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0.2.0 | Jul 26, 2023 |
#82 in Development tools
1,330 downloads per month
Used in 2 crates
71KB
1K
SLoC
Starbase
Starbase is a framework for building performant command line applications and developer tools. A starbase is built with the following modules:
- Reactor core - Async-first powered by the
tokio
runtime. - Fusion cells - Thread-safe concurrent systems for easy processing.
- Communication array - Event-driven architecture with
starbase_events
. - Shield generator - Native diagnostics and reports with
miette
. - Navigation sensors - Span based instrumentation and logging with
tracing
. - Engineering bay - Ergonomic utilities with
starbase_utils
. - Command center - Terminal styling and theming with
starbase_styles
. - Cargo hold - Archive packing and unpacking with
starbase_archive
.
Core
Phases
An application is divided into phases, where systems in each phase will be processed and completed before moving onto the next phase. The following phases are available:
- Startup - Register and or load components into the application instance.
- Example: load configuration, detect workspace root, load plugins
- Analyze - Analyze the current application environment, update components, and prepare for
execution.
- Example: generate project graph, load cache, signin to service
- Execute - Execute primary business logic.
- Example: process dependency graph, run generator, check for new version
- Shutdown - Shutdown whether a success or failure.
- Example: cleanup temporary files
The startup phase processes systems serially in the main thread, as the order of initializations must be deterministic, and running in parallel may cause race conditions or unwanted side-effects.
The other 3 phases process systems concurrently by spawning a new thread for each system. Active systems are constrained using a semaphore and available CPU count. If a system fails, the application will abort and subsequent systems will not run (excluding shutdown systems).
Systems
Systems are async functions that implement the System
trait, are added to an application phase,
and are processed (only once) during the applications run cycle. Systems receive each
component type as a distinct parameter.
use starbase::{App, States, Resources, Emitters, MainResult, SystemResult};
async fn load_config(states: States, resources: Resources, emitters: Emitters) -> SystemResult {
let config: AppConfig = do_load_config().await;
states.set::<AppConfig>(config);
Ok(())
}
#[tokio::main]
async fn main() -> MainResult {
let mut app = App::new();
app.startup(load_config);
app.run().await?;
Ok(())
}
Each system parameter type (States
, Resources
, Emitters
) is a type alias that wraps the
underlying component manager in a Arc<T>
, which uses interior mutability under the hood.
Separating components across params simplifies borrow semantics.
Furthermore, for better ergonomics and developer experience, we provide a #[system]
function
attribute that provides "magic" parameters similar to Axum and Bevy, which we call system
parameters. For example, the above system can be rewritten as:
#[system]
async fn load_config(states: States) {
let config: AppConfig = do_load_config().await;
states.set::<AppConfig>(config);
}
Additional benefits of #[system]
are:
- Return type and return statement are both optional, as these are always the same.
- Parameters can be mixed and matched to suit the system's requirements.
- Parameters can be entirely ommitted if not required.
- Avoids importing all necessary types/structs/etc. We compile to fully qualified paths.
- Functions are automatically wrapped for instrumentation.
Jump to the components section for a full list of supported system parameters.
Startup systems
In this phase, components are created and registered into their appropriate manager instance.
app.startup(system_func);
app.add_system(Phase::Startup, system_instance);
Analyze systems
In this phase, registered components are optionally updated based on the results of an analysis.
app.analyze(system_func);
app.add_system(Phase::Analyze, system_instance);
Execute systems
In this phase, systems are processed using components to drive business logic. Ideally by this phase, all components are accessed immutably, but not a hard requirement.
app.execute(system_func);
app.add_system(Phase::Execute, system_instance);
Arguments
Additionally, execute systems can be associated with arguments. This is useful for functionality like CLI commands.
struct MyArgs {
flag: bool,
option: String,
}
app.execute_with_args(system_func, MyArgs {
flag: false,
option: "value".into(),
});
To access the arguments within the system itself, you can use the #[system]
macro, coupled with
the ArgsRef<T>
system parameter.
#[system]
async fn system_func(args: ArgsRef<MyArgs>) {
args.flag; // false
args.option; // "value"
}
If not using the macro, you can access the arguments like so:
states.get::<starbase::ExecuteArgs>().extract::<T>();
Shutdown systems
Shutdown runs on successful execution, or on a failure from any phase, and can be used to clean or reset the current environment, dump error logs or reports, so on and so forth.
app.shutdown(system_func);
app.add_system(Phase::Shutdown, system_instance);
Components
Components are values that live for the duration of the application ('static
) and are stored
internally as Any
instances, ensuring strict uniqueness. Components are dividied into 3
categories:
- States - Granular values (
newtype
patterns). - Resources - Compound values / singleton instances.
- Emitters - Per-event emitters.
States
States are components that represent granular pieces of data, are typically implemented with a tuple
or unit struct (newtype
s), and must derive State
. For example, say we want to track the
workspace root.
use starbase::State;
use std::path::PathBuf;
#[derive(Debug, State)]
pub struct WorkspaceRoot(PathBuf);
The
State
derive macro automatically implementsAsRef
,Deref
, andDerefMut
when applicable. In the future, we may implement other traits deemed necessary.
Adding state
States can be added directly to the application instance (before the run cycle has started), or
through the States
system parameter.
app.set_state(WorkspaceRoot(PathBuf::from("/")));
#[system]
async fn detect_root(states: States) {
states.set(WorkspaceRoot(PathBuf::from("/")));
}
#[system]
async fn read_states(states: States) {
let workspace_root = states.get::<WorkspaceRoot>();
}
Readable state
Alternatively, the StateRef
system parameter can be used to immutably read an individual value
from the states manager. Multiple StateRef
s can be used together, but cannot be used with
StateMut
.
