QualifiedName>, ct) extension method on NodeCacheExtensions.
    GetBuiltInTypeAsync(NodeId, ct) extension method on NodeCacheExtensions.
    `GetDisplayTextAsync(INode ExpandedNodeId

    External implementations of INodeCache no longer need to implement these members. Call sites that already used using Opc.Ua; keep compiling unchanged because the extensions live in the same namespace.

The new INodeCache deliberately keeps two name conventions side by side. The XML doc on INodeCache spells this out as well:

Family Identity Result Behavior
Find* / Fetch* ExpandedNodeId nullable Find* consults the cache, then the server; Fetch* always re-reads from the server.
Get* NodeId non-nullable / throws LRU-style direct hit; cheaper for in-process callers that already have a local NodeId.

Migration:

// Before — Task-returning + sync helpers
INodeCache cache = session.NodeCache;
cache.LoadUaDefinedTypes(session.SystemContext); // removed
ArrayOf<INode?> nodes = await cache.FindAsync(nodeIds);
Task<Node?> tn = cache.FetchNodeAsync(nodeId);   // returned Task<T>
bool isType = cache.IsTypeOf(sub, super);        // sync, was on ILruNodeCache
// After — single INodeCache surface, all async, no sync IsTypeOf
INodeCache cache = session.NodeCache;
ArrayOf<INode?> nodes = await cache.FindAsync(nodeIds);
ValueTask<Node?> tn = cache.FetchNodeAsync(nodeId);
bool isType = await cache.IsTypeOfAsync(sub, super);

See also