#[system]
async fn read_states(workspace_root: StateRef<WorkspaceRoot>, project: StateRef<Project>) {
let project_root = workspace_root.join(project.source);
}
Writable state
Furthermore, the StateMut
system parameter can be used to mutably access an individual value,
allowing for the value (or its inner value) to be modified. Only 1 StateMut
can be used in a
system, and no other state related system parameters can be used.
#[system]
async fn write_state(touched_files: StateMut<TouchedFiles>) {
touched_files.push(another_path);
}
Resources
Resources are components that represent compound data structures as complex structs, and are akin to instance singletons in other languages. Some examples of resources are project graphs, dependency trees, plugin registries, cache engines, etc.
Every resource must derive Resource
.
use starbase::Resource;
use std::path::PathBuf;
#[derive(Debug, Resource)]
pub struct ProjectGraph {
pub nodes; // ...
pub edges; // ...
}
The
Resource
derive macro automatically implementsAsRef
. In the future, we may implement other traits deemed necessary.
Adding resources
Resources can be added directly to the application instance (before the run cycle has started), or
through the Resources
system parameter.
app.set_resource(ProjectGraph::new());
#[system]
async fn create_graph(resources: Resources) {
resources.set(ProjectGraph::new());
}
#[system]
async fn read_resources(resources: Resources) {
let project_graph = resources.get::<ProjectGraph>();
}
Readable resources
The ResourceRef
system parameter can be used to immutably read an individual value from the
resources manager. Multiple ResourceRef
s can be used together, but cannot be used with
ResourceMut
.
#[system]
async fn read_resources(project_graph: ResourceRef<ProjectGraph>, cache: ResourceRef<CacheEngine>) {
let projects = project_graph.load_from_cache(cache).await?;
}
Writable resources
Furthermore, the ResourceMut
system parameter can be used to mutably access an individual value.
Only 1 ResourceMut
can be used in a system, and no other resource related system parameters can be
used.
#[system]
async fn write_resource(cache: ResourceMut<CacheEngine>) {
let item = cache.load_hash(some_hash).await?;
}
Emitters
Emitters are components that can dispatch events to all registered subscribers, allowing for
non-coupled layers to interact with each other. Unlike states and resources that are implemented and
registered individually, emitters are pre-built and provided by the starbase_events::Emitter
struct, and instead the individual events themselves are implemented.
Events must derive Event
, or implement the Event
trait. Events can be any type of struct, but
the major selling point is that events are mutable, allowing inner content to be modified by
subscribers.
use starbase::{Event, Emitter};
use app::Project;
#[derive(Debug, Event)]
pub struct ProjectCreatedEvent(pub Project);
let emitter = Emitter::<ProjectCreatedEvent>::new();
Adding emitters
Emitters can be added directly to the application instance (before the run cycle has started), or
through the Emitters
system parameter.
Each emitter represents a singular event, so the event type must be explicitly declared as a generic when creating a new emitter.
app.set_emitter(Emitter::<ProjectCreatedEvent>::new());
#[system]
async fn use_emitters(emitters: Emitters) {
// Add emitter
emitters.set(Emitter::<ProjectCreatedEvent>::new());
// Emit event
emitters.get_mut::<Emitter<ProjectCreatedEvent>().emit(ProjectCreatedEvent::new()).await?;
// Emit event shorthand
emitters.emit(ProjectCreatedEvent::new()).await?;
}
Using emitters
Furthermore, the EmitterRef
(preferred) or EmitterMut
system parameters can be used to access an
individual emitter. Only 1 EmitterMut
can be used in a system, but multiple EmitterRef
can be
used. The latter is preferred as we utilize interior mutability for emitting events, which allows
multiple emitters to be accessed in parallel.
#[system]
async fn emit_events(project_created: EmitterRef<ProjectCreatedEvent>) {
project_created.emit(ProjectCreatedEvent::new()).await?;
}
How to
Error handling
Errors and diagnostics are provided by the miette
crate. All
layers of the application, from systems, to events, and the application itself, return the
miette::Result
type. This allows for errors to be easily converted to diagnostics, and for miette
to automatically render to the terminal for errors and panics.
To benefit from this, update your main
function to return MainResult
, and call App::setup_*()
to register error/panic handlers.
use starbase::{App, MainResult};
#[tokio::main]
async fn main() -> MainResult {
App::setup_diagnostics();
App::setup_tracing();
let mut app = App::new();
// ...
app.run().await?;
Ok(())
}
To make the most out of errors, and in turn diagnostics, it's best (also suggested) to use the
thiserror
crate.
use starbase::Diagnostic;
use thiserror::Error;
#[derive(Debug, Diagnostic, Error)]
pub enum AppError {
#[error(transparent)]
#[diagnostic(code(app::io_error))]
IoError(#[from] std::io::Error),
#[error("Systems offline!")]
#[diagnostic(code(app::bad_code))]
SystemsOffline,
}
Caveats
In systems, events, and other fallible layers, a returned Err
must be converted to a diagnostic
first. There are 2 approaches to achieve this:
#[system]
async fn could_fail() {
// Convert error using into()
Err(AppError::SystemsOffline.into())
// OR use ? operator on Err()
Err(AppError::SystemsOffline)?
}
Dependencies
~8–22MB
~264K SLoC